<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title type="text">textadventures.co.uk Forums</title><subtitle type="text">All posts to the textadventures.co.uk Forums</subtitle><id>http://textadventures.co.uk/forum/all/feed</id><updated>2021-01-04T05:39:46Z</updated><link rel="alternate" href="http://textadventures.co.uk/forum" /><link rel="self" type="application/atom+xml" href="http://textadventures.co.uk/forum/all/feed" /><entry><id>http://textadventures.co.uk/forum/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#5216d684-957b-4c76-abd5-529e4a73a577</id><title type="text">Quest Forum: [Solved] Quest 6 - Storing player location/inventory/etc</title><published>2021-01-04T03:11:29Z</published><updated>2021-01-04T03:11:29Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#5216d684-957b-4c76-abd5-529e4a73a577" /><content type="html">&lt;p&gt;Yep, that worked. Thanks!&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#3a5f29a7-f7bf-4ea7-81ef-bab10aa2840a</id><title type="text">Quest Forum: [Solved] Quest 6 - Storing player location/inventory/etc</title><published>2021-01-04T02:39:56Z</published><updated>2021-01-04T02:39:56Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#3a5f29a7-f7bf-4ea7-81ef-bab10aa2840a" /><content type="html">&lt;blockquote&gt;
&lt;p&gt;It seems the player isn't actually IN the room until they look at themself, and then they ARE in the room.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Ah . . .  This gets me frequently (if it's what I think it is).  Whatever command is moving the player needs to return &lt;code&gt;world.SUCCESS&lt;/code&gt; (I think).  Try that, and see if the changes take place when you expect.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#64fe1d29-226d-46d1-9711-15d69250fbb3</id><title type="text">Squiffy Forum: JS arrays in squiffy</title><published>2021-01-04T02:27:22Z</published><updated>2021-01-04T02:54:24Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#64fe1d29-226d-46d1-9711-15d69250fbb3" /><content type="html">&lt;pre&gt;&lt;code&gt;[[Start]]:
    var Arr1 = [];
    set ("Arr1", JSON.stringify(Arr1));
    var Arr2 = [];
    set ("Arr2", JSON.stringify(Arr2));
    Arr1[1]=5;
    Arr2[1]=42;
    set("Arr2_1",JSON.stringify(Arr2));
    
The attribute Arr1 has been set to the string: '{Arr1}'.

The attribute Arr2 has been set to the string: '{Arr2}'.

The attribute Arr2_1 has been set to the string: '{Arr2_1}'.

OK, now try [[Next]].

[[Next]]:
    var Arr1 = JSON.parse(get("Arr1"))
    set("test2", Arr1[1])
    var Arr2 = JSON.parse(get("Arr2"))
    set("test3", Arr2[1])
    var Arr2_1 = JSON.parse(get("Arr2_1"))
    set("test3", Arr2[1])
    set("test4", Arr2_1[1])

The middle element of that array is {test2}.

The middle element of that array is {test3}.

