textadventures.co.uk ForumsAll posts to the textadventures.co.uk Forumshttp://textadventures.co.uk/forum/all/feed2024-03-29T04:40:48Zhttp://textadventures.co.uk/forum/games/topic/m3t_r00w5kii7qjn66cwgq/who-bothers-to-categorise-new-games#fc1db3cd-800d-482c-a41e-3004dea531deGame Announcements and Feedback: Who bothers to categorise new games?2024-03-28T22:48:18Z2024-03-28T22:48:18ZJennifer Wren<p>If someone is willing to categorize my new game. It is both a fantasy and a romance, but I want to categorize it as a romance, if I can.<br>
Here is the link. It has paper in it, otherwise, it plays over the phone, but it was made more for PC, because it is a lot less boring and more appealing that way. I think all the bugs are out of it, but if I find them, again, I will do whatever I have to. I think it is a nice light game.<br>
https://textadventures.co.uk/games/view/8swsbz7ng0_uxlbt4sncuq/sailrock-home</p>
http://textadventures.co.uk/forum/quest/topic/groifgeg1k2hxyftoovq2g/hiding-visible-items-in-containers-in-inventory#e45ad4c7-c079-498f-b012-e922ec4e2154Quest Forum: Hiding visible items in containers in inventory2024-03-28T19:01:25Z2024-03-28T19:01:25ZJennifer Wren<p>Thank you for being so persistent I had to realize I hadn't tried that. I just didn't want a lot o GB extra verbs, but I think I was misjudgimg their usefulness after all.<br>
Thanks again. It's helped me.</p>
http://textadventures.co.uk/forum/quest/topic/groifgeg1k2hxyftoovq2g/hiding-visible-items-in-containers-in-inventory#c4d274e4-bdef-4bba-a707-cf4c6567ff02Quest Forum: Hiding visible items in containers in inventory2024-03-28T10:07:35Z2024-03-28T10:07:35Zdaeun<p>Okay, I just tried and it is indeed strange.<br>
After clicking the checkbox of "Hide children until it is looked at" and/or "List children when object is looked at or opened."</p>
<ol>
<li>The player can look at candybox and find "It contains a blue candy and a lollipop."</li>
<li>But, when candybox is inside inventory, the candybox's look at suddenly becomes disabled???</li>
<li>After clicking once look at which is working, the second, third and future times of look at suddenly stops working.</li>
</ol>
<p>So I went into the first tab of candybox "Setup",<br>
At description, look at: Run script<br>
And I typed in the following code which solves the issues listed.</p>
<pre><code>candybox.listchildren = true
</code></pre>
<p>Basically containers have the open and close verb, when you click close, the children disappears temporarily, or is there a reason why you are avoiding using the automatically created close verb?</p>
<hr>
<p>However even the above code does not seems perfect, when the container is not opened, the player still cannot see the children. The player needs to open the container first before he can sees the children.</p>
<p>So you can try the following code or modify it.</p>
<pre><code>candybox.isopen = true
candybox.hidechildren = false
candybox.listchildren = true
</code></pre>
<hr>
<p>So perhaps, there is a reason you do not want to use the close verb,<br>
then you can try the following code or modify it:</p>
<pre><code>candybox.isopen = true
candybox.hidechildren = false
candybox.listchildren = true
SetTimeout (3) {
candybox.isopen = false
candybox.hidechildren = true
candybox.listchildren = false
}
</code></pre>
<hr>
<p>And surprisingly, after using the above final code,<br>
You can now uncheck the container checkbox, meaning candybox is not a container,<br>
but yet, it still list the children when look at.</p>
