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Fix typos and broken links in docs #1384

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merged 11 commits into from
Jan 18, 2025
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Fix typos in docs (main directory only)
- Run spell-check on every file in the main 'docs' directory
  - Ignore anything code-related, except one instance of 'ListConbine'
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KVonGit committed Jan 18, 2025
commit 750a2909f074089423dac83e3e1142be05d7b962
8 changes: 4 additions & 4 deletions docs/adult.md
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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
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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)
}
}
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2 changes: 1 addition & 1 deletion docs/ask_tell.md
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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).

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2 changes: 1 addition & 1 deletion docs/asking_a_question.md
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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.

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2 changes: 1 addition & 1 deletion docs/aslx.md
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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").
```
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4 changes: 2 additions & 2 deletions docs/attributes.md
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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.

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2 changes: 1 addition & 1 deletion docs/character_creation.md
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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.

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4 changes: 2 additions & 2 deletions docs/clones.md
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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.

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2 changes: 1 addition & 1 deletion docs/codeview.md
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Expand Up @@ -51,4 +51,4 @@ Notepad++ has a spell-checker plugin, DSpellCheck, though it needs to be added t

### Comparing Files

Occasionally you may find you have edited an old version of a file, and you end up with two versions, both have bits you want that is missing from the other. Notepadd++ has a Compare plugin that will show you the two files side by side and will highlight the differences between the two.
Occasionally you may find you have edited an old version of a file, and you end up with two versions, both have bits you want that is missing from the other. Notepad++ has a Compare plugin that will show you the two files side by side and will highlight the differences between the two.
2 changes: 1 addition & 1 deletion docs/command_pane.md
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Expand Up @@ -27,7 +27,7 @@ JS.setCommands ("Look;Wait;Sit", "blue")

Go in game, and test it works!

You can change the commands at any time in your game, just be using the `JS.setCommands` function again. If the player does sit, you might want to have a line in the SIT command like this, so now there will be a "Stand" commmand, and not "Sit":
You can change the commands at any time in your game, just be using the `JS.setCommands` function again. If the player does sit, you might want to have a line in the SIT command like this, so now there will be a "Stand" command, and not "Sit":

```
JS.setCommands ("Look;Wait;Stand", "blue")
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2 changes: 1 addition & 1 deletion docs/commands.md
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Expand Up @@ -84,7 +84,7 @@ Think of a checklist; what do we need to check before allowing the command to wo

1. The player needs a weapon

As Quest will only match an object if it is present, so we do not need to check if the zombie is present, it must be if Quest found it (that may not be the case if you use a [scope](advanced_scope.html), but that is outside this discusson). We can ignore the first one. You may also choose to ignore the last depending on your game, but we will say that a weapon is required.
As Quest will only match an object if it is present, so we do not need to check if the zombie is present, it must be if Quest found it (that may not be the case if you use a [scope](advanced_scope.html), but that is outside this discussion). We can ignore the first one. You may also choose to ignore the last depending on your game, but we will say that a weapon is required.

We then need to flip each item in the list, and add a response. I.e., instead of checking that it is an enemy, we check it is not, and add a response.

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6 changes: 3 additions & 3 deletions docs/competition_entry.md
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Expand Up @@ -7,7 +7,7 @@ Competitions are a good way to reach a wider audience for your Quest adventure,

Probably the most significant Interactive Fiction competition is [IfComp](http://www.ifcomp.org/), run during October each year, and this page is mostly geared towards that. It will not guarantee your game is a winner, but hopefully will improve its ranking to some degree.

I originally wrote this in 2013, and have pdated it slightly. My game The Myothian Falcon was placed 24th in IFComp 2011 (hey, it was high enough to get offered a prize), and I beta-tested three out of the top five games from IFComp 2012, including the winner, so I have at least *some* experience. That said, obviously, this is just my opinion.
I originally wrote this in 2013, and have updated it slightly. My game The Myothian Falcon was placed 24th in IFComp 2011 (hey, it was high enough to get offered a prize), and I beta-tested three out of the top five games from IFComp 2012, including the winner, so I have at least *some* experience. That said, obviously, this is just my opinion.


Starting Out
Expand All @@ -29,7 +29,7 @@ Do not make the puzzles too tricky. With only two hours playing time, if a playe

### Compare to Other Entries

Take a look at some other entries from previous years, and see what works and what does not. See what the standard is. Just as important, read the reviews and see what the judges think worked and what did not. Think if common critisms might also apply to your own work, and modify it accordingly.
Take a look at some other entries from previous years, and see what works and what does not. See what the standard is. Just as important, read the reviews and see what the judges think worked and what did not. Think if common criticisms might also apply to your own work, and modify it accordingly.

