Object_1: game
GUI~Editor Path: game (Game Object) -> Attributes (Tab) -> Attribute and Status Attribute -> Add ->
Attribute_1 (Type: int ~ integer): turns=0
Attribute_2 (Type: stringdictionary): statusattributes: turns = Turns: !
Object_2: player
GUI~Editor Path: player (the default Player Object) -> Attributes (Tab) -> Attribute and Status Attribute -> Add ->
Attribute_1 (Type: int ~ integer): hit_points=0
Attribute_2 (Type: stringdictionary): statusattributes: hit_points = HP: !
Displays~Outputs in the pane during game play:
Turns: 0
HP: 0
Object_1: game
Attribute_1 (Type: int ~ integer): turns=0
Attribute_2 (Type: stringdictionary): statusattributes: turns = Turns: !
Object_2: HK (Player Object)
GUI~Editor Path: HK (a custom-self-made~added Player Object ~ make sure you set it's Object Type to: "player object") -> Attributes (Tab) -> Attribute and Status Attribute -> Add ->
Attribute_1 (Type: int ~ integer): hit_points=9999
Attribute_2 (Type: stringdictionary): statusattributes: hit_points = HP: !
Displays~Outputs in the pane during game play:
Turns: 0
HP: 9999
Object_1: game
Attribute_1 (Type: int ~ integer): turns=0
Attribute_2 (Type: stringdictionary): statusattributes: turns = Turns: !
Object_2: HK (Player Object)
Attribute_1 (Type: string): hit_points="0/0"
Attribute_2 (Type: int): current_hit_points = 9999
Attribute_3 (Type: int): maximum_hit_points = 9999
Attribute_4 (Type: script ~ special "changed" script): changedcurrent_hit_points: HK.hit_points = "HP: " + HK.current_hit_points + " / " + HK.maximum_hit_points
Attribute_5 (Type: script ~ special "changed" script): changedmaximum_hit_points: HK.hit_points = "HP: " + HK.current_hit_points + " / " + HK.maximum_hit_points
Attribute_6 (Type: stringdictionary): statusattributes: hit_points = !
Displays~Outputs in the pane during game play:
Turns: 0
HP: 9999 / 9999
<asl version="540">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>d83ba5bb-2e3c-4f31-80c9-3e88a2dc082c</gameid>
<version>1.0</version>
<firstpublished>2013</firstpublished>
<game_is_paused type="boolean">false</game_is_paused>
<game_turns type="int">0</game_turns>
<point_score type="int">0</point_score>
<statusattributes type="simplestringdictionary">game_turns =;game_is_paused =;point_score =</statusattributes>
<start type="script">
msg ("NOTE: Type in something in the command box and hit enter on each turn, to see the attributes being changed.")
msg ("")
</start>
</game>
<function name="show_attributes_function">
msg ("")
msg ("Player's Attributes:")
msg ("")
msg ("Flying: " + player.flying)
msg ("Player Turns: " + player.player_turns)
msg ("")
msg ("Game's Attributes:")
msg ("")
msg ("Game Is Paused: " + game.game_is_paused)
msg ("Game Turns: " + game.game_turns)
msg ("Point Score: " + game.point_score)
msg ("")
msg ("Global Data Object's Attributes:")
msg ("")
msg ("Dragon Slayer Sword Acquired: " + global_data_object.dragon_slayer_sword_acquired)
msg ("Dragon Killed: " + global_data_object.dragon_killed)
msg ("Princess Rescued: " + global_data_object.princess_rescued)
msg ("")
msg ("Turnscript's Scripting Steps's Changed Attributes' Results:")
msg ("")
</function>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<flying type="boolean">false</flying>
<player_turns type="int">0</player_turns>
<statusattributes type="simplestringdictionary">player_turns =;flying =</statusattributes>
</object>
</object>
<object name="global_data_object">
<inherit name="editor_object" />
<dragon_killed type="boolean">false</dragon_killed>
<princess_rescued type="boolean">false</princess_rescued>
<dragon_slayer_sword_acquired type="boolean">false</dragon_slayer_sword_acquired>
</object>
<turnscript name="global_events_turnscript">
<enabled />
<script>
show_attributes_function
if (player.flying=false) {
player.flying=true
} else if (player.flying=true) {
player.flying=false
}
if (game.game_is_paused=false) {
game.game_is_paused=true
} else if (game.game_is_paused=true) {
game.game_is_paused=false
}
if (global_data_object.dragon_slayer_sword_acquired=false) {
global_data_object.dragon_slayer_sword_acquired=true
game.point_score = game.point_score + 50
msg ("dragon_slayer_sword_acquired: " + global_data_object.dragon_slayer_sword_acquired)
msg ("Point Score: " + game.point_score)
if (global_data_object.princess_rescued=true) {
global_data_object.princess_rescued=false
msg ("Princess Rescued: " + global_data_object.princess_rescued)
}
}
if (global_data_object.dragon_slayer_sword_acquired=true) {
global_data_object.dragon_killed=true
game.point_score = game.point_score + 250
global_data_object.dragon_slayer_sword_acquired=false
msg ("Dragon Killed: " + global_data_object.dragon_killed)
msg ("Point Score: " + game.point_score)
msg ("dragon_slayer_sword_acquired: " + global_data_object.dragon_slayer_sword_acquired)
}
if (global_data_object.dragon_killed=true) {
global_data_object.princess_rescued=true
game.point_score = game.point_score + 400
global_data_object.dragon_killed=false
msg ("Princess Rescued: " + global_data_object.princess_rescued)
msg ("Point Score: " + game.point_score)
msg ("Dragon Killed: " + global_data_object.dragon_killed)
}
game.game_turns = game.game_turns + 1
player.player_turns = player.player_turns + 5
</script>
</turnscript>
</asl>
<asl version="540">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>cd102f9d-370a-4bda-b6ea-ca42288f619c</gameid>
<version>1.0</version>
<turns type="int">0</turns>
<statusattributes type="simplestringdictionary">turns =</statusattributes>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<curhp type="int">250</curhp>
<maxhp type="int">500</maxhp>
<current_hit_points type="int">999</current_hit_points>
<maximum_hit_points type="int">999</maximum_hit_points>
<maxhp type="int">500</maxhp>
<hp type="string">0/0</hp>
<strength type="int">100</strength>
<endurance type="int">100</endurance>
<agility type="int">100</agility>
<hit_points type="string">0/0</hit_points>
<statusattributes type="simplestringdictionary">hp = ;hit_points =!;strength =;endurance = !;agility = Your agility is !</statusattributes>
</object>
</object>
<turnscript name="turns_turnscript">
<enabled />
<script>
player.hp = player.curhp + "/" + player.maxhp
player.hit_points = "HP: " + player.current_hit_points + "/" + player.maximum_hit_points
game.turns = game.turns + 1
</script>
</turnscript>
</asl>
<asl version="540">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>cd102f9d-370a-4bda-b6ea-ca42288f619c</gameid>
<version>1.0</version>
<start type="script">
msg ("What is your name?")
