robindouglasjohnson / gruescript Goto Github PK
View Code? Open in Web Editor NEWPoint-and-click text adventure maker
License: MIT License
Point-and-click text adventure maker
License: MIT License
The doc says, regarding verb blocks (I add bold text):
Line 1523:
When the player clicks on a verb next to an object, Gruescript will first look for specific verb blocks definitions matching that verb for that object, and then for general definitions of the verb. Gruescript then goes through each of those definitions in turn, running their instructions, until any one block succeeds. Specific verb blocks are always processed before general verb blocks.
Line 1582:
If Gruescript finds multiple verb blocks that match the player's command, it will run through them all (general first, then specific) until one succeeds, then stop.
I'm unable to understand what the bolded sentences can mean together. Is this an ambiguity or a contradiction?
I was testing the Party Line example and found a small typo in the prompt knock on $this
line. It seems to be missing the brackets:prompt knock on {$this}
to print the thing name.
I caught a typo in index.html:
div#save_load button {
...
badding-bottom: 1px;
Maxinv will allow you to take 1 more item than that defined by maxinv. Maxinv 1 will allow you to take two things. Maxinv 7 will you to take 8 things - and so on.
I'm experiencing some difficulty including literal #s in game text. As per the manual, I've used #
, but I'm seeing the following:
#
in the game title, the literal text #
is displayed.#
elsewhere in displayed text, #
shows up as expected while working with the game in the Gruescript editor, but as soon as I export the game to HTML, any text following a #
does not display, as though #
is being interpreted as a comment symbol.I'm using the Gruescript editor on your itch.io page.
Thanks for building Gruescript, I'm having a lot of fun with it!
Hi Robin,
It says in the documentation that unconventional room directions can be created with dir:
brass_bridge You’re on the Brass Bridge.
dir widdershins patricians_palace
dir turnwise broad_way
This doesn't seem to do anything for me, at least, the directions don't appear under the room description.
On lower end machines the syntax highlighting really slows down the online editor on large projects.
I think that something is missing in some command documentation:
put room
: Move a thing to particular room. If the player was holding or carrying the thing, it will be removed from their inventory.
putnear thing
: Move the first thing to the location of the second thing. If the first thing is being held or carried, it will be removed from the player's inventory. If the second thing is being held or carried, the first thing will be put into the room that the player is in.
Shouldn't this be put thing room
and putnear thing thing
?
Having the Gruescript docs in a format readable by a browser / editor would be cool - like say markdown or just plain text.
Hi! While testing for a project I noticed that the Cloak of Darkness example has a small bug; you can drop the cloak on the floor in the first room then go south and win.
By adding this procedure it works fine!
proc check_bar
!has cloak hooked
tag bar dark
Hey! I was trying out Gruescript. It's a very cool tool!
I noticed that when the initial instruction button is pressed, the prompt > appears as undefined. It seems that the text Localise.instructions_button
is not set anymore. I used Localise.intro_instructions_button
on the instruction function and works fine.
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