jaynabonne wrote:You must put all your custom styling in the InitUserInterface function as well.
<!--Saved by Quest 5.5.5328.26617-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<include ref="dimsome.aslx" />
<include ref="ConvLib.aslx" />
<game name="cloud9">
<gameid>9a1d4594-5b10-4e9d-a683-6178dda5f4c0</gameid>
<version>1.0</version>
<firstpublished>2014</firstpublished>
<css><![CDATA[
<style type="text/css">
body {
line-height: 1.2em;
}
div#txtCommandDiv {
border:0;
background: no-repeat;
font-size:10px;
font-family:'Trebuchet MS', Helvetica, sans-serif;
}
input#txtCommand {
outline:none;
border:0;
font-size:10px;
margin:0;
padding:0;
max-width: 1000px;
}
a.cmdlink {
display: none;
visibility: hidden;
}
#status {
display: none;
visibility: hidden;
}
</style>
]]></css>
<showtitle type="boolean">false</showtitle>
<enablehyperlinks type="boolean">false</enablehyperlinks>
<defaultfontsize type="int">11</defaultfontsize>
<setbackgroundopacity />
<backgroundopacity type="double">1</backgroundopacity>
<showpanes type="boolean">false</showpanes>
<showcommandbar />
<showlocation type="boolean">false</showlocation>
<showborder type="boolean">false</showborder>
<attr name="autodescription_youcansee" type="int">0</attr>
<attr name="autodescription_youcango" type="int">0</attr>
<attr name="autodescription_youarein_useprefix" type="boolean">false</attr>
<autodescription />
<setcustomwidth />
<customwidth type="int">1270</customwidth>
<setcustompadding />
<custompaddingright type="int">500</custompaddingright>
<custompaddingleft type="int">100</custompaddingleft>
<defaultfont>'Trebuchet MS', Helvetica, sans-serif</defaultfont>
<defaultwebfont>ABeeZee</defaultwebfont>
<defaultbackground>Black</defaultbackground>
<defaultforeground>LightGrey</defaultforeground>
<showdescriptiononenter />
<attr name="changeroom_newline" type="boolean">false</attr>
<attr name="autodescription_youarein" type="int">0</attr>
<cover type="string"></cover>
<custompaddingbottom type="int">100</custompaddingbottom>
<echocommand />
<attr name="autodescription_youcango_newline" type="boolean">false</attr>
<appendobjectdescription type="boolean">false</appendobjectdescription>
<category>Sci-Fi</category>
<autodisplayverbs type="boolean">false</autodisplayverbs>
<feature_asktell />
<feature_lightdark />
<underlinehyperlinks type="boolean">false</underlinehyperlinks>
<defaultlinkforeground>Black</defaultlinkforeground>
<start type="script">
</start>
<roomenter type="script">
</roomenter>
<turnscript>
<enabled />
<script>
JS.eval ("$('div[id^=\"divOutputAlign\"]').css('opacity', '0.5');")
JS.eval ("getCurrentDiv().css('opacity', '1.0');")
</script>
</turnscript>
</game>
<verb name="wear">
<pattern>wear #object#</pattern>
<property>wear</property>
<defaulttemplate>DefaultWear</defaulttemplate>
</verb>
<command name="go">
<pattern type="string"><![CDATA[^enter (?<exit>.*)$|^go to (?<exit>.*)$|^go (?<exit>.*)$|^(?<exit>north|east|south|west|northeast|northwest|southeast|southwest|in|out|up|down|n|e|s|w|ne|nw|se|sw|o|u|d)$]]></pattern>
<unresolved>You can't go there.</unresolved>
<script>
if (exit.visible) {
if (exit.locked) {
msg (exit.lockmessage)
}
else if (exit.runscript) {
if (HasScript(exit, "script")) {
do (exit, "script")
}
}
else if (exit.lookonly) {
msg ("You can't go there.")
}
else {
game.pov.parent = exit.to
}
}
else {
msg ("You can't go there.")
}
</script>
</command>
<object name="intro">
<inherit name="editor_room" />
<description type="script"><![CDATA[
msg ("<b>Section for play testing purposes.<br/><br/>I am not asking for any typos to be pointed out at this point, just that you are able to finish this section of my game, and get one of two results: win or lose. And also that things work logically and that the player's purpose is clear.<br/><br/>I have not added all the 'descriptions' for these various characters.<br/><br/>The code word for this test, is '1234', and you will be asked for it at the drugden.<br/><br/>Please press a key when you are ready to start the test.</b><br/><br/>.......................................................................................<br/>")
wait {
MoveObject (player, the slums)
}
]]></description>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="talkingchar" />
<drop type="boolean">false</drop>
<attr name="feature_usegive" type="boolean">false</attr>
<use type="script">
if (Got(gun)) {
msg ("You reach round your back and take out your gun.")
