How to use commands in description to link to verbs or just unlock onne verb by using another one first??
Eoin Lynne
11 Sept 2017, 09:08I've been trying for hours to get a verb to display only after another one was used. For example "Look at: You look at the fire, it looks warm. You could lie down and take a nap here if you wanted to." Then because you looked at it and got that description a new option to lie would unlock. I could not find a way to make this new verb pop up after using that verb. So then I started messing around with with adding a command to the description so you could click on lie down to do it. Every time I try that in game I get
"> lie down
No time for lounging about now."
I cannot for the life of me figure out how to get it to run the lie down verb I made, I don't even know how to change what it keeps saying for that matter. I only just started using this program today so if this is a really simple fix please don't be harsh...

K.V.
11 Sept 2017, 10:22Can you post your code, if it isn't too long?
If you made lie
a verb, I think you have to have an object as the object of the verb.
I.e., did you set the verb up on an object? If so, and if it was the fire, you'd have to enter LIE DOWN FIRE to get your response (maybe).
You can make your own lie
command. (What you see printing is the default response that's built into Quest.)
You could make your own command, though.
And use this text processor command in your msg
:
msg ("You look at the fire. It looks warm. You could {command:lie down} here, if you wanted to.")
... and get this:
>look at fire
You look at the fire. It looks warm. You could lie down and take a nap here, if you wanted to.
>lie down
You do whatever Eoin Lynne wants you to do now!
The Pixie
11 Sept 2017, 10:29There is an article in the docs that might help:
http://docs.textadventures.co.uk/quest/display_verbs.html
Eoin Lynne
11 Sept 2017, 12:11I don't know code at all. So....no?
This is what I did.
- Added the item "Campfire".
- Changed it's "Look at" description to "The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open."
- Added the verb "lie down".
- Changed "lie down" from "Print a message" to "Run a script".
- Added these 4 scripts: 1. Clear the screen. 2. Change the background colour to [colour] [DarkRed]. 3. Print (centered) [message] (Note I disabled the color code for this so you could read it as it does not work well on white background) "color:#FFFF00You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself "This place is so peaceful, I could stay here forever...". You never wake up again.". 5. Finish the game.
- Discovered that verb was now listed along with "look at" and changed it to disable automatically generated display verb list for this object.
- Tried for hours to find a way to link this verb to look at so it would be a choice after looking at the campfire. Failed.
- Changed text in "look at" to "The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to {command:lie down} next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.".
- Could not figure out how to link it to the verb. Always told me "> lie down
No time for lounging about now.". Tried for hours and gave up. - Tried changing the look at description from text to "Run script". Then tried using "Ask question" "Will you lie down?". Now I have a yes or no. I tried adding a list but get errors, tried adding if but get errors.
I do not know how to get the code for what I did so you will have to talk me through that if you want it. I do not know how to code and the link you gave me does not help as it's all gibberish to me, though I do appreciate that you at least tried to help me.
XanMag
11 Sept 2017, 13:59I would "bush league" it. Create two fireplaces. Mark one as visible and the other invisible. On the invisible one, place your wanted "lie by" verb. When you look at the first fireplace, swap their visibility and viola! the fireplace now has your wanted verb.
I would not use "lie down" as your verb for two reasons. It's unnatural. 'Lie down fireplace' is awkward, yes? Also, I believe Quest has a built in 'lie down' command. If you add the verbs 'lie by', 'sleep by', etc, not only does it sound better, I think you can avoid the verb conflict.
You can change the built-in stuff, but it can get a little messy.
I'll post an example in a bit.
mrangel
11 Sept 2017, 14:02edit: ignore me, I was wrong
Eoin Lynne
11 Sept 2017, 14:09I'll try that and let you know if it works mrangel, thanks ^^
XanMag
11 Sept 2017, 14:21If you are wandering how to achieve your issue using my method,
- Copy the code in the box below.
- Create a new game.
- Click on the code-view button. It looks like a little note card (second button from right)
- Highlight everything in there and paste the code below in its place.
- Look at it in the GUI editor and you should be able to see how I did it.
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Verb Sample game">
<gameid>ccc122c8-34a6-4bee-932f-52e108f2dc27</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="room1">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<object name="fireplace1">
<inherit name="editor_object" />
<alias>fireplace</alias>
<look type="script">
msg ("The fireplace looks awfully cozy. You feel the need to lie by it and fall asleep.")