The middle element of that array is {test4}.
&lt;/code&gt;&lt;/pre&gt;
&lt;hr&gt;
&lt;p&gt;&lt;a href="https://user-images.githubusercontent.com/30656341/103496997-ca411d00-4e05-11eb-9c5b-f20840159191.gif"&gt;&lt;img src="https://user-images.githubusercontent.com/30656341/103496997-ca411d00-4e05-11eb-9c5b-f20840159191.gif" alt="Peek 2021-01-03 20-53"&gt;&lt;/a&gt;&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#a3d91254-55c9-46f1-9488-bbe2c6e7b09f</id><title type="text">Quest Forum: Strange Attribute?</title><published>2021-01-04T02:20:32Z</published><updated>2021-01-04T02:20:32Z</updated><author><name>Dcoder</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#a3d91254-55c9-46f1-9488-bbe2c6e7b09f" /><content type="html">&lt;blockquote&gt;
&lt;p&gt;Enter a command that returns the buggy text. Open the debugger, look at player.currentcommand. See what the command is.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;For example, I have a "trees" object, the alias of which is a text processor directive &lt;code&gt;{=game.SomeString}&lt;/code&gt;.  &lt;code&gt;game.SomeString&lt;/code&gt; contains an HTML image that displays instead of the regular text when you &lt;code&gt;look at&lt;/code&gt; the "trees" object.&lt;/p&gt;
&lt;p&gt;So when the box is checked by default, the command &lt;code&gt;look at trees&lt;/code&gt; will be echoed, but with an image of trees instead of the alias "trees".&lt;/p&gt;
&lt;p&gt;However, if you uncheck the box, &lt;code&gt;look at trees&lt;/code&gt; will echo&lt;code&gt;look at {=game.SomeString}&lt;/code&gt;, or sometimes &lt;code&gt;look at &amp;lt;span&amp;gt;&amp;lt;img src="blahblahblah"&amp;gt;&amp;lt;/span&amp;gt;&lt;/code&gt; (i.e., the contents of game.SomeString).&lt;/p&gt;
&lt;p&gt;This is also what the debugger shows under &lt;code&gt;player.currentcommand&lt;/code&gt;.  So I am talking about the echoed command here, not the trees' "look" description.&lt;/p&gt;
&lt;p&gt;Just FYI, this isn't a problem that I need to solve, more like a curiosity.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/w6b46lglsuw9nf-_z1zjbg/trouble-getting-special-link-to-work#ef6d1071-40ca-4247-8628-71be1fd9fd6a</id><title type="text">Quest Forum: Trouble Getting Special Link To Work</title><published>2021-01-04T02:18:40Z</published><updated>2021-01-04T02:18:40Z</updated><author><name>jmnevil54</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/w6b46lglsuw9nf-_z1zjbg/trouble-getting-special-link-to-work#ef6d1071-40ca-4247-8628-71be1fd9fd6a" /><content type="html">&lt;p&gt;Hi KV! I'm fine!&lt;/p&gt;
&lt;p&gt;Oh. Thank you!&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#831e2ab0-b0a3-4461-8053-e968e261eabc</id><title type="text">Quest Forum: [Solved] Quest 6 - Storing player location/inventory/etc</title><published>2021-01-04T02:12:24Z</published><updated>2021-01-04T02:15:18Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#831e2ab0-b0a3-4461-8053-e968e261eabc" /><content type="html">&lt;p&gt;That seems to have the same issue as just putting it in a regular variable.&lt;/p&gt;
&lt;p&gt;EDIT: Nevermind, it... SEEMS to work? It didn't at first, but then it did. I dunno. It seems the player isn't actually IN the room until they look at themself, and then they ARE in the room. So I'll have to figure out what the 'look me' command does that triggers that.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#a80a582f-1dd1-4d12-8c24-85bde6bf828b</id><title type="text">Quest Forum: [Solved] Quest 6 - Storing player location/inventory/etc</title><published>2021-01-04T02:05:46Z</published><updated>2021-01-04T02:05:46Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#a80a582f-1dd1-4d12-8c24-85bde6bf828b" /><content type="html">&lt;p&gt;Hello.&lt;/p&gt;
&lt;p&gt;Untested: I'd probably try &lt;code&gt;game.player.locBak = game.player.loc&lt;/code&gt; before moving the player.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#2d962daa-40e4-4e04-9904-448fbcf32b77</id><title type="text">Quest Forum: Strange Attribute?</title><published>2021-01-04T01:58:05Z</published><updated>2021-01-04T01:58:05Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#2d962daa-40e4-4e04-9904-448fbcf32b77" /><content type="html">&lt;p&gt;Oh!&lt;br&gt;
It's when you click on an object link. Then, the command sent to the server will include the object's alias. As far as Quest is concerned, the player typed in a bunch of text processor commands and it's just echoing back what you typed.&lt;/p&gt;
&lt;p&gt;So I guess KV was right the first time :)&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#0ed9b8ff-0e1e-4d77-a539-333e14885b3b</id><title type="text">Squiffy Forum: JS arrays in squiffy</title><published>2021-01-04T01:40:40Z</published><updated>2021-01-04T01:40:40Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#0ed9b8ff-0e1e-4d77-a539-333e14885b3b" /><content type="html">&lt;blockquote&gt;
&lt;p&gt;doesn't seem to like leaving the array open&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Not sure what you mean there.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;does it need to be allocated&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;No; javascript is a high level language. An array is created by using &lt;code&gt;[]&lt;/code&gt;, whether or not you put values in them.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;In this case, I get back true, not 5.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;When you do &lt;code&gt;set ("Arr1", JSON.stringify(Arr1));&lt;/code&gt;, you're setting the squiffy attribute to the string &lt;code&gt;"[]"&lt;/code&gt; - the current values in that array. You can then add an element to the array, but the array is just a local variable.&lt;/p&gt;
&lt;p&gt;The line in the second function, &lt;code&gt;Arr1 = JSON.parse(get("Arr1"))&lt;/code&gt;, restores that variable to the exact values it had when &lt;code&gt;set ("Arr1", JSON.stringify(Arr1))&lt;/code&gt; was called. In this example, an empty array.&lt;/p&gt;
&lt;p&gt;So your second section, you look at &lt;code&gt;Arr1[1]&lt;/code&gt; and get back &lt;code&gt;undefined&lt;/code&gt; because the array is empty. I'm not sure what weirdness of Squiffy's text processor causes this to render as "true", but I think I've come across that quirk before.&lt;/p&gt;
&lt;p&gt;If you want to add values to the array, you need to do that &lt;em&gt;before&lt;/em&gt; the call to &lt;code&gt;JSON.stringify&lt;/code&gt;.&lt;/p&gt;
&lt;p&gt;That's one of the reasons I prefer the second option. 8 lines of script at the start of your game, and then you can trust Squiffy to save the values after each section.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#4e09e980-5f09-4ab1-be04-96d6be6d4ec6</id><title type="text">Quest Forum: [Solved] Quest 6 - Storing player location/inventory/etc</title><published>2021-01-04T01:34:20Z</published><updated>2021-01-04T03:11:46Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#4e09e980-5f09-4ab1-be04-96d6be6d4ec6" /><content type="html">&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;I was just wondering how I could store the player's current location, or inventory, or other things, if they were going to be temporarily wiped/replaced with something else (for example, falling unconscious), before being replaced with their original location and inventory. I tried just putting it in a variable with &lt;code&gt;foobar = game.player.loc&lt;/code&gt;, but upon returning the player using this variable, it seems they're not &lt;strong&gt;really&lt;/strong&gt; there, as they can't interact with anything in the room.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/w6b46lglsuw9nf-_z1zjbg/trouble-getting-special-link-to-work#bc29d2df-cb6a-4db8-bf99-ee9be469334e</id><title type="text">Quest Forum: Trouble Getting Special Link To Work</title><published>2021-01-04T00:14:06Z</published><updated>2021-01-04T00:14:06Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/w6b46lglsuw9nf-_z1zjbg/trouble-getting-special-link-to-work#bc29d2df-cb6a-4db8-bf99-ee9be469334e" /><content type="html">&lt;p&gt;Hey!  It's jmne!!!&lt;/p&gt;
&lt;p&gt;Hello!  I hope you're doing well!&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;If you want it to look like a gamebook, you definitely need hyperlinks.&lt;/p&gt;
&lt;p&gt;https://textadventures.co.uk/forum/samples/topic/4772/how-to-make-a-text-adventure-look-like-a-gamebook&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/w6b46lglsuw9nf-_z1zjbg/trouble-getting-special-link-to-work#254ae7f3-6f02-4078-b264-ad20a842debb</id><title type="text">Quest Forum: Trouble Getting Special Link To Work</title><published>2021-01-03T23:02:12Z</published><updated>2021-01-03T23:02:12Z</updated><author><name>jmnevil54</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/w6b46lglsuw9nf-_z1zjbg/trouble-getting-special-link-to-work#254ae7f3-6f02-4078-b264-ad20a842debb" /><content type="html">&lt;p&gt;Hi. So I'm working on a Steven Universe text adventure. I'm trying to get it to look like a gamebook. Do I need hyperlinks? I don't know what I'm doing.&lt;/p&gt;
&lt;p&gt;So what I'm trying to do is move the player from one room to another. It's in the room description. This is what I have now:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;You are at Ancient Ruins.
{exit:Aab}
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;This is my game. http://textadventures.co.uk/games/view/tu-ceu4k5eqd0m0ztu7zya/steven-universe-the-beginnings&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#d8dad428-8781-4ea6-9d01-37f0d963304d</id><title type="text">Quest Forum: Strange Attribute?</title><published>2021-01-03T22:39:52Z</published><updated>2021-01-03T22:39:52Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#d8dad428-8781-4ea6-9d01-37f0d963304d" /><content type="html">&lt;blockquote&gt;
&lt;p&gt;If unchecked, the directive's literal text will be printed out instead of the interpreted result of that directive. So I will leave it checked.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;If you get bored, uncheck it.&lt;/p&gt;
&lt;p&gt;Enter a command that returns the buggy text.  Open the debugger, look at &lt;code&gt;player.currentcommand&lt;/code&gt;.  See what the command is.  (If it's something interesting, come back with a screenshot!)&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#0f02f7f9-7212-4f52-b4df-5d4d29e003d6</id><title type="text">Squiffy Forum: JS arrays in squiffy</title><published>2021-01-03T20:54:21Z</published><updated>2021-01-03T20:54:21Z</updated><author><name>Bluevoss</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#0f02f7f9-7212-4f52-b4df-5d4d29e003d6" /><content type="html">&lt;p&gt;I think that might do it. I'm going to have to play with it a bit. One thing I did see - I'm expecting it to be pretty large (800+). It (your first example) doesn't seem to like leaving the array open - does it need to be allocated?&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;[[Start]]:
    var Arr1 = [];
    set ("Arr1", JSON.stringify(Arr1));