}
else if (not Got(gun)) {
msg ("You reach round your back to grab your gun, only to realise it's not there.")
}
</use>
</object>
</object>
<verb name="dress">
<property>dress</property>
<pattern>dress #object#</pattern>
<defaultexpression>"You can't dress " + object.article + "."</defaultexpression>
<defaulttemplate>DefaultDress</defaulttemplate>
</verb>
<verb name="fire">
<property>fire</property>
<pattern>fire #object#</pattern>
<defaultexpression type="string"></defaultexpression>
</verb>
<object name="the slums">
<inherit name="editor_room" />
<alias>slums</alias>
<description type="script"><![CDATA[
firsttime {
msg ("A fair amount of noise and activity is coming from one of the apartments to your north. A black rectangle in the wall where the boarding once stood leads into the darkness.<br/>")
}
otherwise {
}
]]></description>
<beforeenter type="script">
</beforeenter>
<exit alias="north" to="drugden">
<inherit name="northdirection" />
</exit>
</object>
<object name="drugden">
<inherit name="editor_room" />
<description type="script"><![CDATA[
SetObjectFlagOn (player, "knapsack")
firsttime {
msg ("You step into the corridor of the building, then left though a black drape hung over the doorway.<br/><br/>The room is thick with smoke and the unmistakeable stench of weed. A man lounges in a tatty old armchair, and stood either side of him, two shaven-headed men, bred for fighting.<br/><br/>The two men move forward quickly and throw your arms up in the air. Frisking time!<br/><br/>You wait patiently as they pat you down. Finally satisfied, the two gorillas step back and nod to the man in the armchair.<br/><br/>\"Okay, grandpa, what can I do for you?\"<br/><br/>You drop into character and beging shifting uncomfortably. \"I just need some Yellows, that's all. Just for a bit of escape. Nothing heavy.\"<br/><br/>\"Dream Enhancers, huh? Well I sincerley hope you have the magic word.\"")
}
otherwise {
msg ("\"Back again? Got a name yet?\"")
}
]]></description>
<command>
<pattern>#text#</pattern>
<script><![CDATA[
msg ("The two goons moved forward and grab you under the arms before you can do anything.<br/><br/>\"Get him out of here, fellas.\"<br/><br/>They frog-march you to the door and hurl you into the street.<br/>")
SetTimeout (6) {
MoveObject (player, the slums)
}
]]></script>
</command>
<command>
<pattern>say 1234; 1234</pattern>
<script><![CDATA[
msg ("<br/>He eyes you for a while, playing with your mind. You try to look frightened and hope you pull it off.<br/><br/>Eventually he nods towards a door behind him. You nod back and move to the door.<br/><br/>..........................................................................................<br/>")
wait {
MoveObject (player, backroom)
}
]]></script>
</command>
<object name="shootout">
<inherit name="editor_room" />
<description type="script"><![CDATA[
if (game.pov.parent = shootout) {
msg ("<br/>\"Drop the gun!\" the goon screams.<br/><br/>Through the open door you see his two asscoiates making a run for it - obviously not got the stomach for this kind of thing.<br/><br/>\"Drop it! He repeats. \"You've got ten seconds. before I pull the trigger!\"<br/><br/>\"Fuck ten seconds!\" Luke yells. \"Shoot him now, you immecile! This isn't the NYPD!\"<br/>")
SetTimeout (25) {
msg ("The man fires, but misses.")
}
}
]]></description>
<command>
<pattern>shoot goon; shoot; kill goon; shoot at goon; shoot him; fire; fire at goon; fire gun at goon; shoot goon; kill thug, shoot at thug</pattern>
<script>
msg ("You shoot the goon.")
MoveObject (player, shoottrue)
</script>
</command>
<command>
<pattern>#text#</pattern>
<script>
msg ("The goon fires his gun.")
</script>
</command>
<command>
<pattern>duck; hide behind desk; duck behind desk; take cover</pattern>
<script>
msg ("You drop behind the desk just as the goon fires. You here the bullet crack into the plaster wall above your head.")
