<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title type="text">textadventures.co.uk Forums - Quest Forum</title><subtitle type="text">All posts to the Quest Forum forum on textadventures.co.uk</subtitle><id>http://textadventures.co.uk/forum/quest/feed</id><updated>2021-01-04T05:53:14Z</updated><link rel="alternate" href="http://textadventures.co.uk/forum/quest" /><link rel="self" type="application/atom+xml" href="http://textadventures.co.uk/forum/quest/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">[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">[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/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#a3d91254-55c9-46f1-9488-bbe2c6e7b09f</id><title type="text">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">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">[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">[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">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/quest/topic/e-9b8orzu0cfjjoj_anqeq/solved-quest-6-storing-player-location-inventory-etc#4e09e980-5f09-4ab1-be04-96d6be6d4ec6</id><title type="text">[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">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">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">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/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#3e0c1fd8-9159-4b04-abb7-783aad850b08</id><title type="text">[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">[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/quest/topic/lqavmztsx0kernsd20mfba/solved-quest-6-remove-default-room-name-prefix#a0b761fc-69e8-4470-9677-45ce446333f0</id><title type="text">[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">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">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 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/quest/topic/fatjz0zqmkyk-nlgrczbra/quest-6-giving-rooms-custom-attributes-and-checking-them-later#fcc8b6a0-fce0-4672-ace0-e6917f25a710</id><title type="text">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 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">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 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">[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">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">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">[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 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">[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/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#f431ab3c-22ef-479c-8309-d184c725a5af</id><title type="text">[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">[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/quest/topic/6zxxc4kuakyxfsibb4rv8a/strange-attribute#e817eb5d-31de-48e7-bb53-c962433dff8f</id><title type="text">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/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#7c20335d-b072-4db5-88ce-8a7a8f2fbd74</id><title type="text">[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">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">[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">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">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">[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">[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">[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">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><entry><id>http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#d44b36a9-35a3-4210-a40c-ed840ab87b81</id><title type="text">[Solved] ClearScreen White Space Issue (was UNDO Issue)</title><published>2021-01-02T01:21:59Z</published><updated>2021-01-02T01:21:59Z</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#d44b36a9-35a3-4210-a40c-ed840ab87b81" /><content type="html">&lt;p&gt;I played around with this for a few minutes.&lt;/p&gt;
&lt;p&gt;I don't think UNDO should have anything to do with what text has printed or what text has been cleared.  Otherwise, logic would dictate that UNDO should clear the text printed out in response to each action being undone and restore any text cleared due each action, and that would be illogical.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/wthoxs-svecb7cbqx3kvjq/solved-clearscreen-white-space-issue-was-undo-issue#9848c2ec-0385-47c1-a7cd-f67fd9a585f3</id><title type="text">[Solved] ClearScreen White Space Issue (was UNDO Issue)</title><published>2021-01-02T00:52:30Z</published><updated>2021-01-02T01:28:39Z</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#9848c2ec-0385-47c1-a7cd-f67fd9a585f3" /><content type="html">&lt;p&gt;Hello.&lt;/p&gt;