    Arr1[1]=5;
    
The attribute Arr1 has been set to the string: '{Arr1}'.

OK, now try [[Next]].

[[Next]]:
    var Arr1 = JSON.parse(get("Arr1"))
    set("test2", Arr1[1])

The middle element of that array is {test2}.
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;In this case, I get back true, not 5.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#097db7cb-fd3d-474e-a1de-f0c30e700821</id><title type="text">Squiffy Forum: JS arrays in squiffy</title><published>2021-01-03T19:34:17Z</published><updated>2021-01-03T19:34:17Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#097db7cb-fd3d-474e-a1de-f0c30e700821" /><content type="html">&lt;blockquote&gt;
&lt;p&gt;Actually, last night I poked around some more and found a conversation where someone talked about the same thing - JS variables and arrays do not cross into new sections - they are local to that section.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Technically, undeclared variables aren't even variables; they're properties.&lt;/p&gt;
&lt;p&gt;If you just do &lt;code&gt;Arr1 = []&lt;/code&gt; without the &lt;code&gt;var&lt;/code&gt;, it doesn't declare a local variable. It assumes &lt;code&gt;Arr1&lt;/code&gt; is shorthand for &lt;code&gt;this.Arr1&lt;/code&gt;. But Squiffy does something a little odd (which I'd forgotten about), so even though &lt;code&gt;this&lt;/code&gt; refers to something like &lt;code&gt;squiffy.story.sections['Start']&lt;/code&gt;, setting an attribute on it doesn't work as expected.&lt;/p&gt;
&lt;p&gt;The usual way of handling global variables in cases like this is to use an object you know to be global. For example, you can refer to &lt;code&gt;window.Arr1&lt;/code&gt;, and know that it's the same variable everywhere. That's the easy way to use global JS variables in Squiffy.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;But&lt;/strong&gt; there's a downside. Squiffy attributes are stored in LocalStorage, so they're still there when the player closes the browser and opens it again. The same isn't true for JS variables, which only last as long as the window exists. So in this case, it still might be helpful to use a Squiffy attribute.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Which means arrays are out.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;I don't see why it should be.&lt;/p&gt;
&lt;p&gt;How about:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;[[Start]]:
    var Arr1 = [0, 1, "foo"];
    set ("Arr1", JSON.stringify(Arr1));

The attribute Arr1 has been set to the string: '{Arr1}'.

OK, now try [[Next]].

[[Next]]:
    var Arr1 = JSON.parse(get("Arr1"))
    set("test2", Arr1[1])

The middle element of that array is {test2}.
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;JSON lets you turn a javascript data type into a string and back again. It's normally used when stuff like arrays and objects needs to be sent between a client and server; but it works just fine for storing arrays or other data in a Squiffy attribute. This method works fine whether it's arrays or plain objects you're dealing with. Or even arrays of objects.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;An alternative I've used, to avoid having to explicitly use JSON everywhere, is to store them in a javascript variable, and put that into an attribute when saving. Something like (off the top of my head):&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;[[Start]]:
    // Redefining the save function, so that it will save our custom variable
    squiffy.story.save = function () {
        // This is what 'save' does by default:
        squiffy.set('_output', squiffy.ui.output.html());

        // Save our custom variable
        squiffy.set('myvariable', JSON.stringify(window.myvariable))

        // And abuse the 'transition' mechanism to make sure it's loaded again
        // by causing the javascript in a particular section to to be run as soon as this saved game is loaded
        squiffy.set('_transition', "squiffy.story.sections['load variables'].js")
    }
    window.myvariable = [];
    // Now we've guaranteed that window.myvariable exists, it will be accessible because it's in the context chain
    // so we don't need to look at it again

Now, take a look at the [[first section]].

[[load variables]]:
    window.myvariable = JSON.parse(get("myvariable"))

This section should never actually be visited, so it doesn't need text. It just makes sure that the variable is saved correctly.

[[first section]]:
    myvariable = ["apple", "banana"];

So what next?
Do you  like [more bananas], [cherries], or [peaches]?
Or would you like to see [[what the variable contains]]?

[more bananas]:
    myvariable.push("all the bananas")

Okay! Now what?

[cherries]:
    myvariable.push("cherry")

Okay! Now what?

[peaches]:
    myvariable.push("peaches")

Okay! Now what?