</script>
</command>
<command>
<pattern>shoot luke; kill luke; fire at luke</pattern>
<script><![CDATA[
msg ("<br/>You turn the gun on Luke and pull the trigger, He drops like a sack and lies still.")
]]></script>
</command>
<command>
<pattern>drop gun; drop handgun; drop meson; surrender; give up; put hands up</pattern>
<script><![CDATA[
msg ("<br/>You drop the gun and show the goon your empty hands. \"Okay. Let's not do anything silly here.\"<br/><br/>Obvioulsy they didn't consider beating you half to death as silly.<br/>")
SetTimeout (6) {
msg ("<br/>You come round under a deserted food stall. Your left eye won't open and your tongue finds a gap between your teeth that wasn't there before. There's metalic taste in your mouth. You spit out a gobbule of thick red saliva and muscus as you climb to your feet and dust yourself off.<br/>")
wait {
}
MoveObject (player, the slums)
}
]]></script>
</command>
</object>
<object name="backroom">
<inherit name="editor_room" />
<description type="script"><![CDATA[
msg ("You open the door and step into the room, closing the door behind you. The air smells fresher in here and the room is well kept.<br/><br/>A man in his 40s sits behind a desk. You guess this must be Luke. You quickly scan the desk for his weapon, but see nothing. No doubt he's packing something somewhere.<br/><br/>You suddenly wish you'd given your plans more thought. No need to fake your fear now.<br/><br/>\"Oi! I haven't got all day. What are you after?\"<br/><br/>\"Uum... some Yellows.\"<br/><br/>The man opens a draw, reaches inside and pulls out a handgun. He places it on the table then reaches back into the draw and produces a large quanity of yellow pills in a clear plastic bag.<br/><br/>As he struggles with the knot fastening the bag, you eye his gun and wonder if you could reach it before him. The saftey catch is off and you prey it's loaded.<br/>")
]]></description>
<object name="man">
<inherit name="editor_object" />
<look>The man is in his mid 40s, slim, clean shaven, and wearing an expensive suit.</look>
<alias>luke</alias>
</object>
<command>
<pattern>get gun; grab gun; snatch gun; get gun quickly; reach for gun; get meson; get meson 9mm; grab meson; grab meson 9mm; snatch meson; snatch meson 9mm; take gun; take meson; take meson 9mm; take pistol; take handgun; grab pistol; grab handgun; snatch handgun; snatch pistol; grab gun quickly</pattern>
<script><![CDATA[
msg ("It's now or never, unless all you want is to walk out of here with a quanity of Yellows.<br/><br/>You move like an olympic sprinter out of the blocks and have the gun in your hands before the man has so much as moved a muscle. You point it as his head.<br/><br/>He raises his hands. \"Whoa! Steady on. Don't shoot... please.\"<br/><br/>\"Right, who do you work for?\" you demand.<br/><br/>\"If I tell you that I'm a dead man.\"<br/><br/>\"Yeah? And if you <i>don't</i> you're a dead man. This isn't your day, Luke.\"<br/><br/>.....................................................................<br/>")
wait {
msg ("Suddenly, the door bursts open and one of the goons steps into the frame. He's armed and starts to raise his weapon.")
MoveObject (player, shootout)
}
]]></script>
</command>
<command>
<pattern>#text#</pattern>
<script>
msg ("Luke eyes you suspiciously.")
</script>
</command>
<command>
<pattern>attack man; attack luke; distract luke; attack; leave; go out; out; escape; run; dive at luke; dive on man; dive on luke</pattern>
<script><![CDATA[
msg ("You try to make your move, but Luke has his gun pointed at you before you can move a muscle. He calls in the two thugs from outside and asks them to see you out. \"Get him out of here, fellas.\"")
msg ("<br/>They frog-march you to the door and hurl you into the street.<br/>")
SetTimeout (6) {
MoveObject (player, the slums)
}
]]></script>
</command>
<command>
<pattern>grab pills; grab yellows; grab bag of pills; take pills; take yellows; take bag of pills; snatch pills; snatch yellows; snatch bag of pills; take bag of yellows; snatch bag of yellows; grab pills; grab bag of pills; grab bag of yellows.</pattern>
</command>
<command>
<pattern>ask #text#; say #text#</pattern>
<script>
msg ("\"Shut your mouth!\" Luke says without looking up.")
