Trying to clone object to the room player is at with expression (SOLVED)

I tried the following expressions: player.room this.room but nothing works ahah iM a bit lost so i made a spellbook that contains a scroll of light and creates an orb of light, cloning it from my treasures hidden room ((The orb)) I want that orb to show up in same room of the caster player but nothing ;( help please


player.parent maybe?????


Io

There's a special block called Clone Object and Move. It Clones the Object and moves the object to Room. In code view:

CloneObjectAndMove (ObjectName, TargetRoomName)

To go to the player's room it's Player.parent.

If you want to keep track of the object later, you can even assign it to a variable!

ThisVariableTracksTheCloneItself = CloneObjectAndMove (ObjectName, TargetRoomName)

Thank you so much again ;) and i can't believe i got it right for player.parent it means I can actually learn ahah!


(filler for getting my edited post, updated/posted)


the built-in 'parent' Object (reference/pointer) Attribute is what actually controls/determine containment ("folder") heirarchy

(when you see 'parent', think 'location', as this helps with understanding its usage)

player.parent = room
// conceptually: player's location = room

player.parent = room // you're set/moved into the 'room' Room Object
player.parent = room99 // you're set/moved into the 'room99' Room Object
katana.parent = player // the 'katana' Object is set/moved into the default 'player' Player Object (aka, "the inventory")

also, the 'parent' Object (reference/pointer) Attribute, allows for some really cool and powerful applications, for a quick example:

a "follower" code (using the built-in 'parent' Object reference pointer Attribute, and a/my custom 'party_member' Object reference pointer Attribute, within the special 'changedNAME_OF_ATTRIBUTE' Script Attribute):

(the reason I put in my 'party_member' Object reference/pointer Attribute, is to show you that you can use your own-custom Object reference pointer Attributes, which for my example, allows you to set/change its value from 'npc' to 'npc2', which would then cause the 'npc2' to follow the 'player', instead of 'npc' following the 'player'

<object name="room">

  <inherit name="editor_room" />

</object>

<object name="room2">

  <inherit name="editor_room" />

</object>

<object name="player">

  <inherit name="editor_object" />
  <inherit name="editor_player" />

  <attr name="parent" type="object">room</attr>

  <attr name="party_member" type="object">npc</attr>

  <attr name="changedparent" type="script">

    // player.party_member = npc
    // if (not npc.parent = player.parent) {
    // if (not npc's location = player's location) {

    if (not player.party_member.parent = player.parent) {
      player.party_member.parent = player.parent

      // player.party_member = npc
      // npc.parent = player.parent
      // npc's location = player's location
      //
      // let's pretend we moved the player to 'room2':
      // player.parent = room2
      //
      // npc.parent = room
      // 
      // npc's location (room) is NOT equal to player's location (room2)
      // so, we set npc's location to being the same as player's location:
      //
      // player.party_member.parent = player.parent
      //
      // player.party_member = npc
      // npc.parent = player.parent
      // npc's location = player's location (room2)
      // player.party_member.parent = player.parent
      // player.party_member.parent = room2
      //
      // npc.parent = room2
      // player.parent = room2

    }

  </attr>

</object>

<object name="npc">

  <inherit name="editor_objet" />

  <attr name="parent" type="object">room</attr>

</object>

<object name="npc2">

  <inherit name="editor_objet" />

  <attr name="parent" type="object">room</attr>

</object>

There's even a shorthand function, in case CloneObjectAndMove(some_object, game.pov.parent) is too much typing for you. You can do CloneObjectAndMoveHere (some_object) instead, moving the clone to wherever the player is.


Also: When you use player, it means "the object whose name is player". When you use game.pov it means "the object the player is currently controlling". A lot of the time, they'll probably be the same. But using game.pov is a good habit to get into, because it means you're not going to slip and use the wrong one if you ever make a game with multiple playable characters.


Makes sense thanks mrangel ;) and hegemonkhan!


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