MakeObjectInvisible (fireplace1)
MakeObjectVisible (fireplace2)
</look>
</object>
<object name="fireplace2">
<inherit name="editor_object" />
<alias>fireplace</alias>
<visible type="boolean">false</visible>
<look type="script">
msg ("The fireplace looks awfully cozy. You feel the need to lie by it and fall asleep.")
</look>
<lieby type="script">
msg ("You lie down by the fireplace and fall asleep for an eternity.")
finish
</lieby>
</object>
</object>
<verb>
<property>lieby</property>
<pattern>lie by; sleep by</pattern>
<defaultexpression>"You can't lie by; sleep by " + object.article + "."</defaultexpression>
</verb>
</asl>
- Ask me if you have any questions.
Eoin Lynne
11 Sept 2017, 14:34XanMag, thank you for your help, but I would rather not make 10 to 20 versions of every item so that players can make choices in the game... I need to know the right way to do this... a way even someone who does not understand code can do.
Eoin Lynne
11 Sept 2017, 15:05Okay here is what I have so far:
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test02">
<gameid>09461687-1a12-403f-8ecd-03535c160c79</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description><![CDATA[<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.]]></description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Campfire">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Campfire">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description><![CDATA[A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.]]></description>
<object name="CampfireX">
<inherit name="editor_object" />
<alias>Campfire</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<look type="script"><![CDATA[
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
Ask ("Will you lie down?") {
if (Yes.) {
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
}
else if (No.) {
msg ("You walk away...")
}
}
]]></look>
</object>
</object>
</asl>```
Eoin Lynne
11 Sept 2017, 15:06ignore the ``` at the end, that was a typo when posting it that the forum won't let me correct.
hegemonkhan
11 Sept 2017, 15:34(filler for getting edited post, posted/updated)
here you go, try this:
(you can re-name my 'example_lie_down_verb' Verb/Script_Attribute to whatever you want to call it, just make sure you change/re-name both instances of them in my code below)
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test02">
<gameid>09461687-1a12-403f-8ecd-03535c160c79</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description>
<![CDATA[
<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.
]]>
</description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Campfire">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Campfire">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description>
<![CDATA[
A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.
]]>
</description>
<object name="CampfireX">
<inherit name="editor_object" />
<alias>Campfire</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<!--
-----------------------------------------------------------
Here's my changes:
-->
<look type="script">
<![CDATA[
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
list add (this.displayverbs, "example_lie_down_verb")
]]>
</look>
<attr name="displayverbs" type="simplestringlist">look</attr>
<attr name="example_lie_down_verb" type="script">
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
</attr>
<!--
------------------------------------------------------------
-->
</object>
</object>
</asl>
Eoin Lynne
11 Sept 2017, 15:42I tried what you said hegemonkhan but it gives me this error when I try to close code view after pasting what you said.
"Failed to load game due to the following errors:
- Invalid XML: '' is an unexpected token. the expected token is "" or '''. Line 41, position 34."
I have no idea what this means or how to fix it...
mrangel
11 Sept 2017, 15:44My earlier suggestion was to make a command within the room; but I got confused when trying that method out myself, so thought I'd better come up with a better explanation then post later. (I knew how to do it, but not which tab it was on)
On the room's "Scripts" tab, you can add commands at the bottom. If you add one with the pattern "Lie down", then it will be triggered by the player typing "Lie down" in that room, but typing it elsewhere will trigger the default response. This should mean that {Command:Lie down}
in the description of the fire would work as you expected.
Alternatively:
If you create a lie by
script in the fire's scripts tab, as you originally described, then remove the verb in the "verbs" tab so that it doesn't initially show up in the list. Then you can add a few lines to the 'look' script to make the verb visible:
if (not ListContains(this.displayverbs, "Lie by")) {
list add (this.displayverbs, "Lie by")
}
That code should make the verb visible, so when you click on the fire after looking at it, "Lie by" is in the list of options.
It's probably worth noting that (I think) with both these methods, if a player types "Lie down" (for the room version) or "Lie by fire" (for the version with the script on the fire) before looking at it, the script would still trigger. Looking at the fire just creates an easily clickable link.