Implementation
--------------
Expand Down Expand Up @@ -62,7 +62,7 @@ Unfortunately, it is easy for players to miss feelies; if they play on line, the

Bear in mind that the vast majority of players will be playing on-line, so bear that in mind.

Think carefully what elemenbts of the user interface (UI) you want to include. By default, Quest includes a command line, hyperlinks in the text and the panes on the right. Are they all appropriate to your game?
Think carefully what elements of the user interface (UI) you want to include. By default, Quest includes a command line, hyperlinks in the text and the panes on the right. Are they all appropriate to your game?

Turning off the command bar will make it much easier to build your game, as you very much limit what the player can do, but at the cost of destroying the illusion of freedom for the player. For a traditional game, you might prefer to have only the command line.

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4 changes: 2 additions & 2 deletions docs/complex_commands.md
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Expand Up @@ -150,7 +150,7 @@ The code here has two changes. Condition number 3 now checks the attachable flag
}
// 2. The first object is the cord
else if (not object1 = cord) {
msg("You cannot tie the " + GetDisplayAlias(object1) + " to anytthing.")
msg("You cannot tie the " + GetDisplayAlias(object1) + " to anything.")
}
// 3. The second object is the attachable
else if (not GetBoolean(object2, "attachable")) {
Expand All @@ -173,7 +173,7 @@ Let's ook at another example. Suppose you want to have fire in your game, to all

We will do this with two commands, one to handle BURN PAPER IN FIREPLACE and one to handle BURN PAPER. The trick is that we will call the code in the first command from the second.

Before we get to the commands, you need to give any fire a new attribute "fire", and set it to be a Boolean and true. This will tell Quest this is something objects can be burned on. Then for any object that can be destoyed in the fire, give it an attribute "ashes", and make this a string that can be used for the name (alias) of the ashes, say "ashes of the paper". You could also give the object another attribute "ashes_look" and that will be used for the description of the ashes.
Before we get to the commands, you need to give any fire a new attribute "fire", and set it to be a Boolean and true. This will tell Quest this is something objects can be burned on. Then for any object that can be destroyed in the fire, give it an attribute "ashes", and make this a string that can be used for the name (alias) of the ashes, say "ashes of the paper". You could also give the object another attribute "ashes_look" and that will be used for the description of the ashes.

For the first command give it this pattern:

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4 changes: 2 additions & 2 deletions docs/containers.md
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Expand Up @@ -9,7 +9,7 @@ Containers have been a feature of text adventures from the very early days, and

A container is a type of object, so the first thing to do is to create an object. Let's say we want to create a chest.

To make it a container, go to the _Featurees_ tab of the object, and tick "Container: ...". A new tab will appear; go to the _Container_ tab, and select the type of container that you want.
To make it a container, go to the _Features_ tab of the object, and tick "Container: ...". A new tab will appear; go to the _Container_ tab, and select the type of container that you want.

**Container:** Your basic container. We will look in detail in a moment.

Expand Down Expand Up @@ -123,7 +123,7 @@ The basic principle is straightforward. An `if` command is used to test the cond

### Keeping count

We can use a similar script to track how many items are in the chest, and to react accordingly. In this example, the game finishes when three or more things are put in the chest. The player might put some items in the backpack, and then put the backpack in the chest, so the total could be more than three; this is a good general princple, always check if the player has exceeded a certain amount rather than got a certain amount.
We can use a similar script to track how many items are in the chest, and to react accordingly. In this example, the game finishes when three or more things are put in the chest. The player might put some items in the backpack, and then put the backpack in the chest, so the total could be more than three; this is a good general principle, always check if the player has exceeded a certain amount rather than got a certain amount.

![](images/containercounter.png "A counting container")

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2 changes: 1 addition & 1 deletion docs/display_verbs.md
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Expand Up @@ -52,7 +52,7 @@ Then when the hat is worn:
hat.inventoryverbs = Split("look at;Remove", ";")
```

That will not work if there are potentially other verbs that may or may not be there, and you are better off assign the attribute each time using `ListConbine:
That will not work if there are potentially other verbs that may or may not be there, and you are better off assign the attribute each time using `ListCombine:

```
object.displayverbs = ListCombine(object.displayverbs, Split("Attack"))
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2 changes: 1 addition & 1 deletion docs/full_code_view.md
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@@ -1,6 +1,6 @@
---
layout: index
title: Editiong in Full Code View
title: Editing in Full Code View
---


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