More suggestions...

For help with creating games using Quest

Moderators: Pertex, Cryophile, Alex, sgreig

Re: More suggestions...

Postby The Pixie » Wed Aug 10, 2011 3:48 pm

As it is at the moment, the script commands in the list are wrong; they should be lower case. There should be some way to make this clear so people do not wonder why Destroy is not correct (as I did).

I have written a whole bunch of functions with all lower case names because I was not aware of the convention for functions; look at code Quest creates you see lower case and title case mixed in. I now realise that is because some are script commands. I guess what it is that differentiating helps to understand the underlying philosophy of the language.

NB means "nota bene", Latin for "note well".
The Pixie
 
Posts: 380
Joined: Mon Aug 01, 2011 7:43 am

Re: More suggestions...

Postby Alex » Wed Aug 10, 2011 4:07 pm

This may help: http://en.wikipedia.org/wiki/Wikipedia:Naming_conventions_(technical_restrictions) - if anyone can figure it out!

MediaWiki certainly is powerful but it also melts the brain sometimes.
User avatar
Alex
Site Admin
 
Posts: 2048
Joined: Fri Jun 27, 2003 11:06 pm
Location: London, UK

Re: More suggestions...

Postby Alex » Wed Aug 10, 2011 4:09 pm

Actually looks like it wouldn't help the Category page.

Maybe we need to manually maintain the list of script command articles, but that's a pain too.
User avatar
Alex
Site Admin
 
Posts: 2048
Joined: Fri Jun 27, 2003 11:06 pm
Location: London, UK

Re: More suggestions...

Postby The Pixie » Wed Aug 17, 2011 12:43 pm

Another request:

Default responses for ask/tell to have an option to invoke a script, with the subject asked or told available.

I would like to have default responses to depend on the subject asked about, and this would seem the simplest way. I can have the script for each character call a function, and the function give a suitable response, possibly varied by the sex of the character or whatever.
The Pixie
 
Posts: 380
Joined: Mon Aug 01, 2011 7:43 am

Re: More suggestions...

Postby The Pixie » Mon Aug 29, 2011 9:24 pm

Another request. You already have functions for turning flags on and off; could I suggest one for determining the state? Furthermore, I suggest it returns false if the flag does not exist.

I have already written; I would just like it added to the standard library.
Code: Select all
  <function name="GetObjectFlag" parameters="obj, flag" type="boolean">
    if (HasBoolean(obj, flag)) {
      return (GetBoolean(obj, flag))
    }
    else {
      return (false)
    }
  </function>
The Pixie
 
Posts: 380
Joined: Mon Aug 01, 2011 7:43 am

Re: More suggestions...

Postby Alex » Tue Aug 30, 2011 7:35 am

That is equivalent to the existing GetBoolean function - which returns false if the flag/attribute doesn't exist.

The GetBoolean function is what the "if" expression template "object has flag" uses.
User avatar
Alex
Site Admin
 
Posts: 2048
Joined: Fri Jun 27, 2003 11:06 pm
Location: London, UK

Re: More suggestions...

Postby The Pixie » Tue Aug 30, 2011 8:37 pm

I was sure I tried that first and found that was not the case, and yet when I tried just now it certainly does work. Suggestion withdrawn.

Congratulations on the full release by the way.
The Pixie
 
Posts: 380
Joined: Mon Aug 01, 2011 7:43 am

Re: More suggestions...

Postby The Pixie » Wed Sep 07, 2011 9:24 am

I have said this before, but I want to say it again to emphasise it:

Error messages to give a clue about where the problem is. If I miss a " in a msg, then go from code to GUI view I get an error saying ) is missing (which I can understand, and do not object to), but no clue about where it might be. If you have a game that is a decent size it is a real pain in the neck to track down that missing " or ).

I say this because I see this is not scheduled until 5.2.
http://quest.codeplex.com/workitem/864
The Pixie
 
Posts: 380
Joined: Mon Aug 01, 2011 7:43 am

Re: More suggestions...

Postby Alex » Wed Sep 07, 2011 10:57 am

OK. I have rescheduled for v5.1 and added that detail.
User avatar
Alex
Site Admin
 
Posts: 2048
Joined: Fri Jun 27, 2003 11:06 pm
Location: London, UK

Re: More suggestions...

Postby The Pixie » Fri Sep 09, 2011 5:42 pm

A transcript facility

I say this only because I note that judges for IFcomp seem to like this.
The Pixie
 
Posts: 380
Joined: Mon Aug 01, 2011 7:43 am

Re: More suggestions...

Postby Alex » Fri Sep 09, 2011 6:05 pm

User avatar
Alex
Site Admin
 
Posts: 2048
Joined: Fri Jun 27, 2003 11:06 pm
Location: London, UK

Re: More suggestions...

Postby The Pixie » Thu Sep 15, 2011 10:01 am

A way to change the scope for a command when matching #object#.

And example to illustrate would be the "buy" command. Set this to look only in player.parent.stock (checking if it exists first). Goods for sale go in the stock object, where they are not available for "get", "look at", etc. When you buy something, the item in stock gets cloned, and added to the player. If the player drops and then takes the object, the game will know he is talking about the clone, and not the original.
The Pixie
 
Posts: 380
Joined: Mon Aug 01, 2011 7:43 am

Re: More suggestions...

Postby Alex » Thu Sep 15, 2011 10:26 am

User avatar
Alex
Site Admin
 
Posts: 2048
Joined: Fri Jun 27, 2003 11:06 pm
Location: London, UK

Re: More suggestions...

Postby The Pixie » Thu Sep 15, 2011 12:20 pm

Two more; one simple, one not. I would not want you to get bored...

Conditional libraries

In the xml for importing a library, have an optional attribute "debug". If it is present and true, then exclude the library when creating the .quest file. Any cheats (functions, commands, etc.) that you use for debuigging can go in a conditional library that you know will be excluded when you release.

Stats

I have mentioned this before, but now it gets bigger, as a debugging tool. A menu command in the editor that will go through your game and:

count the number of rooms (objects that inherit editor_room, but do not have stats_exclude_room set to true)
list all the rooms with no alias
list all the rooms with no (or the default*) "look"
list all the rooms with no (or the default*) "smell"
list all the rooms with no (or the default*) "listen"
list all the rooms with no exits (unless stats_exclude_exit_from is set)
list all the rooms with no exits pointing to them (unless stats_exclude_exit_to is set)

count the number of items (objects that inherit editor_item, but do not have stats_exclude_item set to true and are not male or female characters)
list all the items with no alias
list all the items with no (or the default*) "look at"

count the number of characters (objects that inherit editor_item, but do not have stats_exclude_item set to true and are male or female characters)
list all the characters with no alias
list all the characters with no (or the default*) "look at"
list all the characters with no (or the default*) "talk at"

* It would have to check what the default is too for the particular game.
The Pixie
 
Posts: 380
Joined: Mon Aug 01, 2011 7:43 am

Re: More suggestions...

Postby Pertex » Thu Sep 15, 2011 2:26 pm

The Pixie wrote:Two more; one simple, one not. I would not want you to get bored...

which one is the simple one? :lol:

and some enhancements in the debugger:
-a refreshbutton
-a treeview like in the editor in the objecttab
-sorting asc/desc in all tabs
User avatar
Pertex
 
Posts: 1041
Joined: Fri Jul 09, 2010 9:52 am
Location: germany

PreviousNext

Return to Quest Forum

Who is online

Users browsing this forum: No registered users and 2 guests

cron