add new script -> output -> 'show a menu' Script -> (see below)
Show menu with caption [text]: Choose one // or whatever~however you want to say whatever here, lol
Options from list/dictionary: split ("A; B; C", ";")
//
http://docs.textadventures.co.uk/quest/ ... split.html//
http://docs.textadventures.co.uk/quest/ ... ation.html// the 'split' Function is a quick way to create a temporary (or a permanent) list, which is often used with~for menus
Allow player to ignore the menu: [no] // presumably, you'd want this to be no, lol
// about 'show a menu' and 'get input' Scripts: quest, automatically (hidden from you), assigns your selection (show a menu) or input (get input), to the variable: result (shown below)
// result = your_menu_selection(show a menu)_or_your_typed_in_input(get input)
-> after choosing, run script -> add new script -> scripts -> "if" Script -> if [expression] result = "A"
// for example, using:
// result = "A"
//
// if (result = "A")
// agebraic substitution done by quest (you do NOT see, NOR do you write~code in, this):
// conceptually ONLY:
// if ( (result) = "A")
// if ( (result = "A") = "A")
// if ( ("A") = "A")
// if ("A" = "A")
// conceptually (if you chose A): if ("A" = "A") -> TRUE -> DO the immediately proceeding 'then' Script(s)
// conceptually (if you chose B): if ("B" = "A") -> FALSE -> do NOT do the immediately proceeding 'then' Script(s)
// conceptually (if you chose C): if ("C" = "A") -> FALSE -> do NOT do the imediately proceeding 'then' Script(s)
->-> then: -> add new script -> objects -> 'Move Object' Script -> move object [object] [your_high_difficulty_object] to [object] [your_player_object]
-> add else if -> Else if [expression] result = "B"
// conceptually (if you chose A): if ("A" = "B") -> FALSE -> do NOT do the immediately proceeding 'then' Script(s)
// conceptually (if you chose B): if ("B" = "B") -> TRUE -> DO the immediately proceeding 'then' Script(s)
// conceptually (if you chose C): if ("C" = "B") -> FALSE -> do NOT do the imediately proceeding 'then' Script(s)
->-> then: -> add new script -> objects -> 'Move Object' Script -> move object [object] [your_medium_difficulty_object] to [object] [your_player_object]
-> add else if -> Else if [expression] result = "C"
// conceptually (if you chose A): if ("A" = "C") -> FALSE -> do NOT do the imediately proceeding 'then' Script(s)
// conceptually (if you chose B): if ("B" = "C") -> FALSE -> do NOT do the immediately proceeding 'then' Script(s)
// conceptually (if you chose C): if ("C" = "C") -> TRUE -> DO the immediately proceeding 'then' Script(s)
->-> then: -> add new script -> objects -> 'Move Object' Script -> move object [object] [your_easy_difficulty_object] to [object] [your_player_object]
---------------------------
then when~where ever (some other location~event~action in your game: for example, some other Object's Verb, like maybe a 'door' Object's 'open' Verb, if your A-B-C Objects were keys, for example) you want~need to do whatever based upon what Object you've got in your inventory:
add new script -> scripts -> "if" Script -> if [expression] Got(name_of_your_high_difficulty_object_goes_here)
//
http://docs.textadventures.co.uk/quest/ ... y/got.html// ~OR~
//
http://docs.textadventures.co.uk/quest/ ... ntory.html//
http://docs.textadventures.co.uk/quest/ ... tains.html// ~OR~
//
http://docs.textadventures.co.uk/quest/ ... tains.html-> then: -> add new script -> (whatever script you want to do for this event~action~location if you've got the high difficulty object in your inventory)
add else if -> Else if [expression] Got(name_of_your_medium_difficulty_object_goes_here)
-> then: -> add new script -> (whatever script you want to do for this event~action~location if you've got the medium difficulty object in your inventory)
add else if -> Else if [expression] Got(name_of_your_easy_difficulty_object_goes_here)
-> then: -> add new script -> (whatever script you want to do for this event~action~location if you've got the easy difficulty object in your inventory)
else -> add new script -> (probably a 'print a message' Script: Too bad, you don't have the required difficulty object, or you don't have any of the difficulty objects, go get the right one, or go get them!)