</script>
</command>
<object name="pills">
<inherit name="editor_object" />
<alias>yellows</alias>
<look>It's a clear plastic bag containing at least 100, small yellow pills.</look>
</object>
<object name="pistol">
<inherit name="editor_object" />
<alias>handgun</alias>
<look>It's a Meson 9mm.</look>
<take type="boolean">false</take>
</object>
</object>
<object name="shoottrue">
<inherit name="editor_room" />
<description type="script"><![CDATA[
msg ("<br/>Well done. You won!<br/>")
finish
]]></description>
</object>
<object name="shootfalse">
<inherit name="editor_room" />
<description type="script"><![CDATA[
msg ("<br/>Hard luck. You failed!<br/>")
finish
]]></description>
</object>
<command>
<pattern>go room; go backroom; enter room; enter backroom</pattern>
<script>
msg ("\"Whooa!\" the man blurts, as the two meatheads grab hold of you and hurl you againsts a wall. \"You ain't going nowhere till you answer the question.\"")
</script>
</command>
<object name="goon1">
<inherit name="editor_object" />
<alias>men</alias>
<look>The two goons measure six four, at least. Not to be tangled with.</look>
</object>
<object name="man1">
<inherit name="editor_object" />
<alias>man</alias>
<look>The man has a wirey build and clearly needs the protection of the men by his side.</look>
</object>
<exit to="backroom" />
</object>
<verb>
<property>ride</property>
<pattern>ride</pattern>
<defaultexpression>"You can't ride " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>hire</property>
<pattern>hire</pattern>
<defaultexpression>"You can't hire " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>hail</property>
<pattern>hail</pattern>
<defaultexpression>"You can't hail " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>smash</property>
<pattern>smash</pattern>
<defaultexpression>"You can't smash " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>break</property>
<pattern>break</pattern>
<defaultexpression>"You can't break " + object.article + "."</defaultexpression>
</verb>
<command>
<pattern>order a #text#; buy a #text#; order #text#; buy #text#</pattern>
<script>
msg ("\"A " + text + "? Certainly sir.\"")
</script>
</command>
<command>
<pattern type="string"><![CDATA[^ask about (?<text>.*)$]]></pattern>
<script>
msg ("There is no one around to answer you right now.")
</script>
</command>
<function name="InitUserInterface"><![CDATA[
JS.eval ("$('#txtCommandDiv').prepend('> ')")
request (SetInterfaceString, "TypeHereLabel=")
OutputTextNoBr (game.css)
JS.JS.eval ("$('#status').hide();")
]]></function>
</asl>
<function name="InitUserInterface"><![CDATA[
JS.eval ("$('#txtCommandDiv').prepend('> ')")
request (SetInterfaceString, "TypeHereLabel=")
OutputTextNoBr (game.css)
JS.JS.eval ("$('#status').hide();")
]]></function>
Silver wrote:You needed to keep following that thread as Jay created a library (IIRC) which he ended up doing because of problems with the other solutions. But as you'd 'solved' the problem you probably switched off. But then you missed the after thoughts. Let me know where that thread is if you find it! :p
Actually I have the library in my game.
jaynabonne wrote:*** UPDATED ***
Ok, attached is some code that does it. You can take a look to see how to (among other things) set CSS. The problem with just sending it with the standard text output is that if you clear the screen, you lose the CSS. I have recently posted in the Libraries forum a technique for making the CSS permanent. (I haven't used it yet msyelf. I just have a special clear screen that calls the Quest clear screen and then sends the CSS again).
Let me know if you have any questions. At least with the file, you can see where things go.
There is a "css" attribute on the game object and some code in the InitUserInterface function to set the style (so the style will be re-set when a saved game is loaded).
If you're doing this in the online editor, then we need to have a different conversation...<!--Saved by Quest 5.5.5328.26617-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="retro">
<gameid>cc5e4324-4bc5-41af-b9d6-c763439aae53</gameid>
<version>1.0</version>
<firstpublished>2014</firstpublished>
<css>
<![CDATA[
<style type="text/css">
div#txtCommandDiv {
border:none;
font-size:12pt;
font-family:Georgia, serif;
}
input#txtCommand {
outline:none;
border:none;
font-size:16px;
margin:0;
padding:0;
}
</style>
]]>
</css>
<start type="script">
</start>
</game>
<function name="InitUserInterface">
<![CDATA[
JS.eval("$('#txtCommandDiv').prepend('> ')");
request(SetInterfaceString, "TypeHereLabel=")
OutputTextNoBr(game.css)
]]>
</function>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
</object>
</asl>
retro.aslx
color: lightGrey;
background-color: black;
jaynabonne wrote:You'll notice that as soon as you cause some text to print, the prompt goes back to the right color.
jaynabonne wrote:As far as not seeing the last text, is this online or in the desktop version? For me, in the desktop version, all the previous text is still there. In fact, it slowly scrolls into view, which I'd love to find a way to disable. (I played adrao's game, and I had been playing a while, and when I restored a saved game, I had to wait a really long time for it to finish scrolling to the bottom so I could resume the game.)
