The quest-proper (and in-code) terms are:
'displayverbs' (special Stringlist Attributes) = the 'buttons' and 'hyperlinks' for Objects, when not in your Inventory
'inventoryverbs' (special Stringlist Attributes) = the 'buttons' and 'hyperlinks' for Objects, when in your Inventory
http://docs.textadventures.co.uk/quest/ ... ments.htmlhttp://docs.textadventures.co.uk/quest/ ... types.html (scroll down just a bit for the 'displayverbs~inventoryverbs' beginning)
thus, you need to learn how to code with lists:
using lists (
http://docs.textadventures.co.uk/quest/ ... lists.html )
list add (
http://docs.textadventures.co.uk/quest/ ... t_add.html )
list remove (
http://docs.textadventures.co.uk/quest/ ... emove.html )
etc etc etc
if (fire_spell.parent = player) {
list add (fire_spell.inventoryverbs, "cast")
}
if you don't want certain 'buttons' and 'hyperlinks' to be displayed initially (at game start)... its a bit more complicated...
the simple first part is to:
'game' (the special Game Object) -> Room Descriptions (Tab) -> automatically generate object display verbs list and~or display hyperlinks-> uncheck it
and~or
'(whatever)' (your individual Objects) -> Object (Tab) -> Display Verbs and~or Inventory Verbs -> (check ~ uncheck ~ set it up how you want)
the hard second part is going into the code, and coding in the rest of what you need to do... (when those Verbs become available) ... I can help you do this, but it's a bit advanced for people new to quest and especially to coding~programming.
The reference material for this stuff is Pixie's Spell Library, which I think is now hidden~combined with Pixie's Simple Combat and~or Tabs~Types sections within the tutorial:
there is no 'cast' button-verb displayed~available until you 'learn' the spell first, then the 'cast' button-verb becomes displayed~available
I can post Pixie's Spell Library up, if you can't find the material, I got it saved *before* it got mixed~hidden in the tutorial due~during the shift to the new wiki pages, hehe