How to change the default "go to" command text when you try a locked door?
mckittrickheist
21 Jan 2022, 17:54Pretty simple question. I have a locked door in my game and I know you can change the message that prints when you try the locked door. But, the first thing that prints when you click on the locked door is > go to {exit:name}
. Unfortunately, this message doesn't make much sense when the door has an alias or if the name of the door is specifically written to fit in another sentence.
In my game, the locked exit I'm using has the alias "in", so when that exit is selected, > go to in
prints first, which is gibberish, and then the locked exit message, which is fine. Is there anyway to change "go to" to something else?
I'm using the web editor.

CheshireTiger
21 Jan 2022, 18:07Select the exit in question from the long list.
Under the "Exit " Tab theres a box to toggle if its locked by default.
'Print message while locked' followed by a text box that you can freely edit by clicking on it and typing.
I can link an exaple pic if you remain confused.
mckittrickheist
21 Jan 2022, 18:46@CheshireTiger
I know how to edit the locked exit message. What I want to change is the command line that is printed before the custom locked exit message. The part that says > go to "exit alias name"
.
I set the text for the locked exit to say: "That way is locked. Try using the {object:key} here?" if the player has a key and the exit has the alias name "in".
But when the locked exit is selected, this is what prints in game:
> go to in
<-- "in" is what is printed because of the exit alias. This line is what I want to change.
That way is locked. Try using the key here?
However, I have found an alternate solution that just completely removes the command text instead. If you go to "game" in the list, the "Room Descriptions" tab, and then de-select "Display commands entered by the player", then it removes the line with the caret.
Pertex
21 Jan 2022, 21:55Why do you use a non directional exit for "in"? Use exit type "in" and you get
>go in
mrangel
22 Jan 2022, 10:07If you use an {exit:
link, it creates a link whose command is based on the exit's verbs list.
The default is "Go" for exits which inherit direction
(the base type for the up/down/in/out/north/south/east/west types), and "Go to" for other exits.
If you want to change it for a specific exit, you just need to change the exit's displayverbs (although the user interface may behave oddly in some circumstances if you give an exit more than one verb). I don't think the editor actually allows you to do this, but you could put a line in your start script, something like:
name_of_exit.displayverbs = Split("climb")
(Make sure that if you choose something other than "go" or "go to", there is a command which will work properly on an exit - when the player clicks on the link, it's treated as if they typed that command)
(Edit: Worth noting that I believe this method doesn't work for the compass buttons. If you click the north button on the compass, it will type the command "north" regardless of the exit's displayverbs)