[[what the variable contains]]:
    set ('testvariable', myvariable.join(', '))

That variable contains: {testvariable}.
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;This means you have all the flexibility of a JS variable, which is accessible anywhere as long as you explicitly refer to it as &lt;code&gt;window.myvariable&lt;/code&gt; the first time. And it persists into a saved game as well.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#1aaff333-06a9-4172-87d9-0c951953547b</id><title type="text">Squiffy Forum: JS arrays in squiffy</title><published>2021-01-03T15:47:35Z</published><updated>2021-01-03T15:47:35Z</updated><author><name>Bluevoss</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#1aaff333-06a9-4172-87d9-0c951953547b" /><content type="html">&lt;p&gt;Taking Var out of this code causes it to crash in Squiffy.&lt;/p&gt;
&lt;p&gt;Actually, last night I poked around some more and found a conversation where someone talked about the same thing - JS variables and arrays do not cross into new sections - they are local to that section.&lt;/p&gt;
&lt;p&gt;If you want to jump a variable to another section, you have to carry it across in a squiffy variable, using Set and Get commands. Which means arrays are out.&lt;/p&gt;
&lt;p&gt;Which is okay. Last night in bed, I thought about it and figured a way to do it with just squiffy variables. I'm not sure how keen I am with this -an array would have been perfect. But you do what you can do with this application, I guess.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#3e0c1fd8-9159-4b04-abb7-783aad850b08</id><title type="text">Quest Forum: [Solved] ClearScreen White Space Issue (was UNDO Issue)</title><published>2021-01-03T12:45:07Z</published><updated>2021-01-03T15:22:47Z</updated><author><name>DavyB</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#3e0c1fd8-9159-4b04-abb7-783aad850b08" /><content type="html">&lt;p&gt;Apologies mrangel, in my rush to test your code yesterday I must have left in K.V.s code as well because tests this morning show white space returning. K.V.'s solution is reasonably specific anyway as it is only used when panes are removed and I have given it a thorough check (I think!)&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/lqavmztsx0kernsd20mfba/solved-quest-6-remove-default-room-name-prefix#740b3e7d-c5e4-492a-bf8a-c3a4e2090793</id><title type="text">Quest Forum: [Solved] Quest 6 - Remove default room name prefix</title><published>2021-01-03T08:56:57Z</published><updated>2021-01-03T08:56:57Z</updated><author><name>The Pixie</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/lqavmztsx0kernsd20mfba/solved-quest-6-remove-default-room-name-prefix#740b3e7d-c5e4-492a-bf8a-c3a4e2090793" /><content type="html">&lt;p&gt;Set "properName" to &lt;code&gt;true&lt;/code&gt;.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/questkit/topic/ztc0nyftveixo1ypbl6vea/visual-studio-code#c9a66f57-f25f-41b7-b225-954cf8d29b47</id><title type="text">QuestKit Forum: Visual Studio Code</title><published>2021-01-03T08:53:51Z</published><updated>2021-01-03T08:53:51Z</updated><author><name>R2T1</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/questkit/topic/ztc0nyftveixo1ypbl6vea/visual-studio-code#c9a66f57-f25f-41b7-b225-954cf8d29b47" /><content type="html">&lt;p&gt;Sorry I've been busy with my father's funeral amongst other matters.&lt;/p&gt;
&lt;p&gt;Actually I don't know any more than you. I have been using it to write (translate from BASIC) an Inform 6 game.  I prefer the DARK theme for myself but there is also a menu choice - FILE/Preferences/Colour Theme to pick one that suits you.&lt;br&gt;
With the I6 project, I just started a new file (I think) and began coding.&lt;br&gt;
I'm still learning as I go, just as I did when working before I retired. (Life is just a continual schooling)&lt;/p&gt;
&lt;p&gt;I'll try to get back to this fully in a few more weeks. Seems like I may have a bit of reading to do in order to catch up.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#9ffd7d92-ba29-49b3-a498-4de2e9e87c15</id><title type="text">Squiffy Forum: JS arrays in squiffy</title><published>2021-01-03T06:34:39Z</published><updated>2021-01-03T06:34:39Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#9ffd7d92-ba29-49b3-a498-4de2e9e87c15" /><content type="html">&lt;p&gt;Declaring a variable with &lt;code&gt;var&lt;/code&gt; is optional, and makes it local to the current function.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/lqavmztsx0kernsd20mfba/solved-quest-6-remove-default-room-name-prefix#a0b761fc-69e8-4470-9677-45ce446333f0</id><title type="text">Quest Forum: [Solved] Quest 6 - Remove default room name prefix</title><published>2021-01-03T04:55:19Z</published><updated>2021-01-04T01:32:42Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/lqavmztsx0kernsd20mfba/solved-quest-6-remove-default-room-name-prefix#a0b761fc-69e8-4470-9677-45ce446333f0" /><content type="html">&lt;p&gt;Whoops, it's yet another thread.&lt;br&gt;
I've been searching through the code for a while now, but I  can't seem to find a way to disable the default room name prefix (i.e, the word "The" it insists on putting before everything).&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#ee92c386-76d0-469a-a8ce-61b12a8eb915</id><title type="text">Quest Forum: Increasing Attribute value is not working for me</title><published>2021-01-03T04:28:41Z</published><updated>2021-01-03T04:28:41Z</updated><author><name>Clarky</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#ee92c386-76d0-469a-a8ce-61b12a8eb915" /><content type="html">&lt;p&gt;yep thats working now. Cheers.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#a3dcdeb2-e463-4991-9ca6-aa52729bb46f</id><title type="text">Quest Forum: Strange Attribute?</title><published>2021-01-03T03:47:00Z</published><updated>2021-01-03T04:00:16Z</updated><author><name>Dcoder</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#a3dcdeb2-e463-4991-9ca6-aa52729bb46f" /><content type="html">&lt;p&gt;I was just curious to understand what that attribute did.  I was surprised that unchecking that box could break so much of my game so easily!&lt;/p&gt;
&lt;p&gt;If I leave it checked (&lt;code&gt;game.echohyperlinks = true&lt;/code&gt;), my aliases which contain text processor directives work fine.  If unchecked, the directive's literal text will be printed out instead of the interpreted result of that directive.  So I will leave it checked.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#f7166e88-c90c-41bc-8f91-43a7c33732c7</id><title type="text">Quest Forum: Quest 6 - Giving rooms custom attributes, and checking them later</title><published>2021-01-03T03:44:02Z</published><updated>2021-01-03T03:44:02Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#f7166e88-c90c-41bc-8f91-43a7c33732c7" /><content type="html">&lt;p&gt;Thanks. I ended up actually writing my own function to teleport them:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;async function teleport(dest) {
	game.player.loc = dest;
	msg(`&amp;lt;b&amp;gt;The ${w[game.player.loc].alias}&amp;lt;/b&amp;gt;`);
	msg(w[game.player.loc].desc);
	return true;
}
&lt;/code&gt;&lt;/pre&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#a49f088a-f1a5-4d8f-b887-6ce36a92d798</id><title type="text">Squiffy Forum: JS arrays in squiffy</title><published>2021-01-03T03:06:17Z</published><updated>2021-01-03T03:06:17Z</updated><author><name>Bluevoss</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/squiffy/topic/s7obpizrv02ipjcbjd1e3w/js-arrays-in-squiffy#a49f088a-f1a5-4d8f-b887-6ce36a92d798" /><content type="html">&lt;p&gt;According to what I'm reading, variables (and arrays) in JS are all global in nature. However, I'm not having a lot of luck seeing arrays in functions. An example:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;[[Start]]:

    var Arr1 = [];
    Arr1[0]=50;

    set("test1",Arr1[0]); //works
test1={test1}

[[Next]]

[[Next]]:
    set("test2",Arr1[0]); //fails
test2={test2}
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;Any ideas on how to use an array in other places (either JS functions or other squiffy sections)?&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#fcc8b6a0-fce0-4672-ace0-e6917f25a710</id><title type="text">Quest Forum: Quest 6 - Giving rooms custom attributes, and checking them later</title><published>2021-01-03T02:43:09Z</published><updated>2021-01-03T02:43:09Z</updated><author><name>The Pixie</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#fcc8b6a0-fce0-4672-ace0-e6917f25a710" /><content type="html">&lt;p&gt;To move the player, use &lt;code&gt;world.setRoom&lt;/code&gt;.&lt;br&gt;
https://github.com/ThePix/QuestJS/wiki/Attributes-for-items#worldsetroomchar-roomname-dir-forced&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#4810554a-273b-4e50-961c-44ccaa297c47</id><title type="text">Quest Forum: Quest 6 - Giving rooms custom attributes, and checking them later</title><published>2021-01-03T02:15:07Z</published><updated>2021-01-03T02:30:03Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#4810554a-273b-4e50-961c-44ccaa297c47" /><content type="html">&lt;p&gt;[nevermind]&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#3a36410e-01c9-4436-9df4-b6849e9ae563</id><title type="text">Quest Forum: Strange Attribute?</title><published>2021-01-02T19:52:13Z</published><updated>2021-01-02T19:52:13Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#3a36410e-01c9-4436-9df4-b6849e9ae563" /><content type="html">&lt;blockquote&gt;
&lt;p&gt;Without hyperlinks, it's just printing the command the player typed; and that shouldn't contain text processor directives anyway.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Oh, I see.  With hyperlinks, it's replacing &lt;code&gt;key&lt;/code&gt; (which is the object's name as entered by the player) with the link.&lt;/p&gt;
&lt;p&gt;Which means your "however" seems to be spot on.&lt;/p&gt;
&lt;p&gt;...except if the player entered the first few letters, wouldn't the link be just those first few letter?&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;Also, I think Dcoder had issues with the text processor stuff in an object's name (or alias), and Quest maybe got updated to handle that in 5.8?  (If not, there's some modified code to handle it in his game, I think.)&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#076a51a2-3738-478f-af52-9e48af12e561</id><title type="text">Quest Forum: Quest 6 - Giving rooms custom attributes, and checking them later</title><published>2021-01-02T19:41:16Z</published><updated>2021-01-02T19:41:16Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#076a51a2-3738-478f-af52-9e48af12e561" /><content type="html">&lt;p&gt;&lt;code&gt;game.player.loc&lt;/code&gt; will be a string (the name of the room).&lt;/p&gt;
&lt;p&gt;That part would need to be &lt;code&gt;w[game.player.loc].foo&lt;/code&gt;.&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;I saw something on the wiki about teleporting the player, but I can't find it now for the life of me.  I can't remember the exact terminology used, but something on that wiki says what function to use when moving the player to a different room during play.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#acca943f-e758-4338-a30e-8bab65003452</id><title type="text">Quest Forum: [Solved] ClearScreen White Space Issue (was UNDO Issue)</title><published>2021-01-02T19:22:41Z</published><updated>2021-01-02T19:22:41Z</updated><author><name>DavyB</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#acca943f-e758-4338-a30e-8bab65003452" /><content type="html">&lt;p&gt;@mrangel, many thanks for the simplified code. I've tried it out on the cases that were failing and all seems perfect. I'll use a longer test tomorrow.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#089f2bef-c462-4bdb-98e7-ec07ce9345a5</id><title type="text">Quest Forum: Strange Attribute?</title><published>2021-01-02T19:18:56Z</published><updated>2021-01-02T19:18:56Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#089f2bef-c462-4bdb-98e7-ec07ce9345a5" /><content type="html">&lt;p&gt;KV I don't think that should be the problem. Without hyperlinks, it's just printing the command the player typed; and that shouldn't contain text processor directives anyway.&lt;/p&gt;
&lt;p&gt;However, I do think that &lt;code&gt;"{object:" + object.name + "}"&lt;/code&gt; should be &lt;code&gt;"{object:" + object.name + ":" + key + "}"&lt;/code&gt; in that code; if the player types an object's alternate alias, it should echo what they typed.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#297ac60c-a6db-41b7-ba50-abec82b8ff70</id><title type="text">Quest Forum: Increasing Attribute value is not working for me</title><published>2021-01-02T19:03:22Z</published><updated>2021-01-02T19:03:22Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#297ac60c-a6db-41b7-ba50-abec82b8ff70" /><content type="html">&lt;p&gt;I can't see any problems with that.&lt;/p&gt;
&lt;p&gt;I know timers don't work properly with precise times; but I'm not sure if using a floating point number for the interval will round it off, or just be ignored.&lt;/p&gt;
&lt;p&gt;Does it work if you change&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;obfreefall1.value = obheight1.value  *  0.0048
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;to&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;obfreefall1.value = obheight1.value  *  3/625
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;?&lt;br&gt;
That's the same number, but will round off the answer to be an int.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#8e862faf-e596-43a4-9513-7ea406840042</id><title type="text">Quest Forum: [Solved] ClearScreen White Space Issue (was UNDO Issue)</title><published>2021-01-02T18:31:16Z</published><updated>2021-01-02T18:31:16Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#8e862faf-e596-43a4-9513-7ea406840042" /><content type="html">&lt;p&gt;I have no idea why Quest keeps setting the document's min-height to the height of its contents. That should have no effect at all, except introducing pointless white space.&lt;/p&gt;
&lt;p&gt;You might as well do something like &lt;code&gt;$('head style').last().append('#divOutput {min-height: initial !important}')&lt;/code&gt; in your init script, and not have to keep fiddling with edge cases.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#c5e96a5b-65aa-4179-af01-6adb2dc7ac0d</id><title type="text">Quest Forum: Quest 6 - Giving rooms custom attributes, and checking them later</title><published>2021-01-02T17:59:07Z</published><updated>2021-01-02T18:00:13Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#c5e96a5b-65aa-4179-af01-6adb2dc7ac0d" /><content type="html">&lt;p&gt;Anyone know how I would go about giving a room a custom attribute, and then having it checked later?&lt;br&gt;
For example:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;createRoom("testroom", {
	desc:"a cool description",
	foo:"bar",
})