(sorry if I've made any mistakes again, I'm kind of rushed today and really should be working now)
mrangel
11 Sept 2017, 15:51Ah, seems hegemonkhan beat me to it.
I can't see anything wrong with that code :S
hegemonkhan
11 Sept 2017, 15:53(filler for getting edited post, updated/posted)
oops, my bad... I forgot the 'cdata' tags when I made the 'example_lie_down_verb'....
here, hopefully, no errors now:
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test02">
<gameid>09461687-1a12-403f-8ecd-03535c160c79</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description>
<![CDATA[
<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.
]]>
</description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Campfire">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Campfire">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description>
<![CDATA[
A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.
]]>
</description>
<object name="CampfireX">
<inherit name="editor_object" />
<alias>Campfire</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<!--
-----------------------------------------------------------
Here's my changes:
-->
<look type="script">
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
list add (this.displayverbs, "example_lie_down_verb")
</look>
<attr name="displayverbs" type="simplestringlist">look</attr>
<attr name="example_lie_down_verb" type="script">
<[CDATA[
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
]]>
</attr>
<!--
------------------------------------------------------------
-->
</object>
</object>
</asl>
when you're given a 'line' and 'position' ERROR, that's the best error, as it's telling you where the error is at, lol. Go down to line 41 and right to the 34th character/position, and fix it up, hehe. Though, you got to know some coding basics: syntax/pattern structure and/or whatever else.
Eoin Lynne
11 Sept 2017, 16:03hegemonkhan now I get this error
"Failed to load game due to the following errors:
- Invalid XML: ' An XML comment cannot contain '--', and '-' cannot be the last character. Line 62, position 7."
hegemonkhan
11 Sept 2017, 16:28that's just from my comment blocks... not sure why...
here is new code without my comment blocks:
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test02">
<gameid>09461687-1a12-403f-8ecd-03535c160c79</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description>
<![CDATA[
<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.
]]>
</description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Campfire">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Campfire">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description>
<![CDATA[
A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.
]]>
</description>
<object name="CampfireX">
<inherit name="editor_object" />
<alias>Campfire</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<look type="script">
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
list add (this.displayverbs, "example_lie_down_verb")
</look>
<attr name="displayverbs" type="simplestringlist">look</attr>
<attr name="example_lie_down_verb" type="script">
<[CDATA[
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
]]>
</attr>
</object>
</object>
</asl>
hegemonkhan
11 Sept 2017, 16:30sorry, about all of the stupid mistakes in my code... welcome to code trouble-shooting, this is what programmers do most of the time... trouble-shooting their code, usually of small stupid mistakes/typos, lol.
Eoin Lynne
11 Sept 2017, 16:37hegemonkhan now I get this error
"Failed to load game due to the following errors:
Invalid XML: ' Name cannot begin with the '[' character, hexadecimal value 0x5B. Line 81, position 10."
Also I noticed that before I try to paste your code there are a few places with a [+], but when I paste yours only 1 [+] is found at the top. Could that have something to do with it?
hegemonkhan
11 Sept 2017, 16:44messed up on the 'cdata' tag in my 'example_lie_down_verb', I forgot the '!' in it... grrr (this is why it's good to actually be doing this in quest, and not free-hand as I am now, lol)
here, try it now... (hopefully, last time, HK crosses his fingers)
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test02">
<gameid>09461687-1a12-403f-8ecd-03535c160c79</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description>
<![CDATA[
<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.
]]>
</description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Campfire">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Campfire">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description>
<![CDATA[
A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.
]]>
</description>
<object name="CampfireX">
<inherit name="editor_object" />
<alias>Campfire</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<look type="script">
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
list add (this.displayverbs, "example_lie_down_verb")
</look>
<attr name="displayverbs" type="simplestringlist">look</attr>
<attr name="example_lie_down_verb" type="script">
<![CDATA[
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
]]>
</attr>
</object>
</object>
</asl>
Eoin Lynne
11 Sept 2017, 16:47Well it...half worked? No error this time, but when I did the play test and choose the option it said:
example_lie_down_verb Campfire
I don't understand your command.
hegemonkhan
11 Sept 2017, 16:54hmm....
try this:
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test02">
<gameid>09461687-1a12-403f-8ecd-03535c160c79</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description>
<![CDATA[
<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.
