I'm afraid that makes no sense to me, I'm not a coder nor do I have any knowledge of how to code. I tried setting a Verb as Speak To, but it just didn't work. She still says nothing.
Neonayon wrote:I'm afraid that makes no sense to me, I'm not a coder nor do I have any knowledge of how to code. I tried setting a Verb as Speak To, but it just didn't work. She still says nothing.
Anyway! So the reason why it still isn't working is probably because you typed in speak to but it doesn't work like that. First you have to add that "speak to" verb to the character.object, object.list. Don't worry it's not as complicated as it sounds. Anything in Quest is known as an object. So if you create a rock. It would be referred to as your rock.object. So in this case, you have your character Ole Miss Riley. She is Ole Miss Riley.object. So go to Ole Miss Riley, and click her "object tab". At the bottom you'll see, "Display Verbs" and a list next to it. You have two options...
1. Click the small box, "Only Display Verbs from this object's Verb Tab" ((which is what you added the "Speak to" verb to.
Or
2. You can add "Speak to" ((same spelling required)) to that "Display Verb List"
Now either way you won't be able to type "Speak to", the player will have to click her, and then select her "Speak to" verb and it'll activate the conversation. Try that!
XanMag wrote:The door would be locked from the start, correct? Not become locked later? Either way the answer is yes. If I have time, I'll throw another pic up when I get it created.
<object name="locking unlocking exits room A">
<inherit name="editor_room" />
<description>There is a door to your northeast and a heavy gate to your east.</description>
<object name="key B">
<inherit name="editor_object" />
<feature_usegive />
<selfuseon type="scriptdictionary">
<item key="door">
UnlockExit (exit lock A to B)
msg ("The key turns easily and the door is now unlocked.")
</item>
<item key="door1">
UnlockExit (exit lock B to A)
msg ("The key turns easily and the door is now unlocked.")
</item>
</selfuseon>
<look>It's a key that has a 'B' on it.</look>
<take />
<drop type="boolean">false</drop>
<dropmsg>Don't drop it. You'll probably never get it again.</dropmsg>
</object>
<exit name="exit lock A to B" alias="northeast" to="locking unlocking exits room B">
<inherit name="northeastdirection" />
<locked />
<lockmessage>You'll need the proper key to bypass this door!</lockmessage>
<runscript />
<scenery type="boolean">false</scenery>
<script type="script">
msg ("You walk through the previously unlocked door and head northeast.")
MoveObject (Magoo, locking unlocking exits room B)
</script>
</exit>
<exit name="exit lock A to C" alias="east" to="locking unlocking exits room C">
<inherit name="eastdirection" />
<lockmessage>That way is currently blocked by a massive, heavy gate.</lockmessage>
<locked />
</exit>
<object name="door">
<inherit name="editor_object" />
<look>It's a large wooden door with a lock on it.</look>
</object>
<object name="heavy gate">
<inherit name="editor_object" />
<look type="script">
if (GetBoolean(button C, "pushed")) {
msg ("It's a heavy gate that is currently partially opened. You could pass through it to your east if you wish.")
}
else {
msg ("It's a heavy gate that is shut. There's no lock on it, but it is probably too heavy for your scrawny butt to push open!")
}
</look>
<push>You push with all your might, but it is too heavy for a weakling like you to move it. Find another way.</push>
</object>
<object name="Magoo">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="namedmale" />
<attr name="pov_look">You're Magoo. A simple being trapped in a test game.</attr>
<look type="script">
if (game.pov = Xanadu) {
msg ("Holy moly! That looks exactly like you! To take control of Magoo, just type 'switch to Magoo'.")
}
else {
msg ("You are a simple being trapped in a test game.")
}
</look>
</object>
</object>
<object name="locking unlocking exits room B">
<inherit name="editor_room" />
<description>There is a door to the southwest and an older door to your southeast.</description>
<object name="button C">
<inherit name="editor_object" />
<push type="script">
msg ("You hear a loud 'clunk' in the distance. You wonder what happened.")
