(worn) suffix, and other things…

Related to Clothing (and Weapons)

  • I really would prefer (equipped) instead of (worn), but there does not seem to be a way to change it, or even remove it.
  • The suffix is not applied if the object starts in the worn state.
  • I've added a 'weardescription' attribute to wearables, how do I go about checking what objects are in which slot, and then listing the appropriate weardiscription in slot order, and depending on what is visible, without redescribing objects in multple slots?

Not Relaed to Clothing (or Weapons)

  • How do I change 'Health: 100%' to something more specific, like 'Health: 400', while still using the supplied health option?
  • How do I change 'Money: $200' to something like 'Starbits: ☆200' while still using the supplied money option? Sure, I can make $ into ☆, but it still says Money:…
  • How do I make the panels (status, inventory, compass, and people\objects) non-clickable?

Some of those are easy:

I really would prefer (equipped) instead of (worn), but there does not seem to be a way to change it, or even remove it.

If using the desktop version, you can copy the "wornmodifier" template into your game, then change it how you like. This may help explain how to copy into your game:
http://docs.textadventures.co.uk/quest/overriding.html

The suffix is not applied if the object starts in the worn state.

Use the WearGarment function to start an object as worn and it should.

How do I change 'Money: $200' to something like 'Starbits: ☆200' ...

See the last section here:
http://docs.textadventures.co.uk/quest/score_health_money.html


Thank you. Where do I setup the WearGarment function?
And if you found solutions to my other questions, please let me know.


Go to the Scripts tab of the game object. The start script can be used to set up stuff at the start of the game.

WearGarment (shirt)
WearGarment (boots)

I will think about the rest...


Thank you for your help!


How do I make the panels (status, inventory, compass, and people\objects) non-clickable?

Put this line in the start script of the game object:

JS.setCss("#gamePanesRunning", "pointer-events: none;")

I've added a 'weardescription' attribute to wearables, how do I go about checking what objects are in which slot, and then listing the appropriate weardiscription in slot order, and depending on what is visible, without redescribing objects in multple slots?

I think this will get you the list of clothing:

list = ListVisibleFor (player)

How do I change 'Health: 100%' to something more specific, like 'Health: 400', while still using the supplied health option?

Don't use the built-in health. Add your own attribute, asnd set it up as a status attribute.


The third will help greatly.
Now I need to know how to include the weardiscription strings of the worn clothes in the list.

The first one seems to add default click events, which I previously removed.
Sadly I want to make the panals ignore the mouse completely.

I might end up removing health and stats all together, as any adding form of combat in Quest seems excessive complicated.
Of all the adventure crafting software, Quest is the only one my computer can run and I can understand, that isn't overtly dumbed down.

Thank you very much for helping me.


an alternative to using the panes is a 'info screen' effect, which can be done via a Command, an example below:

(you can also use the '#textXXX#' Parameter instead, there's pros and cons to both of them, and the scripting that is needed is different)

(You can also use the 'HasXXX' Functions if you want/need to check if your inputted Object has those Attributes first, so not to get an error)

(A lot of my stat Attributes below are Strings, when you're thinking that they should be Integers. This is because I do this, for an example: player.life_string = player.current_life_integer + " / " + player.maximum_life_integer, so I have this 'current / maximum' type of string displayment: Life: 999 / 999. So, I do have Integer Attributes for these stats, but I have two of them, a 'current' and a 'maximum', and then I use a String Attribute to display them together)

// during game play, in the input command text box, you'd type in, for examples:

view player
view orc

// ----------------------------------

<command name="view_stats_command">
  <pattern>view #object_parameter#</pattern>
  <script>
    ClearScreen
    msg ("Name: " + object_parameter.alias)
    msg ("Age: " + object_parameter.age_integer + "(" + object_parameter.age_string + ")")
    msg ("Sex: " + object_parameter.sex_string)
    msg ("Race: " + object_parameter.race_string)
    msg ("Level: " + object_parameter.level_string)
    msg ("Experience: " + object_parameter.experience_string)
    msg ("Currency: " + object_parameter.currency_string)
    msg ("Strength: " + object_parameter.strength_string)
    // etc etc etc Attribute displayment
    wait {
      ClearScreen
    }
  </script>
  <unresolved>Wrong input, as the '#objectXXX#' Parameter only checks for the inputted Object within the room you're currently in, so next time, make sure you correctly input an Object that is in the room you're currently in</unresolved>
</command>

1: I want to avoid clearing the screen as much as possible. I hate forced screen clearing.
2: I like seeing what you have on you, and what's in the room, in a panel to the right\left, maybe the compass, too.

What I don't like is the mouseover highlighting, nor the mouseclick selecting\activating that is automatically applied to said panels.

It's also annoying that the game displays the stats in the status panel in whatever order it feels like, and no matter how many times I adjust it, it forces it back in to its stupid ordering: Money -> Strength -> Health -> Skill -> Enderance -> Charisma

I may use part of your script for using a scanning item in combat, once I can figure that out.


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