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Author | Topic: Also, a question===> |
Mega |
![]() There are some commands and actions in my game that only work if a certain condition is met; and until it is met, the player wouldn't even know that command exists. For example, you wouldn't even think to try walking through a wall until you got a magic spell and found out that it would let you walk through walls. Now, just in case the player DOES try this command before the condition is met, I want the game to respond as if this command does not exist. A custom message such as "You can't do that", while it sounds correct in this situation, is still different from the game's usual "bad command" response, and thus may clue the player in to the fact that this command does, indeed, exist. So I want to manually print out Quest's default "bad command" error message. How do I do this? |
Mega |
![]() Come on people, doesn't anyone know the answer to this??? |
Computer Whizz |
![]() Well, I don't think you can FORCE Quest to display an error message - but you could *change* the error message so the message you print is valid..... or you could copy the error message EXACTLY and do it that way. Computer Whizz |
Mega |
![]() Well, I know that Quest does have names for its error messages, like "badcommand", "badtake", etc. So you'd think that printing #quest.badcommand# would do what I wanted. Why doesn't it? |
Alex |
![]() quote: Because "badcommand" et al are names for error messages, not names for string variables, which are different. If you want to manually print a certain error, simply print the same message. e.g. in your "define game" block: error <badcommand; I haven't got a clue what you're on about.> ...and when you want to manually raise that message: msg <I haven't got a clue what you're on about.> |
Mega |
![]() Ok, thanx. I was just hoping there was a way to bypass the middleman here, but I guess not :-) |