Skip to content

Commit

Permalink
Fix typos and broken links in docs (#1384)
Browse files Browse the repository at this point in the history
  • Loading branch information
KVonGit authored Jan 18, 2025
1 parent 1c837fa commit bab55ad
Show file tree
Hide file tree
Showing 113 changed files with 258 additions and 260 deletions.
12 changes: 6 additions & 6 deletions docs/adding_sounds.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ Using Quest's Built-in Script Commands to Add MP3 or WAV Files

### Adding Sounds

You can add sounds to your game using the [`play sound`](http://docs.textadventures.co.uk/quest/scripts/play_sound.html) script command.
You can add sounds to your game using the [`play sound`](scripts/play_sound.html) script command.

![](images/play_a_sound.jpg)

Expand All @@ -28,7 +28,7 @@ Also note that Quest will only play one sound at a time when using the `play sou

### Stopping Sounds

Sometimes, you need to stop a sound. For instance the “loop” option will cause the sound to continue playing until the [```stop sound```](http://docs.textadventures.co.uk/quest/scripts/stop_sound.html) script command is run.
Sometimes, you need to stop a sound. For instance the “loop” option will cause the sound to continue playing until the [```stop sound```](scripts/stop_sound.html) script command is run.

![](images/stop_sound.jpg)

Expand Down Expand Up @@ -107,7 +107,7 @@ For more information:

https://www.w3schools.com/html/html5_audio.asp

When using a local audio file in Quest, we need to use [`GetFileURL()`](http://docs.textadventures.co.uk/quest/functions/getfileurl.html) to retrieve our local file's URL.
When using a local audio file in Quest, we need to use [`GetFileURL()`](functions/getfileurl.html) to retrieve our local file's URL.

This will find the correct path to the file, whether we are using the desktop player or the web player.

Expand All @@ -123,7 +123,7 @@ The file "snd effect.ogg" is in my game's main folder.

I also had to add ";*.ogg" to the end of the string attribute `game.publishfileextensions` so Quest would include the file when publishing the game. Otherwise, it would not work because the file would not be present.

For more on the file extensions included in your game, see [A Note on The Publish Process](http://docs.textadventures.co.uk/quest/tutorial/releasing_your_game.html).
For more on the file extensions included in your game, see [A Note on The Publish Process](tutorial/releasing_your_game.html).

To simulate the “Wait for sound to finish before continuing” option when adding sounds to your game via HTML audio elements, follow the link at the end of this document.

Expand All @@ -136,7 +136,7 @@ src = "http://media.textadventures.co.uk/games/1RurGHLuLUqrWdMJh53LTQ/bushcave-e
msg ("<audio src='" + src + "' autoplay>")
```

For more on the maximum upload size, see the last section on [this page](http://docs.textadventures.co.uk/quest/publishing.html).
For more on the maximum upload size, see the last section on [this page](publishing.html).


### Adding Controls
Expand Down Expand Up @@ -176,7 +176,7 @@ Like everything else, there are numerous ways to handle this.
Controlling HTML Audio with JS (Stopping, Pausing, and Playing)
---------------------------------------------------------------

The easiest way to stop a sound would be removing ALL audio tags from the game. This can be handled [using Javascript](http://docs.textadventures.co.uk/quest/using_javascript.html) via `JS.eval()` (NOTE: This will completely remove any HTML audio tags which have been added to the game!).
The easiest way to stop a sound would be removing ALL audio tags from the game. This can be handled [using Javascript](using_javascript.html) via `JS.eval()` (NOTE: This will completely remove any HTML audio tags which have been added to the game!).

```
JS.eval("$('audio').remove();")
Expand Down
8 changes: 4 additions & 4 deletions docs/adding_videos.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@ Copy the video's ID from YouTube.

Paste the ID into the "Play YouTube video" script.

[![animated gif](images/AddingYouTube.gif)](AddingYouTube.gif)
[![animated gif](images/AddingYouTube.gif)](images/AddingYouTube.gif)



Expand Down Expand Up @@ -193,7 +193,7 @@ The most basic example of a video tag:

For more information, see [here](https://www.w3schools.com/html/html5_video.asp).

When using a local video file in Quest, we need to use [`GetFileURL()`](http://docs.textadventures.co.uk/quest/functions/getfileurl.html) to retrieve our local file's URL.
When using a local video file in Quest, we need to use [`GetFileURL()`](functions/getfileurl.html) to retrieve our local file's URL.

This will find the correct path to the file, whether we are using the desktop player or the web player.

