Adding comments to a transcript - How do I alter the script?

K.V.

Quest will ignore any command that starts with a *, allowing testers to add comments to a transcript.

  • from http://textadventures.co.uk/forum/quest/topic/ys_jt5yieec6mochrukfyg/regex-pattern-matching-any-command-beginning-with-punctuation-or-please-help

I'd like to add game.notarealturn to this script, but I can't find it.

I ran grep -r \* *, but still couldn't find it.

I also ran this in my start script, to no avail:

foreach (o, AllCommands()) {
  msg (o + ": " + o.pattern)
}

I'd also like it to print: "Noted." when someone makes a note while testing.


This is not a big thing, but it would be nice to at least find it.

(NOTE: I've got Quest loaded up in Visual Studio 2015, and I've already successfully built it once. So, if there's something to be searched for while I've got that up and running, I could do that very easily.)


(A little tangential, but I've seen a lot of people using game.notarealturn to indicate that turnscripts shouldn't fire. I'm curious about this. I've currently got an initialisation script setting a parameter takestime on a list of command objects, and have turn scripts wrapped in if (GetBoolean(game.pov.currentcommandpattern, "takestime")) {. Is game.notarealturn the recommended way to do this? And does Quest do something magic with it?)


'game.notaturn' is originally a custom Boolean Attribute that Pixie made for one of his libraries, for his handling of 'preventing/allowing' a custom 'game.turns' Integer Attribute from increasing or not within his library (for example, 'accessing menu/screen/info' like-effects for a game, you'd not want that to increase the 'game.turns' Integer Attribute).

I presume Pixie has this now built into quest with the current quest version.


K.V.

Is game.notarealturn the recommended way to do this? And does Quest do something magic with it?

<!--
Add this just before </game>
-->
<unresolvedcommandhandler type="script">
      game.notarealturn = true
      msg ("I didn't understand your command.")
    </unresolvedcommandhandler>

Turn script:

if (not game.notarealturn) {
        game.turns = game.turns + 1
      }

It's just to stop it from counting certain commands as a turn when you have a turn count set up. You have to add the above bits in (and set up game.turns as an integer, of course).

http://docs.textadventures.co.uk/quest/advanced_game_script.html


This topic is now closed. Topics are closed after 60 days of inactivity.

Support

Forums