]]>
</description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Campfire">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Campfire">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description>
<![CDATA[
A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.
]]>
</description>
<object name="CampfireX">
<inherit name="editor_object" />
<alias>Campfire</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<look type="script">
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
list add (this.displayverbs, "example_lie_down_verb")
</look>
<attr name="displayverbs" type="simplestringlist">look</attr>
<attr name="example_lie_down_verb" type="script">
<![CDATA[
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
]]>
</attr>
</object>
</object>
<verb>
<property>example_lie_down_verb</property>
<pattern>example_lie_down_verb</pattern>
<defaultexpression>You can't lie down there!</defaultexpression>
</verb>
</asl>
Pixie, might have changed some things with the newer versions of quest, I'm still using the older v550, so I might have some of the built-in stuff (getting the custom verbs to work properly)... if you still get the ~ 'I don't understand your command' Error.

K.V.
11 Sept 2017, 16:55The problems with your original script are: if (Yes.) {
and if (No.) {
It should be if (result) {
for yes, which really means if (result = true) {
.
You can just use else
for no, but you could also put if (not result) {
or if (not result=true) {
or if (result = false) {
CLICK HERE TO VIEW THE INFORMATION
Try this:
<!--Saved by Quest 5.7.6404.15496-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test02">
<gameid>09461687-1a12-403f-8ecd-03535c160c79</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description><![CDATA[<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.]]></description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Campfire">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Campfire">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description><![CDATA[A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.]]></description>
<object name="CampfireX">
<inherit name="editor_object" />
<alias>Campfire</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<look type="script"><![CDATA[
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
Ask ("Will you lie down?") {
if (result) {
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
}
else {
msg ("You walk away...")
}
}
]]></look>
</object>
</object>
</asl>
It will work with only those two changes, but you won't be able to type LIE DOWN BY THE FIRE unless you add a verb or a command.
Eoin Lynne
11 Sept 2017, 16:59hegemonkhan that worked, but again sort of. Now the option leads to the game over, but it is shown next to look at, and then after look at it is listed twice....
Edit: I tried messing around with your first one that sort of worked. I tried changing the text from example_lie_down_verb to lie down and got an error. Then I tried changing it and the verb to lie down next to the campfire and it now works. Although that feels a little too specific but still...
Edit 2: Sorry for not noticing your reply K.V. I'm half asleep. What hegemonkhan suggested works perfectly for this, however I will remember what you suggested for the future if I decide to use a yes or no again. ^^
Fixed a typo...

K.V.
11 Sept 2017, 17:21To add the verb:
UPDATE: I removed the ASK A QUESTION bit from the game.
CLICK HERE TO VIEW THE INFORMATION
Let's add 'fire' as another name for campfire, since we're making it so the player can enter a command that concerns the campfire:
The easiest way to deal with the verb (not having it show up on the list until you've looked at the fire), is to add an attribute to the campfire after having set up the verb.
Name it generatedverbslist
, and make it a string list and leave it empty.
Let's remove TAKE from the campfire's verb list while we're at it:
Now, go back to the LOOK script on the campfire, and add the line everyone else suggested earlier:
CampfireX.generatedverbslist = Split("Lie down by", ";")
It looks like this in GUI:
OR
NOTE: The command will work before you look at the fire or after. This can be fixed, too, if you'd like.
...but I'd say it makes sense to be able to lie down before looking at the fire. Especially if the player is replaying that part of the game.
Click here for the entire game's revised code
<!--Saved by Quest 5.7.6404.15496-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test02">
<gameid>09461687-1a12-403f-8ecd-03535c160c79</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description><![CDATA[<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.]]></description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Campfire">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Campfire">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description><![CDATA[A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.]]></description>
<object name="CampfireX">
<inherit name="editor_object" />
<alias>Campfire</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<alt type="stringlist">
<value>fire</value>
</alt>
<generatedverbslist type="stringlist" />
<look type="script">
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to {command:lie down by fire:lie down next to it} and take a nap overwhelms you, it's all you can do to keep your eyes open.")
if (not ListContains(CampfireX.generatedverbslist, "Lie down by")) {
CampfireX.generatedverbslist = Split("Lie down by", ";")
}
</look>
<liedownnear type="script"><![CDATA[
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
]]></liedownnear>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
</object>
</object>
<verb>
<property>liedownnear</property>
<pattern>lie down near;lie by;lie down by;lie near</pattern>
<defaultexpression>"You can't lie down near;lie by;lie down by;lie near " + object.article + "."</defaultexpression>
</verb>
</asl>
hegemonkhan
11 Sept 2017, 17:41here, you go (I opened up quest and re-learned how to work with the built-in verb functionality, laughs):
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test02">
<gameid>09461687-1a12-403f-8ecd-03535c160c79</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description>
<![CDATA[
<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.