Expand All @@ -219,7 +219,7 @@ src = "http://media.textadventures.co.uk/games/SQBeLzc7F0mHVspXyUfbbg/spinning_c
msg ("<video src='" + src + "' autoplay>")
```

For more on the maximum upload size, see the last section on [this page](http://docs.textadventures.co.uk/quest/publishing.html).
For more on the maximum upload size, see the last section on [this page](publishing.html).


### Adding Controls
Expand Down Expand Up @@ -252,7 +252,7 @@ If you choose to loop your video, you will probably need a way to stop it. Like

### Controlling HTML Video with JS (Stopping, Pausing, and Playing)

The easiest way to stop a video would be removing ALL video tags from the game. This can be handled [using Javascript](http://docs.textadventures.co.uk/quest/using_javascript.html) via `JS.eval()` (NOTE: This will completely remove any HTML audio tags you have added to the game!).
The easiest way to stop a video would be removing ALL video tags from the game. This can be handled [using Javascript](using_javascript.html) via `JS.eval()` (NOTE: This will completely remove any HTML audio tags you have added to the game!).

```
JS.eval("$('video').remove();")
Expand Down
8 changes: 4 additions & 4 deletions docs/adult.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ title: What counts as "adult"?

NOTE: _It is important to say that this is my opinion. I curate the Quest program, but I have no control over the `textadventures.co.uk` web site and no control over how games are moderated. This is what I would have as the policy, if it was up to me._

Quest is used in schools, but it is my understanding that games are only available thern if they have been further moderated.
Quest is used in schools, but it is my understanding that games are only available there if they have been further moderated.

My opinion is that text by its nature is much tamer than images, and you can write about stuff that would get a high rating in a movie or graphic game.

Expand All @@ -28,7 +28,7 @@ I am feeling it is the intent. If the player has to kill someone to achieve his

### Including Images

Of course, if you game includes images of sex and violence that takes it up a level. How graphic is? Is there a lot of blood? Can you see genetalia or female nipples? If so it is an adult game. Even more extreme may stop it appearing on `textadventures.co.uk` at all.
Of course, if your game includes images of sex and violence that takes it up a level. How graphic is? Is there a lot of blood? Can you see genitalia or female nipples? If so it is an adult game. Even more extreme may stop it appearing on `textadventures.co.uk` at all.

Remember copyrighted material cannot be used without permission.

Expand All @@ -37,7 +37,7 @@ Remember copyrighted material cannot be used without permission.

Casual mention of drug-taking is fine. In interactive fiction, I would suggest that other characters doing it is fine. However, if the player can do it, and that is either necessary or obvious (follow a link, or told the game allows it), then it is an adult game.

I would include smoking here too, but would be more relaxed about drinking (possibly because I drink, but do noit smoke myself?), and would only consider it adult if it was _about_ drinking, or involves drinking to excess.
I would include smoking here too, but would be more relaxed about drinking (possibly because I drink, but do not smoke myself?), and would only consider it adult if it was _about_ drinking, or involves drinking to excess.

I would probably not consider games that are clearly educational with regards to the risk from drugs to be adult.

Expand All @@ -59,4 +59,4 @@ I would consider anyone under the age of 16 a child. Between 16 and 18 is a bit
Anything involving sex with animals should not even be published on `textadventures.co.uk`.


By animal, I mean any _non-intelligent_ creature. If you have an intelligent unicorn or catgirl, able to understand the consequences and to discuss them, that is fine (as long as she is over 18 of course!).
By animal, I mean any _non-intelligent_ creature. If you have an intelligent unicorn or cat-girl, able to understand the consequences and to discuss them, that is fine (as long as she is over 18 of course!).
2 changes: 1 addition & 1 deletion docs/ask_simple_question.md
Original file line number Diff line number Diff line change
Expand Up @@ -106,7 +106,7 @@ ShowMenu ("What flowers do you want to buy?", options, true) {
MoveObject (lilies, player)
}
case ("Orchids") {
msg ("You buy some orchidsfrom Cindy.")
msg ("You buy some orchids from Cindy.")
MoveObject (orchids, player)
}
}
Expand Down
2 changes: 1 addition & 1 deletion docs/ask_tell.md
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ In play this might look like this:
>
> 'Sure, you need to look in the bedroom.'
This is the most open-ended approach, though in reality that flexibility is an illusion - the player is limited to asking about only the topics you have included, he just does not know it. This is also the major downfall of this method - the player might not guess the subjects you have coded for, and just get frustrated as the character fails to respond to guess after guess. This system is probably best suited to when you have a large number of topics you will include for every character in the game, as a menu will soon get unwieldly, and thematically, it feels right for a mystery.
This is the most open-ended approach, though in reality that flexibility is an illusion - the player is limited to asking about only the topics you have included, he just does not know it. This is also the major downfall of this method - the player might not guess the subjects you have coded for, and just get frustrated as the character fails to respond to guess after guess. This system is probably best suited to when you have a large number of topics you will include for every character in the game, as a menu will soon get unwieldy, and thematically, it feels right for a mystery.

