Cannot Change Player Starting Room

I there, I am relatively new to coding and to quest. I am hoping to be able to use it as an educational tool and I am excited to learn.

I am running into an issue when I try to change the starting room for my player from the first room I've created, to the third room I created. No matter where I put the "Player" object, it still always starts in the first room. I think the "first room" may be a red herring and the problem actually lies with a setting I may have inadvertently enabled.

I have gone through the main tutorial (8-9 pages) on the site, but there isn't anything about my issue that I can tell.

For reference, here is the code to my game so far-

<asl version="580">
  <include ref="English.aslx" />
  <include ref="Core.aslx" />
  <game name="Recreating the USSR">
    <gameid>72839341-cb9d-4fa3-87a0-b3740a6d555c</gameid>
    <version>1.0</version>
    <firstpublished>2018</firstpublished>
    <feature_asktell />
    <showhealth />
    <feature_lightdark />
    <feature_annotations />
    <feature_advancedwearables />
  </game>
  <object name="Hall of Equity">
    <inherit name="editor_room" />
    <usedefaultprefix type="boolean">false</usedefaultprefix>
    <prefix>the</prefix>
    <attr name="implementation_notes">This is the parent of the Hall of Equity.  It serves basically as standing inside the doorway of the Hall of Equity.  All interrior rooms are child rooms.</attr>
    <object name="Hall of Equity Main Hall">
      <inherit name="editor_room" />
      <description> A great golden dome stretches high overhead with classically styled murals eclipse the area surrounding it.  From its large main hall,  many hallways, cooridors, and offices stretch out to fill the building.  Paintings and busts of the great leaders of history adorn the walls and open areas.</description>
      <alias>Main Hall</alias>
      <descprefix>You are in the</descprefix>
      <dropdestination type="object">Hall of Equity Main Hall</dropdestination>
      <usedefaultprefix type="boolean">false</usedefaultprefix>
      <prefix>the</prefix>
      <exit alias="out" to="Hall of Equity">
        <inherit name="outdirection" />
      </exit>
      <object name="Detective">
        <inherit name="editor_object" />
        <inherit name="male" />
      </object>
      <object name="ceiling">
        <inherit name="editor_object" />
        <scenery />
        <isroom type="boolean">false</isroom>
        <look>The ceiling is adorned with classical murals and culminates in a large golden dome high over head.  It's quite beautiful, actually.</look>
        <displayverbs type="stringlist">
          <value>Look at</value>
        </displayverbs>
        <drop type="boolean">false</drop>
      </object>
      <object name="decorative table">
        <inherit name="editor_object" />
        <inherit name="surface" />
        <look>An ornately decorated table.  It has a small silver key on it.</look>
        <alt type="stringlist">
          <value>table</value>
          <value>desk</value>
        </alt>
        <displayverbs type="stringlist">
          <value>Look at</value>
          <value>search</value>
        </displayverbs>
        <drop />
        <linkcolour>Brown</linkcolour>
        <feature_container />
        <hidechildren type="boolean">false</hidechildren>
        <listchildren />
        <listchildrenprefix>On the tabletop, there is a</listchildrenprefix>
        <listalias>table</listalias>
        <object name="handcuff key">
          <inherit name="editor_object" />
          <visible />
          <alias>handcuff key</alias>
          <scenery type="boolean">false</scenery>
          <look>a small silver key... what might this fit into...?</look>
          <alt type="stringlist">
            <value>key</value>
            <value>hand cuff key</value>
            <value>handcuff key</value>
          </alt>
          <listalias>handcuff key</listalias>
          <take />
          <feature_usegive />
          <use />
          <selfuseon type="scriptdictionary">
            <item key="handcuffs">
              if (handcuffs.multistate_descriptors = locked) {
                RemoveObject (handcuffs)
                msg ("You remove the handcuffs")
              }
              else {
                do (handcuffs, "multistate_verb", unlock)
                msg ("you unlock the cuffs")
              }
            </item>
          </selfuseon>
          <linkcolour>Silver</linkcolour>
        </object>
      </object>
    </object>
    <exit alias="down the stairs" to="Outside the Hall of Equity">
      <inherit name="downdirection" />
    </exit>
    <exit alias="in" to="Hall of Equity Main Hall">
      <inherit name="indirection" />
    </exit>
  </object>
  <object name="Bedroom">
    <inherit name="editor_room" />
    <object name="table">
      <inherit name="editor_object" />
      <object name="lamp">
        <inherit name="editor_object" />
      </object>
    </object>
  </object>
  <verb>
    <property>escape</property>
    <pattern>escape</pattern>
    <defaultexpression>"You can't escape " + object.article + "."</defaultexpression>
    <separator>from; using</separator>
  </verb>
  <object name="Outside the Hall of Equity">
    <inherit name="editor_room" />
    <isroom />
    <onexit type="script">
      msg ("")
    </onexit>
    <dropdestination type="object">Outside the Hall of Equity</dropdestination>
    <description>The Hall of Equity is the highest court under the jurisdiction of the National Beaureu of Human Interests and Equality.  It is a stark grey building with high-reaching columns and steps that lead to the front doors.  There is a statue outside of the President George Washington as a child holding a small hatchet.</description>
