Game almost done, but...

ESPER
My first project is nearing completion! There is just one problem (and it isn't even a major one)... How do you, in QDK, if you use a script description of a room rather than a regular text description, get the name of the room to appear like it normally does (you are in, then the name of the room in blue), along with a list of objects in the room??? This is probably a very easy question to answer, and if anyone can, I'd be happy.

Oh, and one other thing... Can you change a menu mid-conversation? For example, if I ask a guy about pigs, and he says pigs like mud, is there a way to open the menu again with the same options as before but this time with "mud" added to the possibilities???

Thx

davidw
Why not have the first line of the room description read: "You are in [name of room]".

ESPER
That would work, but what about the objects in the room???

davidw
I've wondered the same thing myself.

EagleWing
ESPER wrote:My first project is nearing completion! There is just one problem (and it isn't even a major one)... How do you, in QDK, if you use a script description of a room rather than a regular text description, get the name of the room to appear like it normally does (you are in, then the name of the room in blue), along with a list of objects in the room??? This is probably a very easy question to answer, and if anyone can, I'd be happy.

Thx


I'm not actually certain about this because it's a long time since I've used Quest but could you perhaps finish your script with:
Add command
Other
Executa a command as if it had were typed in by the player
quest.objects

Worth a try, anyway

Frank

Alex
Just use the #quest.formatobjects# variable. In the Quest manual I use this line in my example room description script:


if not is <#quest.objects#;> then msg <You can see #quest.formatobjects#.>

007bond
This is something else that I addressed in my list of Quest's Needs.

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