Quest has a tab just for Ask/Tell, making it easy to set up each response (but you need to activate in on the Features tab of the game object).

Expand Down
2 changes: 1 addition & 1 deletion docs/asking_a_question.md
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ Often in a text adventure you want the game to ask an open-ended question of the

The first line just asks the question. Then we see the `get input` command. The block after that gets run only once the player has typed a response. A magic variable called `result` has the text the player typed, so we just need to assign that.

Note that we are setting the "alias" attribute; the "name" attribute cannot be changed during play as Quest uses that to track each object. Note that it makes sure there is a capital at the start. You can then use the text processor to insert the character's nasme in text:
Note that we are setting the "alias" attribute; the "name" attribute cannot be changed during play as Quest uses that to track each object. Note that it makes sure there is a capital at the start. You can then use the text processor to insert the character's name in text:

> 'Hi, {player.alias},' says the oddly-shaped doll.
Expand Down
4 changes: 2 additions & 2 deletions docs/aslx.md
Original file line number Diff line number Diff line change
Expand Up @@ -57,7 +57,7 @@ Libraries
There are two libraries included in this example:

- Core.aslx provides the default Quest functionality, including: showing room descriptions, implementing default verbs such as "take", "drop" and "use", opening and closing containers, and deciding which objects are currently available to the player.
- [English.aslx](guides/translating_quest.html) provides the English text for the built-in default responses, and the names of the verbs whose behaviour is defined in Core.aslx. This means Core.aslx is language-neutral – if you wanted to make a game in German or Spanish, just translate English.aslx and plug it in to your game.
- [English.aslx](translating_quest.html) provides the English text for the built-in default responses, and the names of the verbs whose behaviour is defined in Core.aslx. This means Core.aslx is language-neutral – if you wanted to make a game in German or Spanish, just translate English.aslx and plug it in to your game.

Attributes
----------
Expand Down Expand Up @@ -150,7 +150,7 @@ That said, where possible I would recommend breaking paragraphs into separate `m

### More style options

For more involved styling, you are better using CSS. This can be associatedwith a section of HTML using `span` and `div` elements. Use `span` for a section within a single line, and use `div` for a section that includes several sections.
For more involved styling, you are better using CSS. This can be associated with a section of HTML using `span` and `div` elements. Use `span` for a section within a single line, and use `div` for a section that includes several sections.

