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  tearing my hair out


Author Topic:   tearing my hair out
Russell posted 09-01-2002 21:11 GMT     
Ok, here's the code to a very simple test file.

' Created with QDK 3.02

define game <>
asl-version <300>
start <light>
game info <Created with QDK 3.02>
end define

define synonyms
end define

define room <darkness>
script {
msg <a bad guy has you!>
enter <w>
if ( w = pray ) then playerwin else playerlose
}
end define

define room <light>
north <darkness>
end define

define text <intro>

end define

define text <win>
You win!
end define

define text <lose>
You lose!
end define

No matter what I put in the player wins. If I change the condition to "not equal" the player loses. I have tried renaming the string to "pray" (no quotes) that didn't work either! This did work at some point in my game (which is tantalizing close to being offered for Beta Testing)but doesn't work now. I'm using the shareware version of quest3.4 because I lost my professional version somewhere back in the downloading. :( and I have been too lazy to chase the pro version down... ALEX! I have also been looking at Carlii's critiques of the published games. GIRL YOU ARE TOUGH! How old are you anyway? YO mama let you git away wid dat? Actually your critiques have been helpful Keep it up! PS. I tried getting into yahoo to download the update pro file but forgot my password and can't get past that new stuff they have on there!

Russell

Alex posted 09-01-2002 22:36 GMT          
You said:

if ( w = pray )

Our survey said:

if ( #w# = pray )

I'm not sure why Quest thinks the string "w" is equal to the string "pray" though.

Yahoo Groups can be a right pain sometimes. You need to sign up using the email address you registered with. If this has changed, send me an email and I'll sign you up manually.

Russell posted 10-01-2002 12:23 GMT          
ALEX! BIG Whopping difference! THANK YOU! The number signs on each side of the label for the text string did it. One thing that I would suggest is that you have QDK put them in automatically for dummies like me! The reason for the w (it could have been anything) was that I first had to define the string as what the player typed next. Then I used the conditional to campare the two strings. I wasn't sure whether the conditional was asking for the actual text string for which I was looking or whether it was asking for the label of that text string. Anyway it works...now I'll just have to wait for my hair to grow back!