http://textadventures.co.uk/forum/quest/topic/groifgeg1k2hxyftoovq2g/hiding-visible-items-in-containers-in-inventory#0fa61dc8-9d56-4a26-90cd-44e439c32dc7Quest Forum: Hiding visible items in containers in inventory2024-03-28T09:09:59Z2024-03-28T09:09:59ZJennifer Wren<p>I don't know why, looking back at that, I was not more clear. I had meant for that to say, is there any way to hide things in containers long term. Whenever you look at some container, the items inside become visible, but they also stay visible which is a nuisance if you have a lot of same items.</p>
http://textadventures.co.uk/forum/quest/topic/iggripmbjk_xuiyaxa1wmq/click-based-events-in-a-gamebook#bde630c3-8f89-46dd-9338-1ffb3b2cb73aQuest Forum: Click-based events in a gamebook2024-03-26T05:42:34Z2024-03-26T05:42:34ZKaitou Joker Scans<p>Following up a month later:<br>
I've started testing my game in browsers and it's been working great, <em>except</em> for the usemap. I was using <code>quest://local/</code> while testing in the Quest software, but that doesn't display in the browser.<br>
However, the alternative <code>GetFileURL</code> only seems to work in the script box--which requires some different formatting than the description box (what I was using before). I've tried both SVGs and usemaps to little avail.</p>
<p>Things that don't work when entered into the <strong>script</strong> box:</p>
<p><code>s0 = "<svg width=\"648\" height=\"3547\"> <img src=\"" + GetFileURL("MyPage.jpg") + "\" width=\"648\" height=\"3547\" /><circle cx=\"450\" cy=\"3000\" r=\"20\" fill=\"red\" fill-opacity=\"0.8\" onmousedown=\"javascript:troom('null')\"></circle></svg>"</code><br>
<code>msg (s0)</code><br>
(Stacks an empty svg on top of the inserted image and doesn't display the red circle.)</p>
<p><code>s0 = "<img src=\"" + GetFileURL("MyPage.jpg") + "\" usemap=\"#EasterEgg\"><map name=\"EasterEgg\"><area shape=\"rect\" coords=\"620,840,800,1020\" href=\"javascript:troom('null')\" alt=\"Found it!\" title=\"What's that?\"> </map0>"</code><br>
<code>msg (s0)</code><br>
(Displays the image, but doesn't initialize the javascript.)</p>
<p>Things that work when entered into the <strong>description</strong> box:</p>
<p><code><svg width="648" height="3547"> <image xlink:href="(EXTERNAL LINK)" width="648" height="3547" /> <circle cx="450" cy="3000" r="20" fill="red" fill-opacity="0.5" onmousedown="javascript:troom('null')"></circle></svg></code><br>
(The simple method of using an externally-hosted image has size/color display issues on some mobile devices.)</p>
<p>I have a feeling I'm overlooking something incredibly fundamental here. How can I get my image to display correctly on all devices <em>and</em> have a working page redirect when part of the image is clicked?</p>
http://textadventures.co.uk/forum/quest/topic/kx6xtevrhug7dvspfkdz9q/running-start-script-on-every-play-even-on-saves#af427044-6484-465a-885a-c5c6d925819bQuest Forum: Running start script on every play? Even on saves?2024-03-25T14:52:48Z2024-03-25T14:52:48ZVurt834<p>i think you might be right...as an experiment, deleted everything in the init script aside from the intro code, and it still errored out...showed nothing except for playing the ogg file, which means the rest might be working fine, but the screen clears and shows nothing else, because each description contains a clearscreen command. And oddly, the init script with the intro usually works fine on first run, but on saves it doesn't work. I tried creating an event listener to simulate a wait command, and that does its job, but freezes the game (it could be simply the code itself, or that it interferes with other operations, but I have no idea). I tried redoing some of the init script as JQuery, but that didn't work either. It doesn't seem to matter either way. I'm totally stumped.</p>
http://textadventures.co.uk/forum/quest/topic/kx6xtevrhug7dvspfkdz9q/running-start-script-on-every-play-even-on-saves#476f1d67-66ae-48c1-8107-cafb2f6d0d30Quest Forum: Running start script on every play? Even on saves?2024-03-25T11:23:55Z2024-03-25T11:23:55Zmrangel<p>Ah… assuming the intro in the start script is what you're trying to run every time?</p>