<!--Saved by Quest 5.5.5328.26617-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<include ref="dimsome.aslx" />
<include ref="ConvLib.aslx" />
<game name="cloud9">
<gameid>32c68a10-cee6-46a8-8d65-7f33f76584ba</gameid>
<version>1.0</version>
<firstpublished>2014</firstpublished>
<css><![CDATA[
<style type="text/css">
body {
line-height: 1.2em;
}
div#txtCommandDiv {
border:0;
background: no-repeat;
font-size:10px;
font-family:'Trebuchet MS', Helvetica, sans-serif;
}
input#txtCommand {
color: lightGrey;
background-color: #000000;
outline:none;
border: 0;
font-size:10px;
margin:0;
padding:0;
max-width: 1000px;
}
a.cmdlink {
display: none;
visibility: hidden;
}
#status {
display: none;
visibility: hidden;
}
</style>
]]></css>
<showtitle type="boolean">false</showtitle>
<enablehyperlinks type="boolean">false</enablehyperlinks>
<defaultfontsize type="int">11</defaultfontsize>
<setbackgroundopacity />
<backgroundopacity type="double">1</backgroundopacity>
<showpanes type="boolean">false</showpanes>
<showcommandbar />
<showlocation type="boolean">false</showlocation>
<showborder type="boolean">false</showborder>
<attr name="autodescription_youcansee" type="int">0</attr>
<attr name="autodescription_youcango" type="int">0</attr>
<attr name="autodescription_youarein_useprefix" type="boolean">false</attr>
<autodescription />
<setcustomwidth />
<customwidth type="int">1270</customwidth>
<setcustompadding />
<custompaddingright type="int">500</custompaddingright>
<custompaddingleft type="int">100</custompaddingleft>
<defaultfont>'Trebuchet MS', Helvetica, sans-serif</defaultfont>
<defaultwebfont>ABeeZee</defaultwebfont>
<defaultbackground>Black</defaultbackground>
<defaultforeground>LightGrey</defaultforeground>
<showdescriptiononenter />
<attr name="changeroom_newline" type="boolean">false</attr>
<attr name="autodescription_youarein" type="int">0</attr>
<cover type="string"></cover>
<custompaddingbottom type="int">100</custompaddingbottom>
<echocommand />
<attr name="autodescription_youcango_newline" type="boolean">false</attr>
<appendobjectdescription type="boolean">false</appendobjectdescription>
<category>Sci-Fi</category>
<autodisplayverbs type="boolean">false</autodisplayverbs>
<feature_asktell />
<feature_lightdark />
<underlinehyperlinks type="boolean">false</underlinehyperlinks>
<defaultlinkforeground>Black</defaultlinkforeground>
<start type="script">
</start>
<roomenter type="script">
</roomenter>
<turnscript>
<enabled />
<script>
JS.eval ("$('div[id^=\"divOutputAlign\"]').css('opacity', '0.5');")
JS.eval ("getCurrentDiv().css('opacity', '1.0');")
</script>
</turnscript>
</game>
<verb name="wear">
<pattern>wear #object#</pattern>
<property>wear</property>
<defaulttemplate>DefaultWear</defaulttemplate>
</verb>
<command name="go">
<pattern type="string"><![CDATA[^enter (?<exit>.*)$|^go to (?<exit>.*)$|^go (?<exit>.*)$|^(?<exit>north|east|south|west|northeast|northwest|southeast|southwest|in|out|up|down|n|e|s|w|ne|nw|se|sw|o|u|d)$]]></pattern>
<unresolved>You can't go there.</unresolved>
<script>
if (exit.visible) {
if (exit.locked) {
msg (exit.lockmessage)
}
else if (exit.runscript) {
if (HasScript(exit, "script")) {
do (exit, "script")
}
}
else if (exit.lookonly) {
msg ("You can't go there.")