&lt;hr&gt;
&lt;blockquote&gt;
&lt;p&gt;I assume that any operation that uses &lt;code&gt;ClearScreen&lt;/code&gt; can't be fully undone if any text has been cleared&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;That depends on how you define "fully undone".&lt;/p&gt;
&lt;p&gt;There are a few people around here who will probably say making cleared text reappear is not UNDO's job. ( I'm not particularly saying that, but I don't have much of an argument against it, either.)&lt;/p&gt;
&lt;p&gt;Regardless of that, I think there's probably a way to undo screen clearing. (I'm thinking about the way the transcript stuff works, but I can't think about it clearly enough to effect a solution right now.  (I've been fooling around with the next Quest, and I just realized I've forgotten quite a bit of old Quest-ese.))&lt;/p&gt;
&lt;p&gt;I don't want to sound negative, but I wouldn't bet that such functionality would ever be added to Quest 5 (although I may be mistaken).  If you find a solution to this, you would probably have to include the code in each of your games.&lt;/p&gt;
&lt;hr&gt;
&lt;blockquote&gt;
&lt;p&gt;is it possible to detect that this has happened within UNDO and give a warning?&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;I don't fully understand this question.&lt;/p&gt;
&lt;p&gt;Do you mean that the screen clears after entering UNDO?  If yes, this probably depends on the script that invokes &lt;code&gt;ClearScreen&lt;/code&gt;, but I &lt;em&gt;think&lt;/em&gt; you could code that script to check the current command before clearing the screen.&lt;/p&gt;
&lt;hr&gt;
&lt;blockquote&gt;
&lt;p&gt;now also noticed that there is a 'white space' problem when undoing past an operation that uses ClearScreen, as the space for the text is restored but not the text itself!&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;It seems like I remember someone mentioning this previously? ( I &lt;s&gt;might be&lt;/s&gt; am crazy, though.)&lt;/p&gt;
&lt;hr&gt;
&lt;h3&gt;Opinion(s)&lt;/h3&gt;
&lt;p&gt;I am quite fond of UNDO (and making it fully functional), but, now that I've thought about it, I wouldn't call this thing with &lt;code&gt;ClearScreen&lt;/code&gt; an UNDO issue.  I would opine that this is something which should be handled by any author who chooses to clear the screen with &lt;code&gt;ClearScreen&lt;/code&gt; during play -- an offense of which I have been guilty on numerous occasions.&lt;/p&gt;
&lt;p&gt;Instead of using &lt;code&gt;ClearScreen&lt;/code&gt; in a parser (especially a parser that has the UNDO feature), perhaps it would be better to print out a blank div which is the height of the output element.  This is how the old text adventures did it (I think).  It has the same effect, but the player can always scroll up to view everything printed during play.&lt;/p&gt;
&lt;p&gt;I'm pretty sure this would look odd in Quest, though.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;EDIT&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I'm pretty sure this will do that ("that" meaning: create a screen full of whitespace):&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;msg ("&amp;lt;div style='min-height:100vh;'&amp;gt;&amp;lt;/div&amp;gt;")
msg ("Your screen just got cleared the old way!")
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;&lt;strong&gt;EDIT 2&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Tested and approved (although it does act a little funny).&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#6f8ac1e1-6fb4-4a3b-be04-331109b873e7</id><title type="text">[Solved] Quest 6 - "can't access property "onCreation", hash is undefined"</title><published>2021-01-02T00:26:51Z</published><updated>2021-01-02T04:33:18Z</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#6f8ac1e1-6fb4-4a3b-be04-331109b873e7" /><content type="html">&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;I'm getting the error mentioned in the title whenever I try adding a custom template to my game (and adding an object that uses that template). I'm not entirely sure how to fix it, so here's what I've tried so far:&lt;/p&gt;
&lt;p&gt;The original code:&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;
	