<p>Not sure, but I wonder if there's some restriction against putting <code>wait</code> in the UI initialisation script. I'll have to give that a try and see what the rules are.</p>
http://textadventures.co.uk/forum/quest/topic/groifgeg1k2hxyftoovq2g/hiding-visible-items-in-containers-in-inventory#67727676-ed0f-4cbb-a3c1-45dbb2f8619cQuest Forum: Hiding visible items in containers in inventory2024-03-25T10:16:44Z2024-03-25T10:16:44Zdaeun<p>I have not tried it yet, but you can take a look at this link</p>
<blockquote>
<p>[Checkbox] Hide children until it is looked at</p>
</blockquote>
<p>https://docs.textadventures.co.uk/quest/tutorial/using_containers.html</p>
http://textadventures.co.uk/forum/quest/topic/kx6xtevrhug7dvspfkdz9q/running-start-script-on-every-play-even-on-saves#0cfbd678-1772-4cc1-854e-1f72c5958eefQuest Forum: Running start script on every play? Even on saves?2024-03-24T16:20:51Z2024-03-24T16:25:47ZVurt834<p>Sure...here is the source code: <a href="https://pastebin.com/Je6t0tiM">https://pastebin.com/Je6t0tiM</a>. It's a work in progress.</p>
http://textadventures.co.uk/forum/quest/topic/-1nfja0fmkqpjuj9d9jyka/how-do-i-use-w3schools-or-learn-coding#c690bcb5-ad64-4213-9071-500f5376d72fQuest Forum: How do I use w3schools or learn coding?2024-03-24T14:32:29Z2024-03-24T14:32:29Zdaeun<p>mrangel kindly revealed a huge coding explanation website at<br>
https://textadventures.co.uk/forum/quest/topic/jue4u7tdj06fgq4ap5n53q/trying-to-change-the-inventory-pane<br>
But I did not want to hijack that thread and go off topic, so I post a new topic instead.</p>
<p>Quick link to w3schools:<br>
https://www.w3schools.com/howto/howto_css_custom_scrollbar.asp</p>
<hr>
<p>First of all, I am completely stuck and do not know how to use that website or learn coding from other websites.<br>
Eventually, I realized that is because textadventures is using a completely different set of coding possibly ASLX which is not taught at other websites.</p>
<p>So, yes, it is possible to learn ASLX from quest documentation.<br>
But I got a gut feeling that it doesn't teaches everything, as every time a coder or mrangel speaks, my head goes blank.<br>
I am unable to understand why this advanced code is more advanced, more efficient, more easier to do or what does the code means.</p>
<blockquote>
<p>Note: Yes, it's a spring tensor distribution algorithm implemented using bubble sort. As much as I'd like to do it more efficiently, every method I could think of ends up being way more complex thanks to the interesting quirks of Quest's data scructures.</p>
</blockquote>
<p>https://textadventures.co.uk/forum/samples/topic/qlq41v0lkky5hlf_rnk5sw/silly-way-to-do-page-numbers-quest-gamebook<br>
Holy, what is spring? what is tensor? what is distribution? what is algorithm? what is bubble sort?</p>
<p>Because I do not understand advanced coding, I cannot modify, upgrade or create a better coding or evaluate the efficiency of a code.</p>
<blockquote>
<p>foreach (object, GetDirectChildren (room)) {<br>
if (HasInt (object, "x") and HasInt (object, "y") and not Contains (game.pov, object)) {<br>
object.visible = (object.x = game.x and object.y = game.y)<br>
}<br>
}<br>
floorlist = FilterByAttribute (GetDirectChildren (game.pov.parent), "prototype", Floor)<br>
if (ListCount (floorlist) = 0) {<br>
// do whatever you wanted to do if there <em>isn't</em> a floor here<br>
thisfloor = CloneObjectAndMoveHere (Floor)<br>
thisfloor.x = game.x<br>
thisfloor.y = game.y<br>
}</p>
</blockquote>
<p>https://textadventures.co.uk/forum/quest/topic/igcf62bri0ovenfu0aapwg/how-to-create-infinite-maze</p>
<p>Holy, what is foreach?, what is hasint? what is floorlist? what is filterbyattribute? what is thisfloor?<br>
