the tutorial is a bit difficult for new people, I got stuck on the 'say to troll' Command too, but this was back like 3 years ago, and the tutorial has changed a bit since then, but if you want to take a look (probably won't be too much help for you though), here was my own difficulty with it (though, after I got help on that part of the tutorial, I jumped into learning quest's code quickly, but after I was done with the tutorial, I was overwhelmed from all the info, and just confused by all of the terms, laughs):
viewtopic.php?t=3348-------
anyways, I'd have to look at the tutorial to re-learn it, to help you through it, though I'm trying to help someone else today, but if-when I get time, I can try to help you with the tutorial.
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for beginners, the big things to learn are:
Creating (adding in) the Elements (
http://docs.textadventures.co.uk/quest/elements/ ), the 'physical things' of quest, mostly just these for now:
Objects (3 Types):
1. Room Objects (locations~areas you can move~goto with your Player Objects)
2. Player Objects (such as the default 'player' Player Object, your controllable~playable characters~actors)
3. (non-room, non-player) Objects (any other stuff in your game: npcs~townsfolk, items, equipment, furniture, trees~outdoor stuff, spells, etc).
Exits: connectors of the Room Objects, for the compass~directional movement during game play. They only go one way, so to go back and forth, you need to make two exits (there's an option for this in the GUI~Editor when you create~add in your Exits)
Verbs (your actions 'buttons' and 'hypertexts' added to your Objects): these are only for that specific Object you're added the Verb to.
Commands (this is much more advanced than Verbs, so it's a step up within the tutorial):
Commands enable you to do dynamic~universal actions. They are not bound to an individual Object. Instead, they use your input drung game play, taking that input to be used in~for its actions (scripting: the 'add a script' circle buttons stuff).
Functions, Turnscripts, and Timers are more advanced too, like how Commands are, so you might just want to stick with Verbs for now. Unless you want to learn Commands, Functions, Turnscripts, and Timers.
Understanding Attributes and their Usage:http://docs.textadventures.co.uk/quest/types/for a conceptual and actual example:
'room' Object -> 'Objects' Tab -> Add -> Name: HK
'HK' Player Object -> 'Attributes' Tab -> Attributes -> Add -> (see below, repeat as needed)
Attribute Name: sex
Attribute Type: string
Attribute Value~Expression: male
Attribute Name: age1
Attribute Type: string
Attribute Value~Expression: adult
Attribute Name: age2
Attribute Type: int (integer)
Attribute Value~Expression: 18 // I wish I was still 18, lol
Attribute Name: dead
Attribute Type: boolean
Attribute Value~Expression: false // yes, I am alive, lol ... until I get killed in the game...
Attribute Name: right_hand
Attribute Type: object
Attribute Value~Expression: sword
Attribute Name: left_hand
Attribute Type: object
Attribute Value~Expression: shield
'player' Player Object -> 'Objects' Tab -> Add -> Name: sword
'player' Player Object -> 'Objects' Tab -> Add -> Name: shield
lastly, learning the usage of Scripting (your actions~events, your 'run as script -> add new script' stuff):
The Two Super Scripts, which especially when used together, let's you do 90% of everything that you want to do:
1. the 'set a variable or attribute' Script (using, setting, re-setting, and changing~altering Attributes via Scripting)
(Element: Verb, Command, Turnscript, Function, Timer, etc) -> run as script -> add new script -> variables -> 'set a variable or 'attribute' Script -> (see below)
set variable Object_name.Attribute_name = [expression] Value_or_Expression
for example:
Object_name: player
Attribute_name: strength
Value_or_Expression: 100
set variable player.strength = 100
which is the same thing as:
'player' Player Object -> 'Attributes' Tab -> Attributes -> Add -> (see below)
(Object Name: player)
Attribute name: strength
Attribute Type: int
Attribute Value: 100
2. the 'if' Script:
(Element: Verb, Command, Turnscript, Function, Timer, etc) -> run as script -> add new script -> scripts -> 'if' Script -> (see below)
if [expression] Object_name.Attribute_name OPERATOR Value_or_Expression
OPERATORS:
Math operators:
Addition: +
Subraction: -
Multiplication: *
Division: /
Modulus (same as division but it gets the remainder): %
Equals: =
Not Equals 1: <>
Not Equals 2: not Object_name.Attribute_name = Value_or_Expression
Greater Than: >
Lesser Than: <
Greater Than and~or Equal To: >=
Lesser Than and~or Equal To: <=
String~Text Operators:
assignment: =
comparison: =
contraction 1: <>
contraction 2: not Object_name.Attribute_name = Value_or_Expression
concatenation: +
etc etc etc ??
for example:
(Element: Verb, Command, Turnscript, Function, Timer, etc) -> run as script -> add new script -> output -> 'print a message' Script -> (see below)
Add Turnscript -> Name: global_turnscript, 'Enabled' checkbox (have it be checked in), Scripts:
if [expression] player.strength1 >= 67 and player.strength <= 100
-> then -> set variable player.strength2 = "strong"
else if [expression] player.strength1 >= 34 and player.strength < 67
-> then -> set variable player.strength2 = "average"
else if [expression] player.strength1 >= 0 and player.strength < 34
-> then -> set variable player.strength2 = "weak"
print [exprssion] "You are {player.strength2} in strength."
// output:
//
// (if strength1 is 0-33): You are weak in strength.
// (if strength1 is 34-66): You are average in strength.
// (if strength1 is 67-100): You are strong in strength.