]]>
</description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Campfire">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Campfire">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description>
<![CDATA[
A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.
]]>
</description>
<object name="CampfireX">
<inherit name="editor_object" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<usestandardverblist />
<alias>Campfire</alias>
<attr name="displayverbs" type="simplestringlist">look</attr>
<look type="script">
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
list add (this.displayverbs, "lie_down")
</look>
<attr name="lie_down" type="script">
<![CDATA[
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
]]>
</attr>
</object>
</object>
<verb>
<property>lie_down</property>
<pattern>lie_down</pattern>
<defaultexpression>You can't lie down there!</defaultexpression>
</verb>
</asl>
The Verb tag block is required, else you get the ~ 'I don't understand the command" Error.
And to keep it from doing the double displayment, you need to turn off the 'automatically generate verb list' toggle option in either: the Individual Object's (CampfireX) (local/specific-room-only effect) 'Object' Tab, or within the 'game' Game Settings Object's (global/game-wide/ALL-rooms-objects effect) 'Room descriptions' Tab.
I used (turned off / UN-checked) the Individual Object's (CampfireX) 'automatically generate displayverbs list' toggle for it in my code above, which is the 'usestandardverblist' tag line in my code above.

K.V.
11 Sept 2017, 17:49This will fix your script, HK.
if (not ListContains(this.displayverbs, "lie_down")) {
list add (this.displayverbs, "lie_down")
}
hegemonkhan
11 Sept 2017, 17:50KV's post is more advanced handling of it, also including the use of Commands too.
My code is more simple, just working with a Verb.
hegemonkhan
11 Sept 2017, 17:53@ KV:
my issue was that the Verb tag block is required (I didn't realize this was needed/required) and then I needed to toggle off the 'automatically generate display verbs list' for preventing it from double displayment
though, having a check to see if the dislayverbs list has the verb, is always good to do (best practices = safe practices), but it's not required for the code to work.

K.V.
11 Sept 2017, 17:54I just changed two lines of the original code, then added the verb and the lines of code to deal with the generated display verb list...
(I guess I just made it look complicated. Ha-ha!)

K.V.
11 Sept 2017, 17:58needed to toggle off the 'automatically generate display verbs list' for preventing it from double displayment
Yes, sir.
This will keep you from having to toggle that off:
<liedownnear type="script"><![CDATA[
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
]]></liedownnear>
<generatedverbslist type="stringlist" />
...and this in the LOOK AT script...
if (not ListContains(CampfireX.generatedverbslist, "Lie down by")) {
CampfireX.generatedverbslist = Split("Lie down by", ";")
}
hegemonkhan
11 Sept 2017, 18:00oops... my bad KV !!!
I just realized I do 'need' the check... for handling if you keep 'looking', lol. I wasn't thinking of that...
as indeed, you're correct. As without the check, if you keep 'looking', it creates duplicate/multiple verbs...
@ Eoin:
here you go with KV's fix:
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test02">
<gameid>09461687-1a12-403f-8ecd-03535c160c79</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description>
<![CDATA[
<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.
]]>
</description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Campfire">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Campfire">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description>
<![CDATA[
A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.
]]>
</description>
<object name="CampfireX">
<inherit name="editor_object" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<usestandardverblist />
<alias>Campfire</alias>
<attr name="displayverbs" type="simplestringlist">look</attr>
<look type="script">
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
if (not ListContains (this.displayverbs, "lie_down")) {
list add (this.displayverbs, "lie_down")
}
</look>
<attr name="lie_down" type="script">
<![CDATA[
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
]]>
</attr>
</object>
</object>
<verb>
<property>lie_down</property>
<pattern>lie_down</pattern>
<defaultexpression>You can't lie down there!</defaultexpression>
</verb>
</asl>

K.V.