}

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;p&gt;And the code after I tried to fix it myself:&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;
	
	res.onCreation = function(o) {
		if (!o.isAtLoc(game.player.name)) {
			list.push("Take")
		}
		else {
			list.push("Drop")
		}
	}
}

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;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/ukamwscs00qurz4f4ezzua/increasing-attribute-value-is-not-working-for-me#940c2ce0-7a98-47f8-b220-5b6e1ce0fecc</id><title type="text">Increasing Attribute value is not working for me</title><published>2021-01-01T20:49:30Z</published><updated>2021-01-01T20:49:30Z</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#940c2ce0-7a98-47f8-b220-5b6e1ce0fecc" /><content type="html">&lt;p&gt;Thanks.&lt;/p&gt;
&lt;p&gt;Just 1 more question but - I'm trying to use a variable as a interval for a TIMER, but it doesn't seem to work for me.&lt;br&gt;
I tried creating a timer "freefall1" , then using "Set Timer" and "Enable Timer", as below:&lt;/p&gt;
&lt;p&gt;SetTimerInterval (freefall1, obfreefall1.value)&lt;br&gt;
EnableTimer (freefall1)&lt;/p&gt;
&lt;p&gt;I've tried a timeout:&lt;br&gt;
SetTimeout (obfreefall1.value) {&lt;br&gt;
msg ("My Timer")&lt;br&gt;
}&lt;/p&gt;
&lt;p&gt;I'm sure it's something basic...&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/dbmv5nxne0otjmcxj_xnfq/exporting-as-a-html5-archive#8b8b7821-6ca1-41eb-ab5a-97c72c1fbb60</id><title type="text">Exporting as a HTML5 archive?</title><published>2021-01-01T03:20:36Z</published><updated>2021-01-01T03:20:36Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/dbmv5nxne0otjmcxj_xnfq/exporting-as-a-html5-archive#8b8b7821-6ca1-41eb-ab5a-97c72c1fbb60" /><content type="html">&lt;p&gt;...Plus, I'd need to know where to get Quest 6.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/dbmv5nxne0otjmcxj_xnfq/exporting-as-a-html5-archive#6487b5de-e421-4af3-9dfa-cb20571bcaf8</id><title type="text">Exporting as a HTML5 archive?</title><published>2021-01-01T02:47:24Z</published><updated>2021-01-01T02:47:24Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/dbmv5nxne0otjmcxj_xnfq/exporting-as-a-html5-archive#6487b5de-e421-4af3-9dfa-cb20571bcaf8" /><content type="html">&lt;p&gt;Well, if I haven't really started my project yet, surely switching to 6 would be easier.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/iop1aqqa90s8zx5gjnt9qq/game-stylesheets#317de598-85d6-471d-8326-f1229880f115</id><title type="text">Game stylesheets?</title><published>2020-12-31T19:08:32Z</published><updated>2020-12-31T19:08:32Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/iop1aqqa90s8zx5gjnt9qq/game-stylesheets#317de598-85d6-471d-8326-f1229880f115" /><content type="html">&lt;p&gt;You can change the appearance easily; maybe you happened to try a few text adventures from authors who don't think that much about it.&lt;/p&gt;
&lt;p&gt;Most of the games I've made are tests for some feature, so they look the same. The exception is Circus, which is a remake of a game I played in the 80s, so I made it look as much like the Commodore 16 version as I could.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/dbmv5nxne0otjmcxj_xnfq/exporting-as-a-html5-archive#774ff5b8-f9d6-45b0-81c8-7f892389228f</id><title type="text">Exporting as a HTML5 archive?</title><published>2020-12-31T19:08:28Z</published><updated>2020-12-31T19:08:28Z</updated><author><name>Pykrete</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/dbmv5nxne0otjmcxj_xnfq/exporting-as-a-html5-archive#774ff5b8-f9d6-45b0-81c8-7f892389228f" /><content type="html">&lt;p&gt;6 is built with this functionality in mind, but it's a different system, yeah. It's currently working, but the GUI editor is a work in progress, and converting between 5 and 6 is also WIP and may never be 100% perfect.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/dbmv5nxne0otjmcxj_xnfq/exporting-as-a-html5-archive#fe48c764-424c-4c55-92e3-4331784c4062</id><title type="text">Exporting as a HTML5 archive?</title><published>2020-12-31T18:27:43Z</published><updated>2020-12-31T18:30:22Z</updated><author><name>mrangel</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/dbmv5nxne0otjmcxj_xnfq/exporting-as-a-html5-archive#fe48c764-424c-4c55-92e3-4331784c4062" /><content type="html">&lt;p&gt;The frontend of a Quest game is HTML and JS. The backend is a server-side application; so Quest needs to be installed on the server.&lt;/p&gt;
&lt;p&gt;Quest 6 games can be exported as an HTML archive; but that's a completely new system.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/dbmv5nxne0otjmcxj_xnfq/exporting-as-a-html5-archive#8fae7d41-1d6e-47d1-98fa-0658acf0f450</id><title type="text">Exporting as a HTML5 archive?</title><published>2020-12-31T14:16:05Z</published><updated>2020-12-31T14:16:05Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/dbmv5nxne0otjmcxj_xnfq/exporting-as-a-html5-archive#8fae7d41-1d6e-47d1-98fa-0658acf0f450" /><content type="html">&lt;p&gt;Let's say, for example, I feel like hosting my game on another site, that only accepts uploads as .zip files, containing an index.html file, etc. Is it possible at all to export my game as a HTML5 archive? I remember reading somewhere that Quest is for making HTML5 games, so it seems logical that it should be able to.&lt;/p&gt;

</content></entry><entry><id>http://textadventures.co.uk/forum/quest/topic/iop1aqqa90s8zx5gjnt9qq/game-stylesheets#4e1b63eb-67bd-404a-a15d-b1f071e96bcf</id><title type="text">Game stylesheets?</title><published>2020-12-31T13:59:57Z</published><updated>2020-12-31T13:59:57Z</updated><author><name>HBaguette</name></author><link rel="alternate" href="http://textadventures.co.uk/forum/quest/topic/iop1aqqa90s8zx5gjnt9qq/game-stylesheets#4e1b63eb-67bd-404a-a15d-b1f071e96bcf" /><content type="html">&lt;p&gt;Hi! I've just started using Quest to make a text adventure, and one thing I've noticed while checking out a few of the ones other people have made, is all the text adventures, appearance wise, all look pretty similar, while the gamebooks often have flashy stylesheets, among other things.&lt;/p&gt;
&lt;p&gt;Is this a gamebook-only feature, or can I make my text adventure look pretty, too? I'd rather not have Times New Roman on a white background when I host my game.&lt;/p&gt;

</content></entry></feed>