Okay, I understand each of the definition can be found in quest documentation, but it does not explains it well enough.</p>
<ol>
<li>Why use this method?</li>
<li>Why is this method more efficient?</li>
<li>When do I use this method?</li>
<li>Which coding methods works well with which coding methods?</li>
</ol>
<p>At the very beginning, I have only known if else loop.</p>
<p>Over the years, I have understood more concepts with mrangel's help like<br>
game.pov (Player.)<br>
this.parent (Teleporting.)<br>
this.visible (Purchase/sell, kill/respawn.)<br>
a little bit of parser command (Parser games.)<br>
pixie's library (Most efficient npc conversation and possibly detective style games.)</p>
<p>But I feel like I am missing out on something, something like a "coder style" or efficiency guide or "other methods besides if else loops".</p>
http://textadventures.co.uk/forum/quest/topic/kx6xtevrhug7dvspfkdz9q/running-start-script-on-every-play-even-on-saves#7a13a7ab-a950-4d2e-a8ef-72c0d1a75048Quest Forum: Running start script on every play? Even on saves?2024-03-24T12:44:00Z2024-03-24T12:44:00Zmrangel<blockquote>
<p>Though, it does work on first play in the init script...but it breaks once loading from a save file.</p>
</blockquote>
<p>Can you show us the game in question? The UI Initialisation script should run when loading a saved game; so if it doesn't work, there could be something interfering with it. But it's impossible to give any more advice without actually seeing the problem.</p>
http://textadventures.co.uk/forum/quest/topic/kdpccgl8x0ipoflktarscw/import-or-export-code#a2102118-d6c6-41fd-8f49-e1d2986579b1Quest Forum: Import or Export code2024-03-24T12:01:04Z2024-03-24T12:01:04Zdaeun<p>Another advanced method is hexadecimal to binary converter,<br>
I understand you can easily convert it using google but in the quest app itself, I am not sure how to do that,<br>
possibly you need another math background to do a formula to work it out.</p>
<p>So for 00111100 (Binary) = 3C (Hexadecimal).<br>
So why is this good?</p>
<ol>
<li>Automated cover up of how the game works.</li>
<li>3C is easier to remember than 00111100</li>
<li>3C is faster to type than 00111100</li>
<li>Make a longer data code like 3C3D</li>
</ol>
<p>So I am going to try another method retrieve the true or false of each binary value, which is probably the faster way, but seriously, this is my first time and I possibly have no idea what I am doing.</p>
<p>if 00111100 > 10000000, game.event1 = "true", else game.event1 = "false"<br>
if game.event1 = "true", 10000000 - 00111100.<br>
if 0111100 > 1000000, game.event2 = "true", else game.event2 = "false"<br>
if game.event2 = "true", 1000000 -0111100<br>
if 111100 > 100000, game.event3 = "true", else game.even3 = "false"<br>
if game.event3 = "true", 100000 - 111100<br>
and so on.</p>
<p>Remember that as it is a calculation, you probably should not be feeding the game app "00111100",<br>
you should store the value as a variable like "gameseed" or attribute like game.seed which then the value can be changed.<br>
I wrote it as 00111100 in the calculations for easier understanding.</p>
http://textadventures.co.uk/forum/quest/topic/kdpccgl8x0ipoflktarscw/import-or-export-code#d2285733-4308-4791-acc1-b4e50d167effQuest Forum: Import or Export code2024-03-24T11:12:03Z2024-03-24T11:12:03Zdaeun<blockquote>
<p>A simplified game seed would be 00111100,<br>
after the pc gets the player input it would recognize that the player have been through event 3,4,5,6 as stated in the game seed.</p>
</blockquote>
<p>The pc calculates the given game seed by the player, an example would be 00111100.<br>
00111100/1000000=0 (This means event 1 is nil.)<br>
