How do I perform a LOOK command without typing it in

Brian123
When a new object comes into the current room such as making an invisible object visible then there is no link dislayed for the object until the player has typed in the command 'Look' when playing the game.
Is there some way of programming the Look command to be added after a action has been preformed.
It seems silly asking the player to type Look in a displayed message.


Brian123

jdpjdpjdp
To the script that makes the object visible, add "call function". The function name is ShowRoomDescription.

Brian123
Thanks jdpjdpjpd that's great.

Is there a list of other useful call functions like the 'Showroom description'?

Brian123


The Pixie
Also, if you go to the bottom right of Quest, you can set it to show all the library functions/commands/etc. If you look at a specific command, in this case LOOK, and then you can see what function it calls.

Silver
Bottom left...

Silver
Brian123 wrote:When a new object comes into the current room such as making an invisible object visible then there is no link dislayed for the object until the player has typed in the command 'Look' when playing the game.
Is there some way of programming the Look command to be added after a action has been preformed.
It seems silly asking the player to type Look in a displayed message.


Brian123


Another way instead of just forcing a room description is to add a print message to the script that makes the object visible such as

msg ("A mouse appears from behind the fridge and makes its way along the skirting board")


Or whatever. But the player now knows there's a new object in the room. If you want it to be clickable you just use the text processor:

msg ("A {object:mouse} appears from behind the fridge and makes its way along the skirting board.")

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