Object's Main Object Types:
1. Player (Objects that you can control; playable actors~characters): default Player Object: 'player'
2. Room
3. Object
4. Room+Object
a few versions ago, a feature was introduced for having multiple Player Objects, allowing you to switch (control) amongst them during game play.
http://docs.textadventures.co.uk/quest/ ... bject.htmlhttp://docs.textadventures.co.uk/quest/ ... gepov.htmlgame.pov = player // or: HK // or: Silver
game.pov represents WHOEVER is currently your (controlled) Player Object
so be careful when using game.pov in scripting, as you probably won't want to mix your character stats (or the gains to stats) up amongst your characters. You don't want to give +5 strength bonus at level up to every~any character, when you only want it to be for a single specific character.
<game name="blah">
<pov type="object">player</pov>
<attr name="changepov_objectlist" type="simpleobjectlist">player;HK;Silver</attr>
</game>
<verb name="switchcharacter">
<property>switchcharacter</property>
<pattern>switchcharacter</pattern>
<defaultexpression>blah</defaultexpression>
</verb>
<object name="room">
<inherit name="editor_object" />
<inherit name="room_object" />
<object name="button">
<inherit name="editor_object" />
<take />
<switchcharacter type="script">
ChangePov (ObjectListItem (game.changepov, RandomInt (0,2)))
</switchcharacter
<attr name="displayverbs" type="listextend">switchcharacter</attr>
<attr name="inventoryverbs" type="listextend">switchcharacter</attr>
</object>
</object>
<object name ="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<object name ="HK">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
<object name ="Silver">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
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a big confusion that happens:
when your Player Object is being used (controlled) by you: description_1: under the Player Object's 'option' tab (I think)
when your Player Object is *NOT* being used (noncontrolled) by you (it is acting as a normal Object Object): description_2: under the Player Object's 'general (first~leftmost, whatever it is called, lol)' tab
people will write in a description in the normal location, which is the description for when the Player Object is NOT being used (controlled) by you, and then when they click to 'look at self', all they see is the default response, as it is showing the other description location for when you're controlling the Player Object, which they never wrote into this other location description box.
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Two examples of fun (but old) puzzle games that use character switching:
1. Maniac Mansion (NES) ~ quest can fully create this game's coding of puzzle scripting, except the animated sprite UI, obviously
2. Lost Vikings 1+2 (SNES) ~ ya Blizzard made it, and it's a fun game but never got the huge wel-knowness of the Warcraft and Diablo series.
hehe