    <exit alias="up the stairs" to="Hall of Equity">
      <inherit name="updirection" />
    </exit>
    <object name="Lawyer">
      <inherit name="male" />
      <inherit name="editor_object" />
      <useindividualverblist type="boolean">false</useindividualverblist>
      <displayverbs type="stringlist">
        <value>Look at</value>
        <value>Take</value>
      </displayverbs>
      <look>Dark grey suit, briefcase, worn yet recently polished shoes. </look>
      <drop type="boolean">false</drop>
      <feature_startscript />
      <linkcolour>DarkSlateGrey</linkcolour>
      <runfrom type="string"></runfrom>
      <escape type="scriptdictionary" />
      <usestandardverblist type="boolean">false</usestandardverblist>
      <ask type="scriptdictionary">
        <item key="trial court judge charges accusations process">
          firsttime {
            msg ("\"You know I can't tell you about the trial.  You are the accused.  Now shut it.\"")
          }
          otherwise {
            msg ("\"I said, shut up!\"")
          }
        </item>
        <item key="let go release free">
          msg ("\"You are the accused! You will not be released unless your innocence can be proven before the justice.\"")
        </item>
      </ask>
      <tell type="scriptdictionary">
        <item key="family">
          msg ("\"I don't give a damn about your goddamn family.\"")
        </item>
      </tell>
      <tellto type="scriptdictionary">
        <item key="release let go free">
          msg ("\"You are the accused!  You will not be released unless your innocence can be proven before the justice.\"")
        </item>
      </tellto>
      <attr name="_initialise_" type="script">
      </attr>
      <isroom type="boolean">false</isroom>
      <descprefix>You handcuffed to the</descprefix>
      <attr name="implementation_notes">Initially, the player is handcuffed to the lawyer as they enter and move about the Hall of Equity</attr>
    </object>
    <object name="Player">
      <inherit name="editor_object" />
      <inherit name="editor_player" />
      <inherit name="male" />
      <scenery type="boolean">false</scenery>
      <isroom type="boolean">false</isroom>
      <drop type="boolean">false</drop>
      <feature_startscript />
      <attr name="_initialise_" type="script">
      </attr>
      <object name="handcuffs">
        <inherit name="editor_object" />
        <inherit name="plural" />
        <inherit name="wearable" />
        <scenery type="boolean">false</scenery>
        <gender>they</gender>
        <article>they</article>
        <possessive>their</possessive>
        <look>They are clamped just a little too tight.  You feel them tug and pinch at your skin when you move.</look>
        <alt type="stringlist">
          <value>cuffs</value>
          <value>restraints</value>
        </alt>
        <displayverbs type="stringlist">
          <value>Look at</value>
          <value>remove</value>
        </displayverbs>
        <feature_usegive />
        <attr name="feature_switchable" type="boolean">false</attr>
        <feature_wearable />
        <attr name="wear_layer" type="int">0</attr>
        <wear_slots type="stringlist">
          <value>wrists</value>
        </wear_slots>
        <wear_adjverbs />
        <switchedon />
        <switchonmsg>You secure the lock</switchonmsg>
        <switchoffmsg>You release the lock</switchoffmsg>
        <cannotswitchon>You need the handcuff key to lock these.</cannotswitchon>
        <switchedondesc>They feel really tight.  </switchedondesc>
        <switchedoffdesc>You feel a sweeping feeling of relief.</switchedoffdesc>
        <removeable />
        <multistate />
        <multistate_descriptors type="stringlist">
          <value>locked</value>
          <value>unlocked</value>
        </multistate_descriptors>
        <multistate_verbs type="stringlist">
          <value>lock</value>
          <value>unlock</value>
        </multistate_verbs>
        <onafterremove>You feel a sweeping feeling of relief to be freed.</onafterremove>
        <onafterwear>They feel tight on your skin and pinch in on your bones a little too much for comfort.</onafterwear>
        <unlock type="script">
          if (Got(handcuff key)) {
            if (not this.worn) {
              msg ("You're not wearing it.")
            }
            else if (this.multistate_status = 2) {
              msg ("It already is.")
            }
            else {
              msg ("You unlock the cuffs.")
              SetMultistate (this, this.multistate_status + 1)
            }
          }
        </unlock>
        <multistate_wearslots type="stringlist">
          <value>*</value>
          <value>*</value>
        </multistate_wearslots>
        <multistate_bonusatts type="stringlist">
          <value>*</value>
          <value>*</value>
        </multistate_bonusatts>
        <listalias>handcuffs</listalias>
        <lock type="script">
          if (Got(handcuff key)) {
            if (not this.worn) {
              msg ("You're not wearing it.")
            }
            else if (this.multistate_status = 1) {
              msg ("It already is.")
            }
            else {
              msg ("You unlock the cuffs.")
              SetMultistate (this, this.multistate_status - 1)
            }
          }
        </lock>
        <linkcolour>Silver</linkcolour>
        <useon>you used the key with the cuffs</useon>
      </object>
    </object>
  </object>
</asl>```