}
else {
game.pov.parent = exit.to
}
}
else {
msg ("You can't go there.")
}
</script>
</command>
<object name="intro">
<inherit name="editor_room" />
<description type="script"><![CDATA[
msg ("<b>Section for play testing purposes.<br/><br/>I am not asking for any typos to be pointed out at this point, just that you are able to finish this section of my game, and get one of two results: win or lose. And also that things work logically and that the player's purpose is clear.<br/><br/>I have not added all the 'descriptions' for these various characters.<br/><br/>The code word for this test, is '1234', and you will be asked for it at the drugden.<br/><br/>Please press a key when you are ready to start the test.</b><br/><br/>.......................................................................................<br/>")
wait {
MoveObject (player, the slums)
}
]]></description>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="talkingchar" />
<drop type="boolean">false</drop>
<attr name="feature_usegive" type="boolean">false</attr>
<use type="script">
if (Got(gun)) {
msg ("You reach round your back and take out your gun.")
}
else if (not Got(gun)) {
msg ("You reach round your back to grab your gun, only to realise it's not there.")
}
</use>
</object>
</object>
<verb name="dress">
<property>dress</property>
<pattern>dress #object#</pattern>
<defaultexpression>"You can't dress " + object.article + "."</defaultexpression>
<defaulttemplate>DefaultDress</defaulttemplate>
</verb>
<verb name="fire">
<property>fire</property>
<pattern>fire #object#</pattern>
<defaultexpression type="string"></defaultexpression>
</verb>
<object name="the slums">
<inherit name="editor_room" />
<alias>slums</alias>
<description type="script"><![CDATA[
msg ("<br/>A fair amount of noise and activity is coming from one of the apartments to your north. A black rectangle in the wall where the boarding once stood leads into the darkness.<br/>")
]]></description>
<beforeenter type="script">
</beforeenter>
<exit alias="north" to="drugden">
<inherit name="northdirection" />
</exit>
</object>
<object name="drugden">
<inherit name="editor_room" />
<description type="script"><![CDATA[
SetObjectFlagOn (player, "knapsack")
firsttime {
msg ("You step into the corridor of the building, then left though a black drape hung over the doorway.<br/><br/>The room is thick with smoke and the unmistakeable stench of weed. A man lounges in a tatty old armchair, and stood either side of him, two shaven-headed men, bred for fighting.<br/><br/>The two men move forward quickly and throw your arms up in the air. Frisking time!<br/><br/>You wait patiently as they pat you down. Finally satisfied, the two gorillas step back and nod to the man in the armchair.<br/><br/>\"Okay, grandpa, what can I do for you?\"<br/><br/>You drop into character and beging shifting uncomfortably. \"I just need some Yellows, that's all. Just for a bit of escape. Nothing heavy.\"<br/><br/>\"Dream Enhancers, huh? Well I sincerley hope you have the magic word.\"")
}
otherwise {
msg ("\"Back again? Got a name yet?\"")
}
]]></description>
<command>
<pattern>#text#</pattern>
<script><![CDATA[
msg ("The two goons moved forward and grab you under the arms before you can do anything.<br/><br/>\"Get him out of here, fellas.\"<br/><br/>They frog-march you to the door and hurl you into the street.<br/>")
SetTimeout (6) {
MoveObject (player, the slums)
}
]]></script>
</command>
<command>
<pattern>say 1234; 1234</pattern>
<script><![CDATA[
msg ("<br/>He eyes you for a while, playing with your mind. You try to look frightened and hope you pull it off.<br/><br/>Eventually he nods towards a door behind him. You nod back and move to the door.<br/><br/>..........................................................................................<br/>")
wait {
MoveObject (player, backroom)
}
]]></script>
</command>
<object name="shootout">
<inherit name="editor_room" />
<description type="script"><![CDATA[
if (game.pov.parent = shootout) {
msg ("<br/>\"Drop the gun!\" the goon screams.<br/><br/>Through the open door you see his two asscoiates making a run for it - obviously not got the stomach for this kind of thing.<br/><br/>\"Drop it! He repeats. \"You've got ten seconds. before I pull the trigger!\"<br/><br/>\"Fuck ten seconds!\" Luke yells. \"Shoot him now, you immecile! This isn't the NYPD!\"<br/>")
SetTimeout (25) {
msg ("The man fires, but misses.")