11 Sept 2017, 18:14OFF-TOPIC:
I'm thinking Eoin is pronounced just like Owen?

K.V.
11 Sept 2017, 18:18msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to {command:lie_down campfire:lie down next to it} and take a nap overwhelms you, it's all you can do to keep your eyes open.")
This allows you to click on lie down next to it in HK's version of the game.
(In the version that's in my last post that includes examples, you can enter LIE DOWN BY THE FIRE or click on it.)
hegemonkhan
11 Sept 2017, 18:38@ EL:
to do the 'list add/remove' in the GUI/Editor:
run as script -> add new script -> 'variables' section/category -> 'add/remove a value to/from a list' Script -> (see below)
add-to/remove-from list NAME_OF_OBJECT.NAME_OF_STRING_LIST_ATTRIBUTE [EditorScriptsVariablesValue] [EXPRESSION] "NAME_OF_TO_BE_ADDED/REMOVED-FROM_STRING_LIST'S_STRING_ITEM"
for example, using the built-in 'displayverbs' Stringlist Attribute (the topic of this thread):
add to list CampfireX.displayverbs [EditorScriptsVariablesValue] [EXPRESSION] "lie_down"
but, you still got to actually create the 'lie_down' Verb as well, of course.
I used 'this', which is a special/reserved key-word/key-command, that GETS the parent Object:
in the GUI/Editor, for example:
add to list this.displayverbs [EditorScriptsVariablesValue] [EXPRESSION] "lie_down"
// this = CampfireX
I can use 'this' for the 'NAME_OF_OBJECT' as this scripting's parent (in the code help in previous post for your game): 'lie_down' Script Attribute, is contained by the parent 'CampfireX' Object, which is the desired Object. You can't always use 'this' though. This is probably getting a bit too technical/in-the-code-weeds for you, so I won't go further into trying to explain the details of using 'this' vs not using 'this' (using the actual Object's 'name' and/or a VARIABLE that holds the Object's 'name')

K.V.
11 Sept 2017, 19:09I think (and I may be mistaken) that all verbs created on an object are added to their generateddisplayverbs
string list automatically.
So, if you create the 'lie_down' verb on the campfire, the list will automatically display 'lie_down' when you click on campfire (even in the pane).
Then, if you add 'lie_down' to the list of displayverbs
(even after checking that it isn't on there), it will show that verb twice because it's on two lists: displayverbs
and generatedverbslist
.
So, HK puts this to kill the generatedverbslist? <usestandardverblist />
Or does that do away with BOTH verb lists, HK?
hegemonkhan
11 Sept 2017, 21:57I never knew about the 'generatedverbslist', must be a built-in Function. So, I'm not sure how the 'usestandardverblist' works with them, or not.
I used the GUI/Editor for an individual Object, UN-checking the 'automatically generate verbs list' toggle option, and in code, it put in the 'usestandardverblist', so that's how I found it, lol.
I haven't tried with the 'game' Game Settings Object's 'automatically generate verbs list' toggle option, so not sure if it's the same code 'usestandardverblist' Boolean Attribute or if it's some other Attribute.
I believe that any:
<xxx />
example:
<take />
is a short-form for a 'true' Valued Boolean Attribute, as seen in its long forms:
<attr name="xxx" type="boolean">true</attr>
<xxx type="boolean">true</xxx>
// example:
<attr name="take" type="boolean">true</attr>
<take type="boolean">true</take>
and I think any:
<xxx>zzz</xxx>
// example:
<alias>HK</alias>
is the short-form for a String Attribute, as seen in its long forms:
<attr name="alias" type="string">HK</attr>
<alias type="string">HK</alias>

K.V.
11 Sept 2017, 23:34@HK
Aha! I think you're right about those long forms.
And the generatedverbslist
doesn't show up as an attribute until play begins. It isn't listed in the editor at all, as far as I can find. So, Quest is playing dirty pool with you there!
I will test out the theory though, and see if <usestandardverblist />
eliminates the generated verbs. (Be right back)

K.V.