if (game.player.loc.foo != "bar") {
        do stuff
}
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;...While I'm here, I might as well ask if it's possible to teleport a player to another room, and store their inventory somewhere else when they do so.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#ea03f119-7f3f-4ae0-a880-91b2fa65b11c</id><title type="text">Quest Forum: [Solved] ClearScreen White Space Issue (was UNDO Issue)</title><published>2021-01-02T16:11:58Z</published><updated>2021-01-02T16:11:58Z</updated><author><name>DavyB</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#ea03f119-7f3f-4ae0-a880-91b2fa65b11c" /><content type="html">&lt;p&gt;Thanks K.V. I'd call it a joint effort but I still plan to buy another book from mrangel when I've finished the three I've downloaded already. I'm not currently working on any games so hopefully I won't be bothering the forum for a while.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/questkit/topic/g0va_cmesusa4lv6hkg0ia/publishing-on-itch-io#53c9aced-8e81-42c5-884e-191c16f963e7</id><title type="text">QuestKit Forum: Publishing on Itch.io...</title><published>2021-01-02T15:48:44Z</published><updated>2021-01-02T15:48:44Z</updated><author><name>felixp7</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/questkit/topic/g0va_cmesusa4lv6hkg0ia/publishing-on-itch-io#53c9aced-8e81-42c5-884e-191c16f963e7" /><content type="html">&lt;p&gt;It works perfectly now!&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#f431ab3c-22ef-479c-8309-d184c725a5af</id><title type="text">Quest Forum: [Solved] ClearScreen White Space Issue (was UNDO Issue)</title><published>2021-01-02T15:33:02Z</published><updated>2021-01-02T15:33:02Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#f431ab3c-22ef-479c-8309-d184c725a5af" /><content type="html">&lt;p&gt;Hurray!&lt;/p&gt;
&lt;p&gt;After reading through mrangel's posts in that old thread, that seemed like the fix.&lt;/p&gt;
&lt;p&gt;So, mrangel technically solved this one.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#a711ddb0-4790-41d7-87ee-5f1e4ec5837f</id><title type="text">Quest Forum: [Solved] ClearScreen White Space Issue (was UNDO Issue)</title><published>2021-01-02T15:06:17Z</published><updated>2021-01-02T15:06:17Z</updated><author><name>DavyB</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#a711ddb0-4790-41d7-87ee-5f1e4ec5837f" /><content type="html">&lt;p&gt;Many thanks K.V. I've used your new code in place of the old, tying it specifically to tidying up after panes are removed, and everything now looks perfect. I've uploaded a new version of the game and it seems to be coping with every sequence I throw at it. I'll try playing through to just before the end and then undoing back to the beginning. It'll take a while!&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/questkit/topic/g0va_cmesusa4lv6hkg0ia/publishing-on-itch-io#7dadbfd2-85ac-4d70-bafe-6674879fc7e1</id><title type="text">QuestKit Forum: Publishing on Itch.io...</title><published>2021-01-02T14:52:05Z</published><updated>2021-01-02T14:52:05Z</updated><author><name>The Pixie</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/questkit/topic/g0va_cmesusa4lv6hkg0ia/publishing-on-itch-io#7dadbfd2-85ac-4d70-bafe-6674879fc7e1" /><content type="html">&lt;p&gt;Oops... Try it now.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#e817eb5d-31de-48e7-bb53-c962433dff8f</id><title type="text">Quest Forum: Strange Attribute?</title><published>2021-01-02T14:48:59Z</published><updated>2021-01-02T14:48:59Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#e817eb5d-31de-48e7-bb53-c962433dff8f" /><content type="html">&lt;pre&gt;&lt;code&gt; &amp;lt;function name="HandleCommand" parameters="command, metadata"&amp;gt;
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;This part:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;        shownlink = false
        if (game.echocommand) {
          if (metadata &amp;lt;&amp;gt; null and game.enablehyperlinks and game.echohyperlinks) {
            foreach (key, metadata) {
              if (EndsWith(command, key)) {
                objectname = StringDictionaryItem(metadata, key)
                object = GetObject(objectname)
                if (object &amp;lt;&amp;gt; null) {
                  msg ("")
                  msg ("&amp;amp;gt; " + Left(command, LengthOf(command) - LengthOf(key)) + "{object:" + object.name + "}" )
                  shownlink = true
                }
              }
            }
          }
          if (not shownlink) {
            msg ("")
            OutputTextRaw ("&amp;amp;gt; " + SafeXML(command))
          }
        }
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;https://github.com/textadventures/quest/blob/2e521f35b4e780ae440b0b43a34e20794e7c0adc/WorldModel/WorldModel/Core/CoreParser.aslx#L44&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;This line: &lt;code&gt;OutputTextRaw ("&amp;amp;gt; " + SafeXML(command))&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;It looks like it doesn't use the text processor when that is unchecked.&lt;/p&gt;
&lt;p&gt;You could try changing it to  &lt;code&gt;msg("&amp;amp;gt; " + SafeXML(command))&lt;/code&gt;, but I did not test it.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/questkit/topic/g0va_cmesusa4lv6hkg0ia/publishing-on-itch-io#c5504f6a-247f-41ee-9f24-9565870bdf71</id><title type="text">QuestKit Forum: Publishing on Itch.io...</title><published>2021-01-02T14:24:43Z</published><updated>2021-01-02T14:24:43Z</updated><author><name>felixp7</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/questkit/topic/g0va_cmesusa4lv6hkg0ia/publishing-on-itch-io#c5504f6a-247f-41ee-9f24-9565870bdf71" /><content type="html">&lt;p&gt;You never set the game's status to published, so it's not available for anyone but you.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#7c20335d-b072-4db5-88ce-8a7a8f2fbd74</id><title type="text">Quest Forum: [Solved] ClearScreen White Space Issue (was UNDO Issue)</title><published>2021-01-02T14:21:44Z</published><updated>2021-01-02T14:21:44Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#7c20335d-b072-4db5-88ce-8a7a8f2fbd74" /><content type="html">&lt;p&gt;Man, I really wish I remembered doing all this.  I have no clue where I came up with that code in UPDATE 2.&lt;/p&gt;
&lt;p&gt;Anyway, it has something to do the &lt;code&gt;min-height&lt;/code&gt; of the "divOutput" element.&lt;/p&gt;
&lt;p&gt;Running this in the console after the undo makes the whitespace go away:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;document.getElementById('divOutput').style.minHeight = null&lt;/code&gt;&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;So, try adding this line at the end of your undo script:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;     JS.eval("document.getElementById('divOutput').style.minHeight = null")
&lt;/code&gt;&lt;/pre&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#fa6c412d-8daf-4d70-8026-406a5c9b760d</id><title type="text">Quest Forum: Increasing Attribute value is not working for me</title><published>2021-01-02T13:05:19Z</published><updated>2021-01-02T13:05:19Z</updated><author><name>Clarky</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#fa6c412d-8daf-4d70-8026-406a5c9b760d" /><content type="html">&lt;pre&gt;&lt;code&gt;get input {
    if ((IsInt(result))) {
      obheight1.value = ToInt (result)
    }