UnlockExit (exit lock A to C)
UnlockExit (exit lock C to A)
</push>
<look>It's a button with a 'C' at its center.</look>
</object>
<exit name="exit lock B to A" alias="southwest" to="locking unlocking exits room A">
<inherit name="southwestdirection" />
<lockmessage>A locked door blocks your path.</lockmessage>
</exit>
<exit name="exit lock B to C" alias="southeast" to="locking unlocking exits room C">
<inherit name="southeastdirection" />
<locked />
<runscript />
<script type="script">
msg ("You pass through the previously locked old door as you move to the southeast.")
MoveObject (Magoo, locking unlocking exits room C)
</script>
<lockmessage>A locked older door blocks your path.</lockmessage>
</exit>
<object name="door1">
<inherit name="editor_object" />
<look>It's a large wooden door with a lock on it.</look>
<alias>door</alias>
</object>
<object name="key C">
<inherit name="editor_object" />
<look>It's a key that has a 'C' on it.</look>
<feature_usegive />
<selfuseon type="scriptdictionary">
<item key="old door">
msg ("You use the key on the old door it it easily unlocks.")
UnlockExit (exit lock B to C)
</item>
<item key="old door1">
msg ("You use the key on the old door it it easily unlocks.")
UnlockExit (exit lock B to C)
UnlockExit (exit lock C to B)
</item>
</selfuseon>
<dropmsg>Don't drop it. You'll probably never get it again.</dropmsg>
<drop type="boolean">false</drop>
<take />
</object>
<object name="old door">
<inherit name="editor_object" />
<look>There's an old door here on the wall to your southeast. It has a formidible looking lock on it.</look>
</object>
</object>
<object name="locking unlocking exits room C">
<inherit name="editor_room" />
<description>There is an older door to your northwest and a heavy gate to your west. There is a triangular shaped door to your south.</description>
<object name="locking button">
<inherit name="editor_object" />
<look>It's a big button on the wall that has a large picture of a padlock at its center.</look>
<push type="script">
msg ("Your hear a couple of loud clicks. You wonder what happened.")
LockExit (exit lock A to B)
LockExit (exit lock A to C)
</push>
</object>
<exit name="exit lock C to B" alias="northwest" to="locking unlocking exits room B">
<inherit name="northwestdirection" />
<lockmessage>The older door appears locked again!</lockmessage>
</exit>
<exit name="exit lock C to A" alias="west" to="locking unlocking exits room A">
<inherit name="westdirection" />
<runscript />
<locked />
<lockmessage>That way is blocked by a heavy gate.</lockmessage>
<script type="script">
msg ("You wiggle your way past the partially open gate and head into the western room.")
MoveObject (Magoo, locking unlocking exits room A)
</script>
</exit>
<object name="heavy gate1">
<inherit name="editor_object" />
<look type="script">
if (GetBoolean(button C, "pushed")) {
msg ("It's a heavy gate that is currently partially opened. You could pass through it to your west if you wish.")
}
else {
msg ("It's a heavy gate that is shut. There's no lock on it, but it is probably too heavy for your scrawny butt to push open!")
}
</look>
<push>You push with all your might, but it is too heavy for a weakling like you to move it. Find another way.</push>
<alias>heavy gate</alias>
</object>
<object name="old door1">
<inherit name="editor_object" />
<look>There's an old door here on the wall to your northwest. It has a formidible looking lock on it.</look>
<alias>old door</alias>
</object>
<object name="triangular door">
<inherit name="editor_object" />
<look>It's a triangular door with a triangular lock.</look>
</object>
<object name="triangular key">
<inherit name="editor_object" />
<look>It's a key that is shaped like a triangle.</look>
<feature_usegive />
<selfuseon type="scriptdictionary">
<item key="triangular door">
if (GetBoolean(triangular door, "unlocked")) {
msg ("It's already unlocked. Just go south!")
}
else {
msg ("You pop the key into the triangular lock and it clicks indicating you can probably enter now.")
UnlockExit (exit lock C to Tri)
SetObjectFlagOn (triangular door, "unlocked")
}
</item>
<item key="triangular door1">
msg ("It is already unlocked. Just go north!")