11 Sept 2017, 23:38@HK
Confirmed.
http://textadventures.co.uk/forum/quest/topic/mwaoeuh4tkyj5g-eg2cfwq/how-to-use-commands-in-description-to-link-to-verbs-or-just-unlock-onne-verb-by-u#7558ae96-0781-452d-a2cb-f23ef0d36419
This only adds look_at
once.
mrangel
12 Sept 2017, 08:23generatedverbslist
is a list of all the script attributes that correspond to verbs; it's created the first time it's needed. Looks like it's just a cache, because looping over all of an object's attributes, finding the script attributes, and checking which of them are in the
object.usestandardverblist
(boolean) causes GetDisplayVerbs(object)
to just return its displayverbs
or inventoryverbs
lists. game.autodisplayverbs
does the same thing for the whole game.
object.useindividualverblist
(boolean) causes it to populate generatedverblist
if it isn't already, and return that.
If neither of the boolean options are set, it combines generatedverblist
with either inventoryverblist
or displayverblist
.
So… I guess if you want to temporarily remove a verb from an object, removing it from generatedverblist would be an option. Alternatively, you're using scripts that dynamically add script attributes to an object, setting object.generatedverblist = null
would be a quick way to ensure that it creates the appropriate verbs for them.
mrangel
12 Sept 2017, 08:25... why am I not allowed to edit my posts anymore? The first line in that post should end "<verbs> block ... seems like quite an intensive process, so you only want to do it once."

K.V.
12 Sept 2017, 09:04Nice! Thanks for that information, mrangel!
...and I couldn't post ANYTHING for more than an hour earlier... (mumble grumble curse)
Eoin Lynne
12 Sept 2017, 19:50Wow you guys have been busy since I went to bed. o.o
With regards to hegemonkhan I fixed the endlessly adding the lie down option by changing the look at to first time. Also thank you for telling me how to do it the non-code way but before you told me that I already reverse engineered that from the code you gave me.
K.V. It's pronounced Yo-in, it's Manx. Also I know literally nothing about code at all, so the single bits you post don't help me since I have no idea where I am supposed to put them. I put the whole post that hegemonkhan made in then found what it changed in non-code mode and adjusted it to my needs. If you would not mind telling me how to use the single bits of code you suggested I could give them a try.
Also thanks to you hegemonkhan this is what I have come up with and I think it works...
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test01">
<gameid>7f257600-e5ad-44d2-91d3-92494e72ccc2</gameid>
<version>1.0</version>
<firstpublished>2017</firstpublished>
</game>
<object name="The Silent Forest">
<inherit name="editor_room" />
<description><![CDATA[<b>The Silent Forest</b> is calm and tranquil, though somehow it feels wrong to you. It is beautiful and peaceful, yet eerie and unnerving, as though you are being watched. You feel like this place is familiar to you, although you're sure you have never been here before. Massive trees surround you on all sides, and seem to continue endlessly no matter how far you travel. You are unsure if it is day or night for the thick canopy of leaves that block the sky entirely. True to the forests name, no sound, not the songs of the birds or even the wind can be heard. Ahead of you to what you think is the north you can see a dim light beyond the trees.]]></description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<exit alias="north" to="The Strange Light">
<inherit name="northdirection" />
</exit>
</object>
<object name="The Strange Light">
<inherit name="editor_room" />
<description><![CDATA[A <b>Strange Campfire</b> is found in a small clearing in the forest. It is warm and inviting in this dark and endless expanse of trees. There are no tracks, no evidence that anyone gathered sticks or cut any of the trees nearby to make it. Thinking about it, you feel as though you know this campfire was meant for you, though you're not sure why you feel that way.]]></description>
<descprefix>You are at</descprefix>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="CampfireX">
<inherit name="editor_object" />
<alias>Campfire</alias>
<alt type="stringlist">
<value>strange campfire</value>
<value>eerie campfire</value>
<value>creepy campfire</value>
</alt>
<displayverbs type="stringlist">
<value>Look at</value>
<value>Stand in</value>
</displayverbs>
<standin>For a moment you wondered if this was a dream and decided to try standing in the fire, you quickly changed your mind after your shoe caught on fire and you had to put it out. You're glad no one was around to see that.</standin>
<attr name="feature_startscript" type="boolean">false</attr>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<usestandardverblist />
<prefix>a</prefix>
<look type="script">
firsttime {
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
list add (this.displayverbs, "Lie down next to the campfire")
list add (this.displayverbs, "Turn away from the campfire")
}
otherwise {
msg ("The campfire is surrounded by a ring of perfectly placed stones, so perfect in fact it is unnatural. The fire is fueled by what smells like cherry wood, though you are sure no cherry trees are found in this forest. As you watch the fire you begin to feel sleepy, the urge to lie down next to it and take a nap overwhelms you, it's all you can do to keep your eyes open.")
