[Desktop TA Quest v5.8]

I have a simple "places" command that prints out how many rooms are in the game by using the AllRooms() function to iterate through each room and tally them up. There are 3 rooms in this bare-bones game, each denoted by the "Object is a room" checkmark.

When the game is run FROM THE EDITOR, the "places" command works just fine -- "3" is printed. This works in a new or restored game.

However, when I PUBLISH the game and run it, the "places" command always prints "1"! So I think somehow the AllRooms() function is bugged?!

<!--Saved by Quest 5.8.6809.15141-->
<asl version="580">
  <include ref="English.aslx" />
  <include ref="Core.aslx" />
  <game name="AllRoomsTest">
  <object name="room1">
    <inherit name="editor_room" />
    <isroom />
    <object name="player">
      <inherit name="editor_object" />
      <inherit name="editor_player" />
    <exit alias="south" to="room2">
      <inherit name="southdirection" />
  <object name="room2">
    <inherit name="editor_room" />
    <exit alias="north" to="room1">
      <inherit name="northdirection" />
    <exit alias="south" to="room3">
      <inherit name="southdirection" />
  <object name="room3">
    <inherit name="editor_room" />
    <exit alias="north" to="room2">
      <inherit name="northdirection" />
  <command name="places">
    <pattern>p; places</pattern>
      total = 0
      foreach (place, AllRooms()) {
        total = total + 1
      msg (total)


I know what the problem is -- inheritance. When I check and uncheck the isroom attribute for room2 and room3, the attribute is then sourced from the room itself, not from the default source. Then the "places" command works in a published game! I don't know why this isn't an issue in a non-published game though?

I would still consider this a "bug", because you have to manually set every isroom attribute to be sourced from its room in order for AllRooms() to work right. What if you have a hundred rooms in the game?

I don't know why this isn't an issue in a non-published game though?

Oh, because the editor_object type only works in the editor, not in a published game.


Whenever you create a new room, the room's isroom Boolean attribute (default is true) should be inherited from defaultobject rather than editor_room. Otherwise the author will have to manually set this attribute to true for every room to get AllRooms() to work in a published game -- and how would they know to do that?


My mistake.

That is code that I submitted. Sorry about that.

I don't currently have a way to fix it, either.

I wonder if isroom can be added to defaultobject with the value set to false, then have editor_room set to true. . .

That would probably have the same issue -- not working once the game is published, but it's the only fix I can theorize (and, again, I currently have no way to run Quest; so, I can't test anything).

Sorry again, everyone!

If it's any consolation, I am no longer submitting any Quest code (and I haven't since the last release). So, the chances of me messing something up next time are nil.

It's good to hear from you, KV! Thanks for the reply! You're always welcome to submit code!


I kind of maybe uninstalled Windows. (Curse all that blasted, constant updating!)

I am a Linux man, now.

(...and I shall remain a Linux man until I can afford a Mac. Bwahahahaha!)

I tried to get Quest to successfully run under WINE for quite some time, but Quest simply needs an actual Windows environment. That sucks because I cannot thrive in such an environment.

So, yeah . . . No Windows means no way to really work with Quest. I do appreciate the hospitality, though!


mrangel has no Windows and still really works with Quest, but I think the only reason he can do that is because he is a wizard.

May you thrive unfettered in Linuxland!

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