get input {
msg ("- " + result)
player.alias = result
show menu ("What is your gender?", split ("male;female" , ";"), false) {
player.gender_x = result
show menu ("What is your race?", split ("human;elf;dwarf" , ";"), false) {
player.race = result
show menu ("What is your class?", split ("warrior;cleric;mage;thief" , ";"), false) {
player.class = result
msg (player.alias + " is a " + " " + player.gender_x + " " + player.race + " " + player.class + ".")
}
}
}
}
</start>
<turns type="int">0</turns>
<statusattributes type="simplestringdictionary">turns = </statusattributes>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_player" />
<inherit name="editor_object" />
<alias_x type="string"></alias_x>
<gender_x type="string"></gender_x>
<strength type="int">0</strength>
<intelligence type="int">0</intelligence>
<agility type="int">0</agility>
<statusattributes type="simplestringdictionary">alias = Name: !;gender_x = Gender: !;strength = ;intelligence = ;agility = ;level = ;experience = ;cash = </statusattributes>
<level type="int">0</level>
<experience type="int">0</experience>
<cash type="int">0</cash>
</object>
<object name="potion100">
<inherit name="editor_object" />
<alias>potexp100</alias>
<take />
<displayverbs type="simplestringlist">Look at; Take; Drink</displayverbs>
<inventoryverbs type="simplestringlist">Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 100 experience.")
player.experience = player.experience + 100
</drink>
</object>
<object name="potion300">
<inherit name="editor_object" />
<alias>potexp300</alias>
<take />
<displayverbs type="simplestringlist">Look at; Take; Drink</displayverbs>
<inventoryverbs type="simplestringlist">Look at; Use; Drop; Drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 300 experience.")
player.experience = player.experience + 300
</drink>
</object>
</object>
<turnscript name="global_events_turnscript">
<enabled />
<script>
leveling_function
game.turns = game.turns + 1
</script>
</turnscript>
<function name="leveling_function"><![CDATA[
if (player.experience >= player.level * 100 + 100) {
player.experience = player.experience - (player.level * 100 + 100)
player.level = player.level + 1
switch (player.gender_x) {
case ("male") {
player.strength = player.strength + 1
}
case ("female") {
player.agility = player.agility + 1
}
}
switch (player.race) {
case ("dwarf") {
player.strength = player.strength + 2
}
case ("elf") {
player.agility = player.intelligence + 2
}
case ("human") {
player.strength = player.strength + 1
player.agility = player.agility + 1
}
}
switch (player.class) {
case ("warrior") {
player.strength = player.strength + 2
}
case ("cleric") {
player.intelligence = player.intelligence + 1
player.agility = player.agility + 1
}
case ("mage") {
player.intelligence = player.intelligence + 2
}
case ("thief") {
player.strength = player.strength + 1
player.agility = player.agility + 1
}
}
leveling_function
}
]]></function>
</asl>
<month_string_dictionary type="simplestringdictionary">january=1;1=january;february=2;2=february;march=3;3=march;etc etc etc</month_string_dictionary>
msg ("Type in the number of the month you were born")
get input {
-> // user types in "3"
-> player.month_of_birth_string = StringDictionaryItem (global_data_object.month_string_dictionary, result)
-> msg ("You were born in " + player.month_of_birth_string +".")
}
outputs: You were born in march.
or
show menu ("What month were you born?", global_data_object.month_string_list, false) {
-> user selects "march"
-> player.month_of_birth_integer = ToInt (StringDictionaryItem (global_data_object.month_string_dictionary, result))
-> msg (player.month_of_birth_integer)
}
outputs: 3
privateer wrote:I have discovered how to change the label for the compass, inventory, and places+objects panes, but the status pane doesn't seem to appear in Advanced/Templates as the other panes did. I would be very grateful if anyone could tell me how I can change the label for the status pane.
The Pixie wrote:"privateer"
I have discovered how to change the label for the compass, inventory, and places+objects panes, but the status pane doesn't seem to appear in Advanced/Templates as the other panes did. I would be very grateful if anyone could tell me how I can change the label for the status pane.
It is there for me, called "StatusLabel". I am using version 5.5 beta, but I would be very surprised if it was not there right from Quest 5.0.
Do you know how to filter names in the left panel? The text box called "search" under the toolbar. I just typed in "status", and clicked on the magnifying glass.