}
</look>
<ondrop type="script">
</ondrop>
<liedown type="script"><![CDATA[
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
]]></liedown>
<liedownnexttothecampfire type="script"><![CDATA[
ClearScreen
SetBackgroundColour ("DarkRed")
PrintCentered ("<p style=\"color:#FFFF00\">You give into your urge to sleep next to the campfire. Brushing the leaves from the grass you lie down and close your eyes. As the world goes dark and you begin to drift off to sleep, you think to yourself \"This place is so peaceful, I could stay here forever...\". You never wake up again.</p>")
finish
]]></liedownnexttothecampfire>
<turnawayfromthecampfire type="script">
MakeObjectInvisible (CampfireX)
msg ("It takes all your strength to turn away from the campfire, but you manage somehow. The moment you look away however the light it was producing is gone. You quickly turn back around to find that in it's place stands a person. At first it's to dark to make out any details about them, but soon your eyes adjust to the dark again and you find yourself face to face with... yourself? Suddenly you feel a since of dread, you want to turn and run but your legs won't oblige you. A moment of silence passes between the two of you before it speaks. \"Who am I?\" it asks. It takes you a few moments to organize your jumbled thoughts before you manage to tell it \"I don't know who you are\". Then almost before you finish your statement it asks \"Who are you?\"")
</turnawayfromthecampfire>
</object>
<verb>
<property>liedownnexttothecampfire</property>
<pattern>Lie down next to the campfire</pattern>
<defaultexpression>"You can't lie down next to the campfire " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>turnawayfromthecampfire</property>
<pattern>Turn away from the campfire</pattern>
<defaultexpression>"You can't turn away from the campfire " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>standin</property>
<pattern>Stand in</pattern>
<defaultexpression>"You can't stand in " + object.article + "."</defaultexpression>
</verb>
</object>
<function name="campfireliedown" parameters="lie down, don't lie down" type="string">
</function>
</asl>
hegemonkhan
12 Sept 2017, 20:50(filler for getting edited post, updated/posted)
if you're interested in learning coding and/or quest's coding, let me know, I'd be happy to try to help you understand/learn it.
(You certainly don't have to, but if you do/can learn to quest's coding, it really speeds up your game making as well as allowing you to do more cool stuff for your game and also with trouble-shooting parts of your game/code that don't work and/or understanding us as we try to help you with trouble-shooting via code, which is faster for us as well, as it takes a lot more effort and typing to guide you through using the GUI/Editor's script options and etc instructions needed with its use)
(code looks scary/confusing/complex/mysterious, but it's actually not, at least not basic coding/scripting, anyways. The hardest part is actually the logic needed to do what you want, as this isn't natural brain thought processing --- you got to train your brain to think in this 'if/code' logic way --- which does take some time depending on how quickly/good you're at with logic and with learning the 'if/code' logic, but just writing/typing the code, its syntax/structure/patterns, is not hard at all, after some help, guidance, instruction, explanation of it)
(I myself found quest, being interested in learning to make a game and if possible learning to code too, as I had ZERO programming knowledge/ability back then 5 years ago when I found quest, but through quest and many great members/moderators help, I've not only learned to code with quest, but learned basic coding in general, and was able to take and do really well in my first programming classes at school, which really surprised me at how well quest prepared me for them, and as I am slowly working towards a carreer/major in CS: Computer Science, aka: programming and beyond. The programming classes are harder now as they cover things I've not learned through quest: Data Structure/Management Design, Assembly Language, and Computer Architecture: circuitry-computer design. Then, I got the upper division programming classes... whatever those will be... laughs)
(I know some of C++, Java, Python, MASM32: a type of Assembly Language, Computer Architecture / circuitry-computer design, a computer's prompt-command-line-shell-terminal, and html/css)