(0x1000000) - 00111100 = 00111100 which is simplified as 0111100<br>
0111100/1000000=0 (This means event 2 is nil.)<br>
0x1000000 - 0111100 = 0111100 which is simplified as 111100<br>
111100/100000 = 1 (This means event 3 is true.)</p>
<p>The same goes on for event 4 to event 8.<br>
I got 0 in my math exam, so someone else will probably have a better calculation or explanation for this.</p>
<p>But if you get the point, continue the code.<br>
You save each of the "true" or "false" attribute into the game.event1, game.event2, game.event3 to game.event8,<br>
when the game takes in the player's seed and calculates if it is a 1 or 0.</p>
<p>During your gameplay code,<br>
simply add in if game.event1 = true,<br>
msg player a hint, "You have been down this road before, you should return and try an alternative path for a different ending."</p>
<p>if game.event1 = true and game.event3 = true,<br>
msg player a hint, "The axe looks ominous, you have always feared to touch it, but guess what is going to happen if you take it this time round."</p>
http://textadventures.co.uk/forum/quest/topic/kdpccgl8x0ipoflktarscw/import-or-export-code#815eea79-1ac3-4e23-9966-080525fee3f0Quest Forum: Import or Export code2024-03-24T10:44:03Z2024-03-24T10:44:03ZGng<p>Woah that sounds very complicated.</p>
<p>I don't suppose there's a way to change codes in each seed or is there?</p>
http://textadventures.co.uk/forum/quest/topic/groifgeg1k2hxyftoovq2g/hiding-visible-items-in-containers-in-inventory#43175447-5cc8-4cdb-996d-681600280311Quest Forum: Hiding visible items in containers in inventory2024-03-23T18:54:58Z2024-03-23T18:54:58ZJennifer Wren<p>Is there any way to edit what the inventory shows and what it doesn't. Can items inside containers be listed when looked at, instead of showing up in inventory?</p>
http://textadventures.co.uk/forum/quest/topic/_5fm70vcreejxifcp1tryw/width-and-position-of-page#0bad0faf-5e9e-432c-94d1-293d48e0f16fQuest Forum: Width and position of page2024-03-23T18:51:39Z2024-03-23T18:51:39ZJennifer Wren<p>Daeun, thanks. I really appreciate your help with that.</p>
http://textadventures.co.uk/forum/quest/topic/kx6xtevrhug7dvspfkdz9q/running-start-script-on-every-play-even-on-saves#f2856ca6-c491-4b28-a3e7-0fc8057e23cbQuest Forum: Running start script on every play? Even on saves?2024-03-23T17:55:23Z2024-03-23T17:57:55ZVurt834<p>tried both (again)...the library is very complex, and I haven't gotten it to work before, along with another library, and doing it with the init script is just as fruitless...i tried implementing an eventlistener, but no luck. Quest bypasses all the intro code and jumps to the save state (which is really messed up after I do so). Tried executing the intro code both at the beginning and end of the init script. Same result either way. Though, it does work on first play in the init script...but it breaks once loading from a save file. Oh well, kind of giving up. Too bad, my intro is pretty darn cool =) If anyone has any other suggestions, feel free to post. I'd must appreciate it.</p>
http://textadventures.co.uk/forum/quest/topic/l0i4zcd-2ug1pohpb2yzba/microsoft-copilot-is-starting-to-learn-quest-aslx-code#fa70e2fb-1fec-4083-8df3-48744bc87679Quest Forum: Microsoft Copilot is starting to learn Quest ASLX code...2024-03-23T13:27:02Z2024-03-23T13:27:02Zdaeun<p>I think it is great that AI can be used for coding purposes, I have also read that AI have stole many jobs, war drones, cow feeder, crop waterer, big tech programmer, artist, fast food cashier, bank online consulting, geography drone/laser mapping including hazardous regions like antartica or even penetrating obstacles like underground (history) and pyramid walls, home air con, security demands of areas, chatting companion, some school subject teachers, automated moving vacuum cleaners, customer spending habits, missing plane radar tracking system, pictures, videos, movies, stories, fact books, criminal face tracking security camera, online buy and sell, package delivery, research simulations with real physics.</p>
