Help changing attribute names

so in my game, there's a gun, but of course, when I test play, I can only "use" the gun. when I made my own verb for "Shoot" (so I can shorten things from "use gun on the alien", to "shoot alien") it still has the "Use" button in the playtest (like when you mouse over it and, it says "look at", "drop", "use", and "shoot".
I know I can delete the "Use" attribute in the attributes tab, but that doesn't get rid of the "use" button from popping up in game. and I'm kind of hoping there's a way to get the use/give tab to copy over entirely (the stuff like "use (on its own)" and "use this on (other object)" and the action to "handle objects individually")

Essentially, I'm just trying to replace the word "Use" with "Shoot" just for this one specific object. is there any way to do that? (preferably without diving into the code itself, I'm still a beginner with all that stuff.) thank you!

P.S. I'm using Text adventure rather than Game Book for now, until I get the full grips on it.)


You need to remove "Use" from the object's inventoryverbs attribute (at the bottom of the "object" tab in the editor).
Some verbs are automatically added even if they're not in this list; if you want to remove those, you would need to tick the option "Disable automatically generated display verb list for this object" - in which case the verbs shown for the object will only be the ones you enter in the "Display verbs" and "Inventory verbs" list on that tab.


thank you! that really helps out, but now, I'm trying to enter things like "shoot alien" or for the sake of testing, "shoot self" but each time, the game tells me "you can't shoot alien" or "you can't shoot yourself." is there any way to move the "Use this on (other object)" over to my new verb shoot? thanks again


just adding more in-depth detail/explanation/reference in addition to mrangel's post

the displayment of 'Verbs' as buttons on the panels on the right side and as hypertext in the big text box on the left side, is controlled by:

the built-in 'displayverbs/inventoryverbs' Stringlist Attributes

since these are List Attributes, you can add/remove items from them, controlling what 'Verb(s) are displayed and/or when they're displayed

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

http://docs.textadventures.co.uk/quest/using_lists.html
http://docs.textadventures.co.uk/quest/using_dictionaries.html

http://textadventures.co.uk/forum/samples/topic/5137/list-and-dictionary-extensive-guide-by-hk (my own guide on using lists/dictionaries)


'Verbs' are actually just Script Attributes, which some extra coding fluff, to give them their 'Verb' functionality (as buttons in the panels on the right side and as hypertext in the big text box on the left side, and etc functionality)

Also, 'Verbs' are just 'Commands' that only act upon one and only one single specific/static Object (its parent Object), whereas 'Commands' can act upon any Object

http://docs.textadventures.co.uk/quest/elements/verb.html

Script Attributes (and thus 'Verbs') don't get user inputs (but of course can via the 'get input' Script/Function within its scripting)


since you want to be able to do the user input of (example) 'shoot alien', than you actually want to use 'Commands':

http://docs.textadventures.co.uk/quest/elements/command.html

http://textadventures.co.uk/forum/quest/topic/hfojgbh7jkqmludjjbz6bg/say-command#c92ade36-f4eb-4605-adaf-13470ac83d40 (my guide on using Commands)

for example:

you type in: shoot alien

<command name="custom_shoot_command">

  <pattern>shoot #object#</pattern>

  <script>

    // simple example scripting:
    msg ("You shoot the " + object.alias + ".")

  </script>

</command>

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

Support

Forums