Overcat - what do you mean errors containing the origin?
You mean if you had a typo, and missed out a closing bracket or something?
In all cases, it should be apparrent where the errors come from - either the code you're just editing or the part of the script which is currently being executed.
IMO, if you can't tell where an error is coming from, you're either doing TOO much in one coding session, or not having enough output.
disconnect {
property <player%userid%; active=false>
property <player%userid%; login=null>
property <player%userid%; password=null>
etc, etc.
}
I think by "turns", Nicked means in the sense that you can have timed events which occur after a certain amount of turns in the game. Say you want an NPC to suddenly show up and say something when the player has been playing for X amount of time, you'd be able to do this via turns.
So say the user types "klhsdfljasf", an afterturn script wouldn't run - because the success variable/flag is false, while a "look" command would let the afterturn script run...
Automapping: Something I've thought about, but difficult to implement - anybody any ideas how this should work?
The ability to generate a list of commands required by the game to reach each ending of the game: I have a hunch that if I could do this I would deserve a Nobel Prize or something similar!
|
-[start]- |
-[start]--[two]
| |
-[start]--[two]
|
-[start]- |---|
-[start]-|-[two]
|---|More helpful error messages to indicate where problems are: Quest 4.0 checks individual "define" blocks for missing braces separately, and will tell you which block any missing braces are in.
.More built in verbs: I guess there has to be a compromise between a system that is easy for most people to use, and a system that is easy for a few people to customise
Automapping: Something I've thought about, but difficult to implement - anybody any ideas how this should work?
The ability to generate a list of commands required by the game to reach each ending of the game: I have a hunch that if I could do this I would deserve a Nobel Prize or something similar!
Set an option to display one object in more than one room, so you could have a long fence that appears in all three sections of a Road: Interesting idea, I'll have a think about it.
Lucy wrote:Can we have a feature that will allow us to ride animals and be carried by other characters?
/--- LDF-ERROR: Unspecified: error:detaultout ---/
' Check rank level
Select Case GetPlayerRank(index)
Case 0
Title = "Newby"
Case 1
Title = "Novice"
Case 2
Title = "Intermediate"
Case 3
Title = "Advanced"
Case 4
Title = "Expert"
End Selectselect case str_ONE
case Default:
' execute default stuff
case ONE:
' execute one stuff
if ( str_ONE = "ONE" ) then break
case TWO:
' exec two stuff
if ( str_ONE = "TWO" ) then break
end selectelexxorine wrote:What I want is to be able to have '.'s in strings. Also to completely overide built-in stuff, for examble, in my game I have a say command, in the script it says <say #words#; /say #words#>, now theoretically both should work at the moment, but upon tying 'say whatever', it does the built in script, not mine! And it pisses me off!
Tr0n wrote:You can't set a string to beta;gamma at run-time (not as far as I'm aware). Since during run-time, the ; is seen and so anything after/before is removed.. I think it's after.
command <set multi> {
set string <alpha; beta; gamma>
msg <alpha == '#alpha#'>
enter <alpha>
msg <alpha == '#alpha#'>
}
> set multi
alpha == 'beta; gamma'
alpha == 'delta ; echo'
Not really any good if you want to quickly clone an object - to say copy properties - and then destroy the object after a little while...once hidden the object is destroyed from the point of the player