Hey, I just now found out we can create commands in QuestKit!
---
command: switchon
patterns: ["switch on #object#","switch #object# on","turn on #object#","turn #object# on"]
action:
script: |
if (get (object, "switchable")){
if (get (object, "switchedon")){
msg("It's already switched on.");
} else {
msg ("You switch on the "+questkit.displayAlias(object)+".");
set (object, "switchedon", true);
}
} else {
msg ("You can't do that.");
}
---
command: switchoff
patterns: ["switch off #object#","switch #object# off","turn off #object#","turn #object# off"]
action:
script: |
if (get (object, "switchable")){
if (!get (object, "switchedon")){
msg("It's already switched off.");
} else {
msg ("You switch off the "+questkit.displayAlias(object)+".");
set (object, "switchedon", false);
}
} else {
msg ("You can't do that.");
}
Sweet! Now, if I could only figure out how to get the parser to work with lastObjects...
Then, I'll probably find 1,001 other things which need to be set up...
---
command: usesingle
pattern: "use #object#"
action:
script: |
if (getscript(object, "use")){
var func = getscript(object, "use");
func();
} else {
msg ("You can't do that.");
}
---
command: useon
pattern: "use #object1# on #object2#"
action:
script: |
if (getscript(object2, "use["+object1+"]")){
var func = getscript(object2, "use["+object1+"]");
func();
} else {
msg ("You can't do that.");
}
You are in a lounge.
You can see a TV, a Bob, a table, a lamp, a double bass and a defibrillator.
You can go north or south.
This is quite a plain lounge with an old beige carpet and peeling wallpaper.
> use def on bob
Miraculously, the defibrillator lived up to its promise, and Bob is now alive again. He says his head feels kind of fuzzy.