I'm not that familiar with the GUI~Editor, so you'll have to figure out how to do~find this within the GUI~Editor, its Tabs, and its drop down box menu options and etc. So, forgive the code references by me.
----------------------
there's two ways to move:
1. the 'Exit' ELEMENT: an individual one-way connector of Room Objects (though when you make~add them in the GUI~Editor, it toggle (there's a check box toggle option) defaults to make another~2nd Exit, so you can go back and forth between Room Objects)
2. using scripting (via within: Verbs ~ Object's 'Script' Attribute, Commands, Functions, Turnscripts, Timers, et), which have two different Scripts that you can use (in code):
moving_Object_name.parent=destination_Object_name
example: player.parent=room2
~OR~
MoveObject(moving_Object_name,destination_Object_name)
example: MoveObject(player,room2)
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so...
1. you can have an Exit 'name' (ID) String Attribute as 'whatever', and have the Exit 'alias' String Attribute as 'hole' for the person to see during their playing of the game, which has the Attribute set as (to make it initially hidden), in code it looks like this:
Exit_name.scenery=true
~OR~
Exit_name.visible=false
and then, such as Pixie already guides you in his~her post above, you have scripting that unhides~reveals your Exit:
Exit_name.scenery=false
~OR~
Exit_name.visible=true
2. and~or, if you wish to use the 'lock~unlock' feature, there's that too.
3. you can create the Exit in scripting, though this is a bit more advanced.
4. you can have your 'hole' be an Object, and use scripting (such as within using a Verb), to move your 'player' Player Object to another Room Object. (not using an Exit at all).
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useful links for you:
http://docs.textadventures.co.uk/quest/http://docs.textadventures.co.uk/quest/ ... notes.htmlhttp://docs.textadventures.co.uk/quest/ ... quest.htmlhttp://docs.textadventures.co.uk/quest/ ... ments.htmlhttp://docs.textadventures.co.uk/quest/tutorial/http://docs.textadventures.co.uk/quest/guides/viewforum.php?f=18 (more guides: Libraries and Code Samples)
http://docs.textadventures.co.uk/quest/elements/ (the main 'physical things' of quest)
http://docs.textadventures.co.uk/quest/types/ (Attribute's Types: Attributes)
http://docs.textadventures.co.uk/quest/functions/ (category order. Scriptings)
http://docs.textadventures.co.uk/quest/ ... tions.html (alphabetical order. Scriptings)
http://docs.textadventures.co.uk/quest/scripts/ (Scriptings)
http://docs.textadventures.co.uk/quest/scopes.htmlhttp://docs.textadventures.co.uk/quest/ ... bject.htmlhttp://docs.textadventures.co.uk/quest/ ... arent.htmlhttp://docs.textadventures.co.uk/quest/ ... /exit.htmlhttp://docs.textadventures.co.uk/quest/ ... enery.htmlhttp://docs.textadventures.co.uk/quest/ ... sible.htmlhttp://docs.textadventures.co.uk/quest/ ... ocked.htmlhttp://docs.textadventures.co.uk/quest/ ... kable.htmlhttp://docs.textadventures.co.uk/quest/ ... sited.htmlhttp://docs.textadventures.co.uk/quest/ ... nexit.htmlhttp://docs.textadventures.co.uk/quest/ ... gexit.htmlhttp://docs.textadventures.co.uk/quest/ ... exits.htmlhttp://docs.textadventures.co.uk/quest/ ... _game.html (scroll down to 'adding an exit' section)
http://docs.textadventures.co.uk/quest/ ... jects.html (scroll down to read about the 'scenery' section)
http://docs.textadventures.co.uk/quest/ ... _game.html (it talks about Exits)
http://docs.textadventures.co.uk/quest/ ... _game.html (talks a bit about moving Objects around)
http://docs.textadventures.co.uk/quest/ ... exits.html (lockable Exits)
http://docs.textadventures.co.uk/quest/ ... iners.html (lockable containers~Objects)
ask if you got any questions or need any help!
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Quest (and really any programming language too) has a 'tri-structure', just like the real world and human languages:
1. your 'physical things', your 'matter', your 'nouns' ==== Quest's Object-Oriented Code Structure's OBJECTS: ELEMENTS (Objects, Exits, Verbs, Commands, Functions, Turnscripts, Timers, Object Types, and etc):
http://docs.textadventures.co.uk/quest/elements/the ELEMENTS are your 'containers'...
Objects can hold other Objects and~or Attributes
Verbs and Functions can hold Scriptings
Exits, Commands, Turnscripts, and Timers can hold Attributes and Scriptings
Object Types can hold Attributes and~or other Object Types
2. your 'data', your 'traits~characteristics~properties', your 'adjectives~adverbs' ==== Quest's ATTRIBUTES (Strings, Integers, Doubles~Floats~Floating Points, Booleans, Scripts, Lists, Dictionaries, etc):
http://docs.textadventures.co.uk/quest/types/the ATTRIBUTES are a median~cross, between~shares with from both, ELEMENTS and Scriptings, they're also containers, but they hold~are the 'properties'~'traits'~'characteristics' of your ELEMENTS and~or make up your SCRIPTINGS. It's hard to describe exactly what Attributes are, lol...
3. your 'actions~events', your 'energy~forces~waves', your 'verbs' ==== Quest's Scriptings (too diffifult to list+explain... 'if', 'set', etc etc etc):
http://docs.textadventures.co.uk/quest/functions/ (category order. Scriptings)
http://docs.textadventures.co.uk/quest/ ... tions.html (alphabetical order. Scriptings)
http://docs.textadventures.co.uk/quest/scripts/ (Scriptings)
http://docs.textadventures.co.uk/quest/ ... cript.html (Scripts: Scriptings)
the SCRIPTINGS are literally your code line(s)~block(s) of doing actions~events, they DO~CHANGE~ALTER~SET~RE-SET~ADD~REMOVE~ETC stuff. pretty self explanatory.
in the GUI~Editor, SCRIPTINGS are your:
run as script -> add a~new script -> (select your scripts ~ set them up)
--- AND~OR ---
'whatever' Object -> Attributes Tab -> Attributes -> Add -> (see~set it up below)
(Object Name: whatever)
Attribute Name: whatever
Attribute Type: Script (this must be Type:Script, or it's not a SCRIPTING, but instead just an Attribute)
Attribute Value: (write~craft~select your scripts or scripting code lines)