Whichever you use, give it a `style` attribute, and use CSS as the value. Here is an example that sets both the foreground and background colour. Note that CSS attributes take a colon between the name and the value, and each pair is separated by a semi-colon (and the US spelling of "color").
```
Expand Down
4 changes: 2 additions & 2 deletions docs/attributes.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,9 @@ layout: index
title: Attributes
---

Attribues help to describe an object to the game world and users of Quest, attributes can be added to an [object](types/object.html) and can be of any type supported by Quest.
Attributes help to describe an object to the game world and users of Quest, attributes can be added to an [object](types/object.html) and can be of any type supported by Quest.

The game code in Quest, that you write, can interogate these attributes on an object and use this information to make things happen. Things like informing the user with some information or causing other objects to change state like a door unlocking.
The game code in Quest, that you write, can interrogate these attributes on an object and use this information to make things happen. Things like informing the user with some information or causing other objects to change state like a door unlocking.

See the [Custom attributes](tutorial/custom_attributes.html) tutorial for more information.

Expand Down
2 changes: 1 addition & 1 deletion docs/attributes/askdefault.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,4 +3,4 @@ layout: index
title: askdefault
---

"askdefault" is a [script](../types/script.html) which is the default script to run when an object is asked about a topic. If none of the topics in the [ask](../ask_attribute.html) scriptdictionary match the player's input, the askdefault script is run.
"askdefault" is a [script](../types/script.html) which is the default script to run when an object is asked about a topic. If none of the topics in the [ask](ask.html) scriptdictionary match the player's input, the askdefault script is run.
2 changes: 1 addition & 1 deletion docs/attributes/clearframe.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,4 +3,4 @@ layout: index
title: clearframe
---

"clearframe" is a [boolean](../types/boolean.html) attribute, which is only relevant if [useframe](useframe.html) is turned on. If clearframe is set to true, if a room does not define a [picture attribute](picture_attribute.html), the static picture frame is cleared for that room. If clearframe is set to false, the previous room's image would remain on the screen.
"clearframe" is a [boolean](../types/boolean.html) attribute, which is only relevant if [useframe](useframe.html) is turned on. If clearframe is set to true, if a room does not define a [picture attribute](picture.html), the static picture frame is cleared for that room. If clearframe is set to false, the previous room's image would remain on the screen.
3 changes: 1 addition & 2 deletions docs/attributes/editor_object.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,5 @@ layout: index
title: editor_object
---

Dummy type used by the Editor so it can distinguish between objects that are intended to be rooms, and objects that are intended to be objects inside rooms.
Used by the Editor so it can distinguish between objects that are intended to be rooms, and objects that are intended to be objects inside rooms.

This dummy type, like [editor\_room](editor_room.html), is removed when the game is published to a .quest file.
4 changes: 1 addition & 3 deletions docs/attributes/editor_room.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,4 @@ layout: index
title: editor_room
---

Dummy type used by the Editor so it can distinguish between objects that are intended to be rooms, and objects that are intended to be objects inside rooms.

This dummy type, like [editor\_object](editor_object.html), is removed when the game is published to a .quest file.
Used by the Editor so it can distinguish between objects that are intended to be rooms, and objects that are intended to be objects inside rooms.
2 changes: 1 addition & 1 deletion docs/attributes/tell.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,4 +5,4 @@ title: tell

"tell" is a [scriptdictionary](../types/scriptdictionary.html). Keys are topics, and values are the scripts to run when the object is told about that topic.

See also [Tutorial: Ask and Tell](../tutorial/more_things_to_do_with_objects.html#Ask_and_Tell), [telldefault](telldefault.html), [ask](../ask_attribute.html).
See also [Tutorial: Ask and Tell](../tutorial/more_things_to_do_with_objects.html#Ask_and_Tell), [telldefault](telldefault.html), [ask](ask.html).
2 changes: 1 addition & 1 deletion docs/changing_templates.md
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ A Dynamic Template is an expression, and the relevant object is passed in to the

Using the object article means that this template can print the correct thing for a singular or plural object, or even a male/female character if you have one that can be taken.

These Dynamic Templates often take advantage of some functions which are defined in the English.aslx library - the [Conjugate](../functions/corelibrary/conjugate.html) and [WriteVerb](../functions/corelibrary/writeverb.html) functions ensure that correct English is written. For example, the AlreadyOpen template is:
These Dynamic Templates often take advantage of some functions which are defined in the English.aslx library - the [Conjugate](functions/corelibrary/conjugate.html) and [WriteVerb](functions/corelibrary/writeverb.html) functions ensure that correct English is written. For example, the AlreadyOpen template is:

WriteVerb(object, "be") + " already open."

Expand Down
2 changes: 1 addition & 1 deletion docs/character_creation.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@ layout: index
title: Character Creation
---

Some text adventures leave the protagonist an empty slate, with no background or even a specific gender. In others, the protagonist is a certain person, and for the course of the game the player assumes the role of someone devised by the author. The third option is to let the player choose - afterall, that is the nature of the genre.
Some text adventures leave the protagonist an empty slate, with no background or even a specific gender. In others, the protagonist is a certain person, and for the course of the game the player assumes the role of someone devised by the author. The third option is to let the player choose - after all, that is the nature of the genre.

To do that in Quest involves setting up a start script on the game object and asking the player a series of questions.

Expand Down
4 changes: 2 additions & 2 deletions docs/clones.md
Original file line number Diff line number Diff line change
Expand Up @@ -69,7 +69,7 @@ Finding and checking for clones

Note that neither of these techniques will flag up the prototype; it is generally best to keep the prototypes somewhere the player will never find them.

Back at the start the "prototype" attribute was mentioned. This will point to the protoype (even if you clone a clone, it will point to the original protortype) on our clones. We can use that to see if an object is a clone of a certain item. In this case, we are testing a object in a local variable called "obj".
Back at the start the "prototype" attribute was mentioned. This will point to the prototype (even if you clone a clone, it will point to the original prototype) on our clones. We can use that to see if an object is a clone of a certain item. In this case, we are testing a object in a local variable called "obj".


```
Expand Down Expand Up @@ -122,7 +122,7 @@ It will clone any item, move it to the given room, then, to give some variety, i

> This is a {random:red:blue:green} hat.
The text processor directive will get processed now, as the item is created, and so its colour will not change each time the player looks at it. The price is also varietied to with 25% of the price of the prototype.
The text processor directive will get processed now, as the item is created, and so its colour will not change each time the player looks at it. The price is also varied within 25% of the price of the prototype.

The next one, `CreateProtectionPotion` is a bit more specialised, but could readily be adapted. It take a single parameter, room. It makes a clone of a specific item, masterpotionprotection, and assigns an element from one of a set of predefined objects too.

Expand Down
Loading

0 comments on commit bab55ad

Please sign in to comment.