    obfreefall1.value = obheight1.value  *  0.0048
    msg (" Recorded {obfreefall1.value} Seconds")
  }
&lt;/code&gt;&lt;/pre&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/jhh7s21dee2ngp1giebgsw/solved-quest-6-cant-access-property-oncreation-hash-is-undefined#a01c30cf-7128-446f-b6d5-44e4cbaa973b</id><title type="text">Quest Forum: [Solved] Quest 6 - "can't access property "onCreation", hash is undefined"</title><published>2021-01-02T11:36:18Z</published><updated>2021-01-02T11:39:59Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/jhh7s21dee2ngp1giebgsw/solved-quest-6-cant-access-property-oncreation-hash-is-undefined#a01c30cf-7128-446f-b6d5-44e4cbaa973b" /><content type="html">&lt;p&gt;I would have suggested the same; it seemed odd to declare a local variable &lt;code&gt;res&lt;/code&gt; and then discard it. But haven't seen the docs on this and wasn't sure how Quest 6 handles it.&lt;/p&gt;
&lt;p&gt;Now I look at it, that seems an overly verbose way to create a template. To me, this seems both simpler and more intuitive:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;const CYBERDECK = (procslots, memslots, driveslots, jackslots) =&amp;gt; $.extend({},
	TAKEABLE_DICTIONARY, {
		procslots: procslots,
		memslots: memslots,
		driveslots: driveslots,
		jackslots: jackslots
	}
)
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;or even&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;const CYBERDECK = (procslots, memslots, driveslots, jackslots) =&amp;gt; $.extend({
	procslots: procslots,
	memslots: memslots,
	driveslots: driveslots,
	jackslots: jackslots
}, TAKEABLE_DICTIONARY)
&lt;/code&gt;&lt;/pre&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#c9577d8b-e97d-410e-83ab-fdb1615451a4</id><title type="text">Quest Forum: Increasing Attribute value is not working for me</title><published>2021-01-02T09:11:53Z</published><updated>2021-01-02T09:11:53Z</updated><author><name>Clarky</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#c9577d8b-e97d-410e-83ab-fdb1615451a4" /><content type="html">&lt;p&gt;The variable prints to screen as it should, such as - Time to Ground: 24&lt;br&gt;
And I've been using IsInt and InInt as per above.&lt;/p&gt;
&lt;p&gt;Timers and Timeout works fine when I enter a number as seconds, but not when I set it to expression and enter the variable.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#7684a4de-13a4-4cc9-9985-bd7be3361cfd</id><title type="text">Quest Forum: Strange Attribute?</title><published>2021-01-02T09:08:59Z</published><updated>2021-01-02T09:08:59Z</updated><author><name>Dcoder</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#7684a4de-13a4-4cc9-9985-bd7be3361cfd" /><content type="html">&lt;p&gt;(Quest TA 5.8)&lt;/p&gt;
&lt;p&gt;What does the "&lt;b&gt;Display hyperlinks in commands&lt;/b&gt;" checkbox under the "Room Descriptions" tab of the game object do?&lt;/p&gt;
&lt;p&gt;This checkbox corresponds to the Boolean attribute &lt;code&gt;game.echohyperlinks&lt;/code&gt; (default setting is &lt;code&gt;true&lt;/code&gt;).&lt;/p&gt;
&lt;p&gt;I couldn't find an answer on the forums (or barely a mention).  The reason I ask is that if I uncheck it (set to &lt;code&gt;false&lt;/code&gt;), some of the object aliases in my game (that use text processor directives) fail to display properly.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#1bcfb967-0ae8-4c05-855e-f752709438fc</id><title type="text">Quest Forum: [Solved] ClearScreen White Space Issue (was UNDO Issue)</title><published>2021-01-02T08:29:32Z</published><updated>2021-01-02T11:36:53Z</updated><author><name>DavyB</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#1bcfb967-0ae8-4c05-855e-f752709438fc" /><content type="html">&lt;p&gt;Hi K.V., Happy New Year!&lt;br&gt;
Sorry, my posting was lazy! I should have provided code. I've now done that in the game where I noticed the problem:&lt;br&gt;
https://textadventures.co.uk/games/view/e4hrqb_vpeo4np1a0jel9g/l-too-another-mathemagical-adventure&lt;/p&gt;
&lt;p&gt;To see the issue:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;run the game online and type ABOUT to bring up a couple of pages of text&lt;/li&gt;
&lt;li&gt;type CLEAR, which just uses ClearScreen to remove the text&lt;/li&gt;
&lt;li&gt;type UNDO, which seems to insert the white space occupied by the text as a side effect of undoing CLEAR?&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;UPDATE&lt;/strong&gt;&lt;br&gt;
The problem seems to be in the code I use to restore the state of the game after UNDO, rather than UNDO itself, linked to code you gave me to deal with white space appearing when game panes are swapped out:&lt;br&gt;
https://textadventures.co.uk/forum/quest/topic/w7mtakf7ykixomwl09kjfw/pain-with-panes-issue-3-expanding-whitespace&lt;/p&gt;
&lt;p&gt;I'll experiment further!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;UPDATE 2&lt;/strong&gt;&lt;br&gt;
You gave me the following code in 2018 to tidy up white space when taking out game panes:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;JS.eval ("var reHeight = 0;  $('#divOutput').children().each(function(){reHeight += $(this).height();});  $('#divOutput').css('min-height',reHeight);")
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;Unfortunately that seems to fail after the use of ClearScreen. For example, in the posted game:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Type PANES twice to move panes in and out, showing all is fine&lt;/li&gt;
&lt;li&gt;Type CLEAR&lt;/li&gt;
&lt;li&gt;Type PANES twice again&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;On the second use, when removing the panes, white space appears. My easy workaround is to remove the use of ClearScreen but I'd love to know what was causing the problem?&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/jhh7s21dee2ngp1giebgsw/solved-quest-6-cant-access-property-oncreation-hash-is-undefined#1df57772-601e-4cff-b05a-6f4a427ef853</id><title type="text">Quest Forum: [Solved] Quest 6 - "can't access property "onCreation", hash is undefined"</title><published>2021-01-02T04:32:50Z</published><updated>2021-01-02T04:32:50Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/jhh7s21dee2ngp1giebgsw/solved-quest-6-cant-access-property-oncreation-hash-is-undefined#1df57772-601e-4cff-b05a-6f4a427ef853" /><content type="html">&lt;p&gt;Ah, right. Thanks!&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/jhh7s21dee2ngp1giebgsw/solved-quest-6-cant-access-property-oncreation-hash-is-undefined#cc943990-9796-46c8-8d9b-36b8854f0c49</id><title type="text">Quest Forum: [Solved] Quest 6 - "can't access property "onCreation", hash is undefined"</title><published>2021-01-02T03:27:38Z</published><updated>2021-01-02T03:29:44Z</updated><author><name>K.V.</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/jhh7s21dee2ngp1giebgsw/solved-quest-6-cant-access-property-oncreation-hash-is-undefined#cc943990-9796-46c8-8d9b-36b8854f0c49" /><content type="html">&lt;p&gt;Hello.&lt;/p&gt;
&lt;p&gt;You're going to be mad . . .&lt;/p&gt;
&lt;p&gt;You have to &lt;code&gt;return res&lt;/code&gt; at the end of your function.  This works:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;const CYBERDECK = function(procslots, memslots, driveslots, jackslots) {
	const res = $.extend({}, TAKEABLE_DICTIONARY);
	res.procslots = procslots;
	res.memslots = memslots;
	res.driveslots = driveslots;
	res.jackslots = jackslots;
	return res;
}