http://textadventures.co.uk/forum/quest/topic/_5fm70vcreejxifcp1tryw/width-and-position-of-page#bc0ae1d7-50c7-4f41-84f3-c24eca4c1415Quest Forum: Width and position of page2024-03-23T12:58:33Z2024-03-23T12:58:33Zdaeun<p>You can adjust the following numbers as you want.</p>
<pre><code>JS.setCss ("#gameBorder", "margin-left: 0px")
JS.setCss ("#gameBorder", "width: 1900px")
</code></pre>
<p>If you need additional help with page settings, this might be worth a look<br>
https://docs.textadventures.co.uk/quest/ui-custom.html</p>
http://textadventures.co.uk/forum/quest/topic/kdpccgl8x0ipoflktarscw/import-or-export-code#a8e36438-d505-447a-a03c-184a1c6f6387Quest Forum: Import or Export code2024-03-23T12:39:39Z2024-03-23T12:39:39Zdaeun<p>I know I am writing funny stuffs. =D<br>
Whenever the player enters a new game, the game always start by asking the player "Do you have a game seed?"</p>
<p>A simplified game seed would be 00111100,<br>
after the pc gets the player input it would recognize that the player have been through event 3,4,5,6 as stated in the game seed.<br>
Therefore in this new game, the game would strongly pushes the player into the other events that the player have never been to.<br>
After the player reached a new event which is also a new ending, the game updates the seed as 10111100, and informs the player to use this game seed for the next game to have a higher chance to get a different ending.</p>
<p>A complicated game seed works the same as 00111100, but it hides the number through a formula, so the player does not knows what is happening or what is inside the game seed, and a formula game seed can possibly store much more event datas than a 1 or 0 simplified code.<br>
However I do not know maths and can't tell you how to do it, so this is my imagination of a complicated game seed:<br>
d348854<br>
The game understands d as the player's fourth game.<br>
The game automatically divides 348854/3.14 = 111100, which then updates it as 00111100.</p>
http://textadventures.co.uk/forum/quest/topic/kdpccgl8x0ipoflktarscw/import-or-export-code#efd5456f-7c9d-4db7-bd87-e9175e756a2eQuest Forum: Import or Export code2024-03-23T11:44:06Z2024-03-23T11:44:06Zmrangel<p>When you start a game, it starts a new copy of the game; all attributes are set back to their default values.</p>
<p>I have seen achievement systems which work by not starting a new game; instead there's a "restart" command within the game, which resets a lot of stuff back to the start but leaves the achievements untouched. You might be able to do something like that. However, it's likely to end up as a very complex script.</p>
<p>For games played online, you could use Javascript to set cookies and/or LocalStorage, allowing you to save values between different instances of the game. The main drawback with this is that it won't work with the desktop player, which clears cookies on startup.</p>
http://textadventures.co.uk/forum/quest/topic/kdpccgl8x0ipoflktarscw/import-or-export-code#d9362907-23db-4ecd-afb6-5e780c34c931Quest Forum: Import or Export code2024-03-23T10:06:49Z2024-03-23T10:06:49ZGng<p>Heyall</p>
<p>Is it possible in Quest to export or import a line code into the start script?</p>
<p>I want to have different start script based on what happened in the middle of the game so that every time the player opens the game file, the game acknowledges what had happened in the last game and a new turn of events happen.</p>
<p>Is this possible or is it too ambitious?</p>
