' Created with QDK Pro 3.53
define game <>
asl-version <350>
gametype singleplayer
start <Test Room>
game info <Created with QDK Pro 3.53>
end define
define synonyms
end define
define room <Test Room>
description {
clear
if flag <Name_Run> then msg <I know your name is #Name# already!>
if not flag <Name_Run> then {
msg <What is your name?>
enter <Name>
msg <Your name is: #Name#>
flag on <Name_Run>
}
if ask <Go again?> then goto <Test Room>
}
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
S1aY3R wrote:Only code in the Start Script is not repeated when loaded. In your example the player is asked the question outside of that, which will be repeated.That makes no sense to me, S1ay3r. What you're telling me is that every part of a large game must be included in a startscript for it not to be repeated then? How about flags, etc. throughout a large game? There'd be no code in define rooms and define objects then, since it all would be in define game (if I'm understanding you correctly, else...). Plus if I put "flag not on" in startscript, which will cause it to process first and turn flag on when player enters name, then when Quest reads the room script, it will process the "flag on" script without a break. That can't be it.
I do my best to stay away from "Else" statements, since some of my conditionals can get rather deep. I've found that by making it logically simple and easy for me to read, that I'll have fewer screw-ups. Plus, this can't be the problem, which I'm sure you know. Quest understands my code as is.Instead of having two if's, try putting the other part in the "else" part of the conditional.
define object ...
examine <$getobjectname(...)$>
end define
examine msg <$getobjectname(...)$>
Alex, are you saying that it's only the Start Room which causes the malfunction? Are you saying that data (flags, variables, etc.) in any other room besides the Start Room shall be saved? Does this mean that a saved game runs the Sart Room everytime it's loaded up?