here's some links:
http://docs.textadventures.co.uk/quest/http://docs.textadventures.co.uk/quest/tutorial/http://docs.textadventures.co.uk/quest/guides/http://docs.textadventures.co.uk/quest/ ... ation.html (this is the main link you want to look at)
http://docs.textadventures.co.uk/quest/ ... _menu.htmlhttp://docs.textadventures.co.uk/quest/ ... _case.htmlhttp://docs.textadventures.co.uk/quest/ ... tiple.htmlhttp://docs.textadventures.co.uk/quest/scripts/set.htmlhttp://docs.textadventures.co.uk/quest/elements/http://docs.textadventures.co.uk/quest/types/http://docs.textadventures.co.uk/quest/scripts/http://docs.textadventures.co.uk/quest/functions/-----------
the two most powerful scripts, which especially when used together, enables you to do 90% of everything that you want to do:
1. the 'if' script:
in the GUI~Editor: run as script -> add a script -> scripts -> if -> [EXPRESSION]: for full custom coding ability, or choose whatever [XXX]
2. the 'set' (Attribute or Variable) script:
http://docs.textadventures.co.uk/quest/scripts/set.html(this is how you make stats~attributes in a game and how to change~adjust them)
in the GUI~Editor, for Scripting: run as script -> add a script -> variables -> set a variable or attribute -> (set it up, see a good bit below: the 'via scripting' section)
or via Objects:
'player' Object -> Attributes (Tab) -> Attributes -> Add -> (see below)
(Object Name: player)
Attribute Name: strength
Attribute Type: int (integer)
Attribute Value: 0
'player' Object -> Attributes (Tab) -> Attributes -> Add -> (see below)
(Object Name: player)
Attribute Name: endurance
Attribute Type: int (integer)
Attribute Value: 0
dexterity, agility, speed, luck, piety, intelligence, spirituality, mentality, perception, deception, personality, charisma, leadership, hp, mp, level, exp, cash, etc etc etc
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via Scripting:
Object_name.Attribute_name = Value_or_Expression
examples of Integer Attributes:
player.strength = 100
player.strength = player.strength + 5
player.strength = player.strength - 5
player.strength = player.strength * 5
player.strength = player.strength / 5
player.strength = player.strength + player.dexterity
orc.hp = orc.hp - player.weapon_damage - player.weapon_damage * (player.strength / 100) + orc.armor_class * (orc.endurance / 100)
examples of Boolean~Flag Attributes:
orc.dead = false
player.flying = false
player.poisoned = false
player.flying = true
player.sleeping = true
player.sleeping = false
examples of String Attributes:
player.alias = "HK"
player.status_effect = "confused"
player.status_effect = "poisoned"
player.race = "human"
player.gender_string = "male"
player.class = "warrior"
examples of Object Attributes:
player.right_hand = wooden_sword
player.right_hand = wooden_shield
player.head = metal_helmet
player.chest = dragon_mail
player.feet = lava_walking_boots
etc Attribute Types: lists, doubles, dictionaries, etc
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some quick examples:
a (ending) part of character creation:
if (player.race = "human") {
player.strength = 5
player.intelligence = 5
} else if (player.race = "dwarf") {
player.strength = 10
player.intelligence = 2
} else if (player.race = "elf") {
player.strength = 2
player.intelligence = 10
}
Buying a wooden sword costing 100:
player.cash = player.cash - wooden_sword.price
shop_keeper.cash = shop_keeper.cash + wooden_sword.price
wooden_sword.parent = player
Selling a wooden sword for 50 (price:100/2):
player.cash = player.cash + wooden_sword.price / 2
shop_keeper.cash = shop_keeper.cash - wooden_sword.price / 2
wooden_sword.parent = shop_room
looting a dead monster of its 'cash' integer attribute:
if (orc.dead = true) {
player.cash = player.cash + orc.cash
orc.cash = 0
} else if (orc.dead = false) {
// combat scripting
}