</item>
</selfuseon>
<take />
<drop type="boolean">false</drop>
<dropmsg>You don't need to drop it!</dropmsg>
</object>
<exit name="exit lock C to Tri" alias="south" to="Triangular Unlocked Room">
<inherit name="southdirection" />
<locked />
<runscript />
<script type="script">
msg ("You open the triangular shaped door and enter the room beyond. The door shuts behind you.")
MoveObject (Magoo, Triangular Unlocked Room)
</script>
</exit>
</object>
<object name="Triangular Unlocked Room">
<inherit name="editor_room" />
<description>Other than being in the shape of a triangle, it's pretty boring. Nothing here except the door you came through to your north.</description>
<exit name="exit Tri to C" alias="north" to="locking unlocking exits room C">
<inherit name="northdirection" />
</exit>
<object name="triangular door1">
<inherit name="editor_object" />
<look>It's a triangular door with a triangular lock.</look>
<alias>triangular door</alias>
</object>
</object> <object name="multiple conditions met room">
<inherit name="editor_room" />
<object name="jigsaw puzzle">
<inherit name="editor_object" />
<inherit name="surface" />
<takemsg>You don't dare pick up the jigsaw puzzle. It will certainly fall apart.</takemsg>
<feature_container />
<contentsprefix>in which there are</contentsprefix>
<listchildren />
<hidechildren />
<MissingPieceCount type="int">4</MissingPieceCount>
<Completed type="boolean">false</Completed>
<look type="script">
switch (jigsaw puzzle.MissingPieceCount) {
case (4) {
msg ("It appears to be missing four pieces.")
}
case (3) {
msg ("It appears to be missing three pieces.")
}
case (2) {
msg ("It appears to be missing two pieces.")
}
case (1) {
msg ("It is missing only one piece.")
}
case (0) {
msg ("The puzzle is completed. It's a puzzle of the mighty Smaug flying over the port city of Lake-town.")
}
}
</look>
<changedMissingPieceCount type="script">
msg ("The missing piece count is now " + jigsaw puzzle.MissingPieceCount)
if (jigsaw puzzle.MissingPieceCount = 0) {
msg ("CONGRATULATIONS!! YOU HAVE COMPLETED THE PUZZLE")
SetObjectFlagOn (jigsaw puzzle, "Completed")
MakeObjectInvisible (thousands of placed pieces)
}
</changedMissingPieceCount>
<object name="thousands of placed pieces">
<inherit name="editor_object" />
<scenery type="boolean">false</scenery>
<visible />
<takemsg>You don't want to destroy the puzzle. You want to finish it!</takemsg>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<look type="script">
if (GetBoolean(jigsaw puzzle, "completed")) {
msg ("It's a completed puzzle of the might Smaug from the Hobbit.")
}
else {
msg ("It looks like the puzzle shows a mighty dragon flying over a city, but there are a few pieces missing.")
}
</look>
</object>
</object>
<object name="standard piece">
<inherit name="editor_object" />
<look>It's kind of square shaped with notches cut out on one side and tabs on the adjacent sides.</look>
<feature_usegive />
<take type="script">
if (GetBoolean(standard piece, "placed")) {
msg ("You have already placed this piece correctly. No need to take it out now!")
}
else {
msg ("Taken.")
AddToInventory (standard piece)
}
</take>
<selfuseon type="scriptdictionary">
<item key="jigsaw puzzle">
msg ("You easily find the place that this puzzle piece goes.")
MoveObject (standard piece, jigsaw puzzle)
SetObjectFlagOn (standard piece, "placed")
MakeObjectInvisible (standard piece)
jigsaw puzzle.MissingPieceCount = jigsaw puzzle.MissingPieceCount - 1
</item>
</selfuseon>
</object>
<object name="border piece">
<inherit name="editor_object" />
<look>Flat on one side with a standard puzzle cut on the other. It goes on the outside.</look>
<feature_usegive />
<take type="script">
if (GetBoolean(border piece, "placed")) {
msg ("You have already placed this piece correctly. No need to take it out now!")
}
else {
msg ("Taken.")
AddToInventory (border piece)
}
</take>
<selfuseon type="scriptdictionary">
<item key="jigsaw puzzle">
msg ("Without a problem, you find where the piece goes.")
