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Author Topic:   ASL Problem
JimanYo posted 15-08-2000 22:33 GMT     
I've got a certian bit of ASL that won't work and screws up the game. I'm doing this in ASL 3.0. Here's the code:

~code~

charcter <Bandersnatch>

~code~

charcter define <Bandersnatch>
look <A white hulking mass with one arm and a gigantic hand>
speak <player lose>
use <Spell: Constrict> <The Bandersnatch is confined to a small brown bubble> give item <pendant>
end charcter define

I have both items in the define game block and I can't find any ways to end my problem. What happens is you never get the pendant and I have it set so if you enter the next room without it the player loses. Help!!!

Alex posted 15-08-2000 23:38 GMT          
I'm not sure what's going on here but your code doesn't look right at all.

Anyway, first make sure you have an object "pendant" defined somewhere. You may want this hidden if it's given to the player at some point - use "gain show <pendant>" in the object definition to make it available when it's given to the player.

There's no such thing as a character any more in ASL 3 - everything is an object. So your code should define an object "Bandersnatch", which would probably look similar to this:

define object <Bandersnatch>
look <A white hulking mass with one arm and a gigantic hand>
speak playerlose
use <Spell: Constrict> {
msg <The Bandersnatch is confined to a small brown bubble>
give <pendant> }
end define

Alex Warren,
Axe Software

Computer Whizz posted 26-08-2000 20:23 GMT          
Alex..why did you get rid of the characters and make them objects?
whouldn't it get confusing if you pick up the person Andrew, who wieghs 200 lbs.
:)
I know there's most probably an protocall to stop this but will this cause more code to be written?
just some comments there!

--CW

Alex posted 26-08-2000 21:29 GMT          
Making characters the same thing as objects makes it much easier for me because I don't have to code lots of things twice, and it's much easier for you because, well, everything is an object.

Objects can't be taken by default so you there's absolutely no need for any extra coding so that characters don't get taken.

Future releases of Quest 3.0 will allow you to customise the "Type" listed on the Quest window, to say something more informative than "object", which doesn't always make sense.


Alex Warren,
Axe Software