Adding an object with a selectable verb but not show 'You can see...' #1602
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I want to add a Room object that a player can select an option from to trigger an event. It's not a scenery item and shouldn't be included in the room description as it comes up with "You can see Wait" which is not ideal, but if I unselect those options it doesn't appear in the list of items in the room in the pane. I also do not want this to be on a timer, never liked them, and it prevents you from taking your time to read the text on the screen at your own pace. Also I'm guessing turning off the "You can see" is not easy, but is editing it so it just says "You can" instead of "You can see" might be better as it would read "You can Wait". So what can I do please? |
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Replies: 1 comment 2 replies
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Hello, When we make an item However, we can easily:
![]() ![]() Example game: <!--Saved by Quest 5.9.9166.36226-->
<asl version="580">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Only a Test">
<gameid>a21a0523-72d3-40c8-b249-9d28d7eeaa2f</gameid>
<version>0.1 beta</version>
<firstpublished>2025</firstpublished>
<author>KV</author>
<object name="frob">
<inherit name="editor_object" />
</object>
</game>
<object name="room">
<inherit name="editor_room" />
<enter type="script">
MoveObjectHere (frob)
</enter>
<onexit type="script">
frob.parent = null
</onexit>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
</object>
</asl> You can open the .aslx file from this zip archive in the Quest editor, if you'd like: example.zip AlternativelyWe can also easily customize how the automatic room descriptions work, or turn them completely off if we wish. (Things get a bit tedious with no automatic room descriptions, but we have full control that way.) ![]() Footnotes
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Ah, I over-complicate things sometimes =)
No need to move it around. Just start it off as scenery, then change that in the room's scripts.