MoveObject (border piece, jigsaw puzzle)
SetObjectFlagOn (border piece, "placed")
MakeObjectInvisible (border piece)
jigsaw puzzle.MissingPieceCount = jigsaw puzzle.MissingPieceCount - 1
</item>
</selfuseon>
</object>
<object name="corner piece">
<inherit name="editor_object" />
<look>It's your typical corner piece.</look>
<feature_usegive />
<take type="script">
if (GetBoolean(corner piece, "placed")) {
msg ("You have already placed this piece correctly. No need to take it out now!")
}
else {
msg ("Taken.")
AddToInventory (corner piece)
}
</take>
<selfuseon type="scriptdictionary">
<item key="jigsaw puzzle">
msg ("In mere seconds, you connect the piece perfectly in the jigsaw puzzle.")
MoveObject (corner piece, jigsaw puzzle)
SetObjectFlagOn (corner piece, "placed")
MakeObjectInvisible (corner piece)
jigsaw puzzle.MissingPieceCount = jigsaw puzzle.MissingPieceCount - 1
</item>
</selfuseon>
</object>
<object name="awkward piece">
<inherit name="editor_object" />
<look>This is one of those weird pieces that don't look typical - just an odd, irregular shape.</look>
<feature_usegive />
<take type="script">
if (GetBoolean(awkward piece, "placed")) {
msg ("You have already placed this piece correctly. No need to take it out now!")
}
else {
msg ("Taken.")
AddToInventory (awkward piece)
}
</take>
<selfuseon type="scriptdictionary">
<item key="jigsaw puzzle">
msg ("You find a place for the awkward puzzle piece.")
MoveObject (awkward piece, jigsaw puzzle)
SetObjectFlagOn (awkward piece, "placed")
MakeObjectInvisible (awkward piece)
jigsaw puzzle.MissingPieceCount = jigsaw puzzle.MissingPieceCount - 1
</item>
</selfuseon>
</object>
<object name="Magoo">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="namedmale" />
<attr name="pov_look">You're Magoo. A simple being trapped in a test game.</attr>
<look type="script">
if (game.pov = Xanadu) {
msg ("Holy moly! That looks exactly like you! To take control of Magoo, just type 'switch to Magoo'.")
}
else {
msg ("You are a simple being trapped in a test game.")
}
</look>
</object>
</object>japangirl wrote:This is getting me extremely worked up.
OurJud wrote:"japangirl"
This is getting me extremely worked up.
Welcome to Quest![]()
Seriously, though, you've already stated you're new to this, so just be patient with those people who are trying to help you, and don't try to run before you can walk.
I've been trying to create games on this for over a year now, and I still despair!
japangirl wrote:I apologise for my rude words, was pretty upset!![]()
"OurJud"
[quote="japangirl"]This is getting me extremely worked up.
Welcome to Quest![]()
Seriously, though, you've already stated you're new to this, so just be patient with those people who are trying to help you, and don't try to run before you can walk.
I've been trying to create games on this for over a year now, and I still despair!
XanMag wrote:I am currently in the middle of making a GUI-based tutorial for Quest. The idea is that you can download the .aslx file and see the GUI as it is set up and play it to see how it works in the game. I plan on setting it up so you can type 'move' while playing and you will see a list of rooms that you can choose from and jump to, but currently, that part is not done. The way it is now, you can drag the player (named 'Magoo' into whatever room you want and play from that point for that room. Then, you have to stop the game. Drag him in another room you want to see and play again. The rooms are labeled like 'standard NPC room', 'showing images room', 'If Then room simple', 'If Then room Complex', 'Flag Setting Unsetting Room'. You just have to search the room you are looking for in the 'tree of stuff' on the left and drag Magoo into it.
I can send you the .aslx file over a PM or email if you wish, just know that it is not near completion. It does have a lot of the basics in it - like naming objects, talking to NPCs, using flags, using If/Then scripts, fancy output, edibles, commands, etc. Other things I have added as I see common problems on the forum. Also, any pictures/sounds would not be part of the .aslx file (I think) and I don't want to bundle that with the file currently.
Let me know. Just know it is definitely not complete. I'm also (when I have time) putting an 'explain command' in each room that you can read by typing 'explain' and it will explain to you how to do these in the GUi. That part especially is only present in some rooms.