Simulating a Gamebook under TA mode

chrisw70
In learning my way around Quest in TA mode I'm also curious about how to emulate a Gamebook in it, which I may use for different parts of my game, or a stand-alone game of itself. I like the idea of having Quests text adventure engine running underneath the facade of a Gamebook in case I want to try doing something that the gamebook mode will not support.

I've been looking through the forums, but am mainly wondering what would be the easiest way to enable choice-based navigation between pages while in TA mode, wit the command-line/parser disabled. There seems a variety of different ways to do this, I would just like to know the cleanest and simplest way to do it before beginning to experiment with it? Any helpful links or suggestions on where or how to begin?

Silver
You use the text processor. Here's a blog post on it:
http://blog.textadventures.co.uk/2013/0 ... and-links/

Silver
Documentation:
http://docs.textadventures.co.uk/quest/ ... essor.html

chrisw70
Thanks Silver...another thing for anyone who might know, how do I set a picture (as a default header to each room) to appear on top before displaying any text? I have seen that I can do this by using a new script for each different room via the GUI; but what if I want to only set the image once to show throughout all rooms automatically by default. And then only change it occasionally as needed?

Silver
afaik images are attached to rooms / objects. So if you move to another room if there is no image set it won't display one. So if you want the same image to appear on two different locations you would need to tell each room individually to display that same image.

What's interesting is that you could still change the image by running a script and checking for flags. So for example you could run an if script

if object room1 has flag storm

then show image storm.jpg

else show image sunshine.jpg

I haven't actually tried that and don't know if it would work with the static image frame or not...

chrisw70
Much thanks, that's a great idea that will work for my purposes!

Silver
No problem. :) Yeah, I sort of guessed what you were hinting at.

HegemonKhan
You might want to look into:

Object Types (often shortened to 'Types' in quest and found under the 'advanced' on the left side's 'tree of stuff' ), (global) Turnscripts, or the special 'changed' Scripts

Object Types:

(this is just an Element that holds ONLY Attributes, whereas an 'Object' Element holds Attributes and also other Objects. Think of an Object Type as a basket that holds many eggs, aka attributes, so instead of giving each Object each egg, aka attributes, you just give that Object the basket, aka the Object Type, via as an Inherited Attribute)

http://docs.textadventures.co.uk/quest/ ... /type.html
http://docs.textadventures.co.uk/quest/types.html
http://docs.textadventures.co.uk/quest/ ... types.html
http://docs.textadventures.co.uk/quest/ ... types.html

example:

(much better)

<object name="orc_1">
<inherit name="editor_object" />
<inherit name="orc_object_type" />
</object>

object name="orc_2">
<inherit name="editor_object" />
<inherit name="orc_object_type" />
</object>

object name="orc_3">
<inherit name="editor_object" />
<inherit name="orc_object_type" />
</object>

<type name="orc_object_type">
<attr name="strength" type="int">50</attr>
<attr name="endurance" type="int">50</attr>
<attr name="dexterity" type="int">50</attr>
<attr name="agility" type="int">50</attr>
<attr name="speed" type="int">50</attr>
<attr name="luck" type="int">50</attr>
</type>


vs

(much worse)

<object name="orc_1">
<inherit name="editor_object" />
<attr name="strength" type="int">50</attr>
<attr name="endurance" type="int">50</attr>
<attr name="dexterity" type="int">50</attr>
<attr name="agility" type="int">50</attr>
<attr name="speed" type="int">50</attr>
<attr name="luck" type="int">50</attr>
</object>

object name="orc_2">
<inherit name="editor_object" />
<attr name="strength" type="int">50</attr>
<attr name="endurance" type="int">50</attr>
<attr name="dexterity" type="int">50</attr>
<attr name="agility" type="int">50</attr>
<attr name="speed" type="int">50</attr>
<attr name="luck" type="int">50</attr>
</object>

object name="orc_3">
<inherit name="editor_object" />
<attr name="strength" type="int">50</attr>
<attr name="endurance" type="int">50</attr>
<attr name="dexterity" type="int">50</attr>
<attr name="agility" type="int">50</attr>
<attr name="speed" type="int">50</attr>
<attr name="luck" type="int">50</attr>
</object>


Turnscripts:

http://docs.textadventures.co.uk/quest/ ... cript.html

the special 'changed' Script:

http://docs.textadventures.co.uk/quest/ ... anges.html

---------

use one of these methods to apply your picture to all of your rooms, along with the scripting to do so:

conceptually:

if (not room.picture = "my picture.jpg") {
-> room.picture = "my picture.jpg"

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