}
}
]]></description>
<command>
<pattern>shoot goon; shoot; kill goon; shoot at goon; shoot him; fire; fire at goon; fire gun at goon; shoot goon; kill thug, shoot at thug</pattern>
<script>
msg ("You shoot the goon.")
MoveObject (player, shoottrue)
</script>
</command>
<command>
<pattern>#text#</pattern>
<script>
msg ("The goon fires his gun.")
</script>
</command>
<command>
<pattern>duck; hide behind desk; duck behind desk; take cover</pattern>
<script>
msg ("You drop behind the desk just as the goon fires. You here the bullet crack into the plaster wall above your head.")
</script>
</command>
<command>
<pattern>shoot luke; kill luke; fire at luke</pattern>
<script><![CDATA[
msg ("<br/>You turn the gun on Luke and pull the trigger, He drops like a sack and lies still.")
]]></script>
</command>
<command>
<pattern>drop gun; drop handgun; drop meson; surrender; give up; put hands up</pattern>
<script><![CDATA[
msg ("<br/>You drop the gun and show the goon your empty hands. \"Okay. Let's not do anything silly here.\"<br/><br/>Obvioulsy they didn't consider beating you half to death as silly.<br/>")
SetTimeout (6) {
msg ("<br/>You come round under a deserted food stall. Your left eye won't open and your tongue finds a gap between your teeth that wasn't there before. There's metalic taste in your mouth. You spit out a gobbule of thick red saliva and muscus as you climb to your feet and dust yourself off.<br/>")
wait {
}
MoveObject (player, the slums)
}
]]></script>
</command>
</object>
<object name="backroom">
<inherit name="editor_room" />
<description type="script"><![CDATA[
msg ("You open the door and step into the room, closing the door behind you. The air smells fresher in here and the room is well kept.<br/><br/>A man in his 40s sits behind a desk. You guess this must be Luke. You quickly scan the desk for his weapon, but see nothing. No doubt he's packing something somewhere.<br/><br/>You suddenly wish you'd given your plans more thought. No need to fake your fear now.<br/><br/>\"Oi! I haven't got all day. What are you after?\"<br/><br/>\"Uum... some Yellows.\"<br/><br/>The man opens a draw, reaches inside and pulls out a handgun. He places it on the table then reaches back into the draw and produces a large quanity of yellow pills in a clear plastic bag.<br/><br/>As he struggles with the knot fastening the bag, you eye his gun and wonder if you could reach it before him. The saftey catch is off and you prey it's loaded.<br/>")
]]></description>
<object name="man">
<inherit name="editor_object" />
<look>The man is in his mid 40s, slim, clean shaven, and wearing an expensive suit.</look>
<alias>luke</alias>
</object>
<command>
<pattern>get gun; grab gun; snatch gun; get gun quickly; reach for gun; get meson; get meson 9mm; grab meson; grab meson 9mm; snatch meson; snatch meson 9mm; take gun; take meson; take meson 9mm; take pistol; take handgun; grab pistol; grab handgun; snatch handgun; snatch pistol; grab gun quickly</pattern>
<script><![CDATA[
msg ("It's now or never, unless all you want is to walk out of here with a quanity of Yellows.<br/><br/>You move like an olympic sprinter out of the blocks and have the gun in your hands before the man has so much as moved a muscle. You point it as his head.<br/><br/>He raises his hands. \"Whoa! Steady on. Don't shoot... please.\"<br/><br/>\"Right, who do you work for?\" you demand.<br/><br/>\"If I tell you that I'm a dead man.\"<br/><br/>\"Yeah? And if you <i>don't</i> you're a dead man. This isn't your day, Luke.\"<br/><br/>.....................................................................<br/>")
wait {
msg ("Suddenly, the door bursts open and one of the goons steps into the frame. He's armed and starts to raise his weapon.")
MoveObject (player, shootout)
}
]]></script>
</command>
<command>
<pattern>#text#</pattern>
<script>
msg ("Luke eyes you suspiciously.")
</script>
</command>
<command>
<pattern>attack man; attack luke; distract luke; attack; leave; go out; out; escape; run; dive at luke; dive on man; dive on luke</pattern>
<script><![CDATA[
msg ("You try to make your move, but Luke has his gun pointed at you before you can move a muscle. He calls in the two thugs from outside and asks them to see you out. \"Get him out of here, fellas.\"")
msg ("<br/>They frog-march you to the door and hurl you into the street.<br/>")
SetTimeout (6) {
MoveObject (player, the slums)
}
]]></script>
</command>
<command>
<pattern>grab pills; grab yellows; grab bag of pills; take pills; take yellows; take bag of pills; snatch pills; snatch yellows; snatch bag of pills; take bag of yellows; snatch bag of yellows; grab pills; grab bag of pills; grab bag of yellows.</pattern>
</command>
<command>
<pattern>ask #text#; say #text#</pattern>
<script>
msg ("\"Shut your mouth!\" Luke says without looking up.")
