Replacing the "you see a" text

It would be nice if it's possible to have text in Quest flow like a story in a book.
Instead of "You see a bed", is it possible to have "In the corner there is a single bed"
Also can "You can go


"You can see" and "You can go" are attributes of the room if I remember correctly, so can be edited on a per-room basis. You can also disable each line of the auto description, and manually mention objects in the description of each room.

For objects that can be in different places, the feature "in-room descriptions" allows objects to have a line of text which is added to the end of the room's description.


Hi mrangel.
Looks like the in-room descriptions might be what I'm looking for, I'll check it out thanks.


I tried the in-room description for an object and it works the way I wanted it to work. The only problem is in removing the "You can see followed by the objects in the room. You said in your reply that you can disable each line of the auto description.
How do you do this.


Brian5757:

If you look at the individual rooms and click the 'room tab' and 'exits tab', the two things you require are there.

I also believe you can randomise the text too, but don't quote me ;)

Hope this helps.

-=Darchy=-


I tried the in-room description for an object and it works the way I wanted it to work. The only problem is in removing the "You can see followed by the objects in the room. You said in your reply that you can disable each line of the auto description.
How do you do this.

Sorry, I missed this message earlier.

In the editor, go to the 'Room Descriptions' tab on the game element.

Under the heading "Room description layout", it lists the different parts of the room description. "Room name", "Objects list", "Exits list", and "Description". You can change the order of the parts by giving them numbers from 1 to 4, and hide the ones you don't want by giving them any other number.

Alternatively, by unticking the "Automatically generate room descriptions" tickbox at the very top of that tab, it causes the room description to only include the "Description" part.


One warning: I just looked at the code, and it looks like in-room descriptions only work if the description is text. If the description is a script, the in-room descriptions of any objects will not be displayed.

Therefore if you have a room which uses a script to generate its description, you will want to end with:

msg (GetRoomDescription())

to display the descriptions of any objects that are there.
(In the case of a dark room whose darkdescription is a script, this will cause more problems because of a modification made by Pixie. In that case, GetRoomDescription() will return both the default message saying that the room is dark, and the in-room descriptions of any lit objects in the room. If your script already tells the player that it is dark, you'd want to use something like:

msg (Replace (GetRoomDescription(), DynamicTemplate("LookAtDarkness", game.pov.parent), ""))

to remove the duplicate line.


OK Thanks mrangel


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