Thank you for any assistance you can offer me! :) 

Your player object has a capital at the beginning, which is confusing Quest. Either rename it to "player" or go to the Player tab of the game object and select your player object there.


@The Pixie, Thank you so much! I thought it might be a silly mistake. It is so great to see such an active community. I contribute to an excel community that is really active too and it is great to help and be helped. Cheers!


Coming from Basic, where case is not a big deal... that trips me up so many times it isn't funny...


my secret:

NEVER use upper-case! (for me, it's my horrendous typing skills/finger-dexterity, I have trouble with doing upper-case key hits, and also, it's too confusing for me, remembering what is upper-case and what is lower-case)


ButThereIsATimeAndPlaceForCase...


timeplace

... I'm with Hege on this one =)


Okay, but do you have spaces, underscores or nothing?

time place
time_place
timeplace

I'm with 'The Pixie' on this one. Even in basic, which is where I first did my coding, capitals were important, you only had two digits to work with, and a variable output and a string output could have the same letter/number configuration; hence ab, or ab$

time place
Time Place

these would be different.

But there is always a time and place for plaice.


pfft... (syntax preference wars, hehe. probably one of the first thing that has to be decided upon with a group coding project, lol)

but_there_is_a_time_and_place_for_case

underscores are the best character/symbol ever created, wink. Never a need for upper-case, we got underscores!


So true...
But to really confuse someone is to have a variable or room name like:
"but there is a place for everything and this is it"
And Quest accepts that as a name...


I tend to prefer camelCase, but that's just because I stole it from javaScript to use in microsoftExcel to use forLikeSevenYears lol. Thanks again for the help on this one. I have also found that it is maddening changing the 'Name' of objects in Quest because they do not dynamically change in the code. That is really annoying. My Excel self is being driven absolutely insane over it!


Good...
Being driven absolutely insane over a problem usually results in the best code and the most entertaining games...
"Stay crazy my friends"...


Okay, but do you have spaces, underscores or nothing?

Nothing. Always nothing.

I’m aware TimeSpace is easier to read than timespace.
I’ve never started a project that way and I will NOT start halfway through. Maybe some day, on another project. Probably not.


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