</script>
</command>
<object name="pills">
<inherit name="editor_object" />
<alias>yellows</alias>
<look>It's a clear plastic bag containing at least 100, small yellow pills.</look>
</object>
<object name="pistol">
<inherit name="editor_object" />
<alias>handgun</alias>
<look>It's a Meson 9mm.</look>
<take type="boolean">false</take>
</object>
</object>
<object name="shoottrue">
<inherit name="editor_room" />
<description type="script"><![CDATA[
msg ("<br/>Well done. You won!<br/>")
finish
]]></description>
</object>
<object name="shootfalse">
<inherit name="editor_room" />
<description type="script"><![CDATA[
msg ("<br/>Hard luck. You failed!<br/>")
finish
]]></description>
</object>
<command>
<pattern>go room; go backroom; enter room; enter backroom</pattern>
<script>
msg ("\"Whooa!\" the man blurts, as the two meatheads grab hold of you and hurl you againsts a wall. \"You ain't going nowhere till you answer the question.\"")
</script>
</command>
<object name="goon1">
<inherit name="editor_object" />
<alias>men</alias>
<look>The two goons measure six four, at least. Not to be tangled with.</look>
</object>
<object name="man1">
<inherit name="editor_object" />
<alias>man</alias>
<look>The man has a wirey build and clearly needs the protection of the men by his side.</look>
</object>
<exit to="backroom" />
<command>
<pattern>l; look</pattern>
<script><![CDATA[
msg ("<br/>The room is thick with smoke and the unmistakeable stench of weed. A man lounges in a tatty old armchair, and stood either side of him, two shaven-headed men, bred for fighting.<br/>")
]]></script>
</command>
</object>
<verb>
<property>ride</property>
<pattern>ride</pattern>
<defaultexpression>"You can't ride " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>hire</property>
<pattern>hire</pattern>
<defaultexpression>"You can't hire " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>hail</property>
<pattern>hail</pattern>
<defaultexpression>"You can't hail " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>smash</property>
<pattern>smash</pattern>
<defaultexpression>"You can't smash " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>break</property>
<pattern>break</pattern>
<defaultexpression>"You can't break " + object.article + "."</defaultexpression>
</verb>
<command>
<pattern>order a #text#; buy a #text#; order #text#; buy #text#</pattern>
<script>
msg ("\"A " + text + "? Certainly sir.\"")
</script>
</command>
<command>
<pattern type="string"><![CDATA[^ask about (?<text>.*)$]]></pattern>
<script>
msg ("There is no one around to answer you right now.")
</script>
</command>
<function name="InitUserInterface"><![CDATA[
JS.eval ("$('#status').hide();")
JS.eval ("$('#txtCommandDiv').prepend('> ')")
request (SetInterfaceString, "TypeHereLabel=")
OutputTextNoBr (game.css)
]]></function>
</asl>
OurJud wrote:Mmm. So what if people download the game, would everything be okay then? I know I'd potentially be losing any casual browsers who don't have Quest installed, but could I make it download only?
OurJud wrote:Out of interest, why don't you have the ability to save online?
I now have a banging headache and no energy to work on my game. I fear it shall never get finsihed
jaynabonne wrote:You could do that. People can still play it and even restore the game, but the UI will be a little messed up and there will be no text.
It might be possible to do a bit of a hack that pushes the game.css output to either a time timer (as opposed to a turn one) or just do it on the first command after reload. That way, the style would only be messed up either briefly or not at all. There would still be no historical text, but that might be better than nothing.
jaynabonne wrote:Because I hide the blue bar. And my game has no command prompt.
jaynabonne wrote:And, no, I didn't expect you to work it out. But I wasn't in a position to write it right now myself. I'll be down in London tomorrow for Adventure X, so it wouldn't be before Sunday, unless I get bored on the train. lol
jaynabonne wrote:I think most people don't do fancy style things, so the only oddity is the loss of text, which can be recovered from with an "l" as you say. It's only this CSS thing that has exposed it as a deeper problem.