http://textadventures.co.uk/forum/quest/topic/tdkgofzjmeyuet_c10vvta/no-verb-objectobject-on-hover#4d61ed78-0546-44f1-91b0-91742e003ebcQuest Forum: No verb {object:object} on hover2024-03-23T10:02:59Z2024-03-23T10:02:59Zmrangel<blockquote>
<p>But I have added turnscripts which move day and night time weather objects to follow the player around if the "currentweather" room was flagged that they should be there, and the player was outside (slightly different if the player was inside but could see outside). The only thing I didn't understand after fixing my other bugs with the system was why it sometimes left the objects so that you couldn't interact with them using your first command, "look at rain."</p>
</blockquote>
<p>This seems odd. I wouldn't think it would be caused by the <code>FinishTurn</code> changes, because FinishTurn should call <code>RunTurnScripts</code> before <code>UpdateStatusAttributes</code>, <code>CheckDarkness</code>, and <code>UpdateObjectLinks</code>.</p>
<blockquote>
<p>What you're saying makes me think it's related to the changes you mentioned. I could either update the turnscripts with the appropriate function to update these scenery objects... or ... as I think of it... maybe there's a way to incorporate some of this into "on room enter" script for "outside" and "windowed" flagged rooms. hmm.</p>
</blockquote>
<p>If you want the objects to follow the player, I think it might make more sense to put this code in the <code>game.roomenter</code> script, which runs every time the player enters a new room (after showing the description, but before the room's own 'enter' scripts).</p>
<p>Or, of course, to modify the background scope script to make the relevant objects reachable without actually moving them - although this could lead to performance issues if it's a complex script.</p>
http://textadventures.co.uk/forum/quest/topic/l0i4zcd-2ug1pohpb2yzba/microsoft-copilot-is-starting-to-learn-quest-aslx-code#d84f36fb-1921-4ab9-9e71-950147b8a450Quest Forum: Microsoft Copilot is starting to learn Quest ASLX code...2024-03-23T05:03:44Z2024-03-23T05:03:44ZIp Man<p>Copilot uses GPT-4, I believe but is now built into Microsoft 365. So through the Edge-browser you get the LLM of GPT-4, a Bing search, and a look into whatever Office 365 stuff it has access to.</p>
http://textadventures.co.uk/forum/quest/topic/tdkgofzjmeyuet_c10vvta/no-verb-objectobject-on-hover#55eb8319-9f72-4a78-836b-5437e8ffa43fQuest Forum: No verb {object:object} on hover2024-03-23T04:52:47Z2024-03-23T04:52:47ZIp Man<p>Mr.Angel! Your question and explanation just solved a bug I had flagged for "one day when I understand better" I think! In my updated WeatherLib for Pixie's WeatherLib, there were several things I had to work on and fix. Some of them were as simple as learning that GetBoolean was what was truly wanted and not HasAttribute (which then changed other things).</p>
<p>But I have added turnscripts which move day and night time weather objects to follow the player around if the "currentweather" room was flagged that they should be there, and the player was outside (slightly different if the player was inside but could see outside). The only thing I didn't understand after fixing my other bugs with the system was why it sometimes left the objects so that you couldn't interact with them using your first command, "look at rain."</p>
<p>What you're saying makes me think it's related to the changes you mentioned. I could either update the turnscripts with the appropriate function to update these scenery objects... or ... as I think of it... maybe there's a way to incorporate some of this into "on room enter" script for "outside" and "windowed" flagged rooms. hmm.</p>
<p>Anyway, thanks to both Jennifer and Mr. Angel for sharing. I learn just by reading what other folks are working on sometimes.</p>