createItem("cyberdeck", TAKEABLE(), CYBERDECK(1,1,1,1), {
	loc:"coffee_table",
	examine: "Your cyberdeck. It has slots for one processor, one stick of RAM, an internal drive, and, of course, a neural jack.",
})
&lt;/code&gt;&lt;/pre&gt;
&lt;hr&gt;
&lt;p&gt;BUT, since you extended the TAKEABLE dictionary in the template, you can leave the &lt;code&gt;TAKEABLE()&lt;/code&gt; out of &lt;code&gt;createItem&lt;/code&gt;, like so:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;createItem("cyberdeck", CYBERDECK(1,1,1,1), {
	loc:"coffee_table",
	examine: "Your cyberdeck. It has slots for one processor, one stick of RAM, an internal drive, and, of course, a neural jack.",
})
&lt;/code&gt;&lt;/pre&gt;
&lt;hr&gt;
&lt;p&gt;&lt;img src="https://user-images.githubusercontent.com/30656341/103450176-12cad000-4c78-11eb-8c57-66f1eee8a95d.png" alt="image"&gt;&lt;/p&gt;
&lt;hr&gt;
&lt;p&gt;REFERENCE&lt;/p&gt;
&lt;p&gt;https://github.com/ThePix/QuestJS/wiki/Custom-Templates&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#61f9c805-d03a-4f99-8637-7f997eaa4441</id><title type="text">Quest Forum: Increasing Attribute value is not working for me</title><published>2021-01-02T01:34:27Z</published><updated>2021-01-02T01:34:27Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#61f9c805-d03a-4f99-8637-7f997eaa4441" /><content type="html">&lt;p&gt;Are you sure you're waiting long enough for the timeout to trigger? It could take a few seconds longer than you expect.&lt;/p&gt;
&lt;p&gt;I assume that you've checked the variable is an int.&lt;/p&gt;

</content></entry></feed>