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More TADS Questions

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caitrin lynch

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Oct 1, 1993, 4:33:52 PM10/1/93
to
A question:
Is there a way to use the debugger or some kind of auto-sript to avoid playing
a portion of the game in order to get to the newly compiled code.

Nick

Steve Derby

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Oct 2, 1993, 11:04:12 AM10/2/93
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In article <1993Oct1.2...@midway.uchicago.edu>,


I've written some code which allows me to do basically that. It's reasonably
easy, just have a verb that sends you to whatever room you specify (you have
to give any room you want to go to a noun) and have another verb which gives
you any item in the game. (Just remember to take them out after testing!)

Alternately, you can use TDB to do it with the evaluate/change command.

bne...@news.delphi.com

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Oct 3, 1993, 11:03:48 PM10/3/93
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ly...@ellis.uchicago.edu (caitrin lynch) writes:

I had this question once and Mike Roberts posted the reply that when you
bring up the TADS debugger, there is an undocumentted feature that at the
command line you can type
@filename
to fire up a TADS script from withing the debugger. hope this helps

james reese

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Oct 4, 1993, 12:56:25 AM10/4/93
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Here's some code I've generated (with help from and thanks to Mike Roberts):

You have to set up each room that
you can "goto" with an identifying noun. (You probably wouldn't even
need to make it possible to go to every possible room this way; it
would probably be good enough to pick a few strategic points in the
game and make them accessible this way.)

Assuming you add a noun to each room, you should be able to add a
verb that accomplishes the teleportation. The only differences
between this and the usual verbs is that you want to allow any
object, whether present or not, to be used as a direct object.

gotoVerb: deepverb
validDo(actor, obj, seqno) = { return(true); }
doDefault(actor, prep, io) = { return([]); }
verb = 'goto'
doAction = 'Goto'
;

Now all you have to do is add verDoGoto and doGoto to the basic
room class in adv.t:

verDoGoto(actor) = {}
doGoto(actor) =
{
"*** Poof!\ ***\nYou're magically transported to...\b";
actor.travelTo(self);
}

-----

Hope this helps,

Jim!
jre...@leland.stanford.edu
"For Pete's sake, Jim, you're supposed to be
a brain surgeon...Look intelligent."

Molley the Mage

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Oct 5, 1993, 3:44:45 PM10/5/93
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The easiest way to do this is just to put in a special command (I like
to use XYZZY for obvious reasons) which simply relocates the Me actor
to the first room of the "new" section. Then when you are finished
with the game you can go back and take all these "debug" commands out
(or leave them in, as you like). So if your new room was the
BallRoom, then the code for XyzzyVerb would include the command

Me.moveTo(BallRoom);

Note: if the "new" section of code requires the player to have already
obtained certain objects then you must be sure to also move those
objects into the player's inventory when this verb is invoked. This
is a trivial process. Alternatively, you can change their locations
to be the first room of the "new" area, but this is more of a pain to
go back and fix.

Sean
--
M. Sean Molley, CS Department, Western Kentucky University, Bowling Green, KY
RealSpace : (502) 745-4027 | Bitnet : MOL...@WKUVX1.BITNET | Life : Sucks
--
"It takes 50 dumb animals to make a fur coat... but only one to wear it."
--

David Baggett

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Oct 6, 1993, 2:47:44 AM10/6/93
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In article <1993Oct5.144445.7799@wkuvx1> mol...@wkuvx1.bitnet (Molley the Mage) writes:
>Note: if the "new" section of code requires the player to have already
>obtained certain objects then you must be sure to also move those
>objects into the player's inventory when this verb is invoked.

I like to use a "gimme" verb that warps any object you name to your
current location. You can define this just like any other verb, except
that you have to change the validDo method so that all carryable
objects are valid (not just visible ones).

If there's a need, I can post my gimmeVerb code here. (I'd post it now,
but I have to upload it from my machine at home.)

Dave Baggett
__
d...@ai.mit.edu Boot up, log in, drop out. MIT AI Lab
ADVENTIONS: We make Kuul text adventures! Ask about Unnkulian 1, 2, 0, 1/2
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caitrin lynch

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Oct 6, 1993, 1:14:48 PM10/6/93
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Well I started this thread and I suppose I should have submitted my conclusions
as a follow-up article, but unfortunately I did not. Anyway, I have posted
(in the article with subj: TADS Help) my own version of the gimmeVerb as well
as some code that will move the player anywhere in the game. Sorry for the
confusion.

Nick

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