Also i am curious as to whether or not the QDK 4.1.4 program I have downloaded is complete on my computer.
Cryophile wrote:Quest won't be going anywhere soon, and the version you have is certainly complete. Quest isn't in beta, and while there is constant development and new work done on it regularly it is still very much a finished product.
As for the health counter...
Is the player planning to return to the previous room? There are many ways you could go about this, but the obvious method would be to decrement the variable after or before each turn in the room, and run a check to make sure it hasn't hit zero. You can then reset the variable for when the player enters the new room. If you'd prefer to not go through all of this again you could check a flag (do these still exist?) or property for having completed that room and check for that before you mess with the variables.
I can walk you through this more explicitly or write up a brief code block if you'd prefer, but I figure you'd want to learn it on your own. This can all be found in the documentation as well.
Alex wrote:
Also i am curious as to whether or not the QDK 4.1.4 program I have downloaded is complete on my computer.
Yes, everything you need is complete on your computer. If all the websites were to suddenly disappear it wouldn't make any difference. Not that they are about to disappear of course!
Cryophile wrote:I can't help you directly without you being a little more specific, but I can give you some tips that might push you in the right direction.
A lot of object information is stored in properties that can be read or modified (alias, description, etc.) and commands in that object's action script, such as take (...but not drop, it seems?), will override default behaviour (as would custom commands). These can also be inherited from types.
Properties are your best friend. You can use them to store any piece of information and make items unique to any sense or purpose you'd like. If you only want certain objects to be affected by a command just add a unique property to all of them and have that command check for the property.
Learn how to use functions. They're very handy for commands or routines you do on a regular basis, and the return function is very handy. If you have regular checks you need to perform then throw it into a function and have it perform everything you need. It can return 1 for success and 0 for failure, and you can decide what happens during success or failure in the location you called that check from.
Hopefully this helps, and if you have any specific questions I'm more than willing to help out. I can also be reached at my instant messenger accounts listed in my profile as well.
Alex wrote:Are you using a Status Variable for your health counter? You should be able to use an "if" in the "on change" script to finish the game when the counter reaches zero... make sure when you're comparing things in your "if" that you use "%variablename%" and not just "variablename".
If that's no help, please attach your ASL file here (use "Upload attachment" underneath the save/preview/submit buttons when replying) and I'll take a look at what's happening.
Cryophile wrote:I believe QDK defaults to your 'Documents' folder, but you should be able to boot up QDK and 'Save as' to see where it's saving to.
Are you using the built-in container function for your chest, or writing your own? What do you mean by 'no interaction'? Are there any errors in your status window when you run the game in Quest?
You are in The Room.
There is Chest, rock and stick here.
> get rock
You pick it up.
> get stick
You pick it up.
> open chest
You open it.
> put rock in chest
Done.
> put stick in chest
Done.
> close chest
You close it.