26 Jul 2008 (Release 40)
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*CHANGED. TAB Player dialog window (text mode) now opens in same size as graphic mode game.
*NEW. Action "linkX$" automatically load a database into Player. eg: linkpart2.tab
Useful for multipart games over more than one database.
*NEW. "gfxdir=X$" and "sfxdir=X$" actions. Change picture and sound folders used by TAB.
eg: gfxdir=part2pics
*CHANGED. Any character movements are not now reported when player is in a dark location.
*FIX. The following actions were not working correctly *all* the time:
n1=n2
n2=n1
objn1=objn2
objn2=objn1
charn1=charn2
charn2=charn1
*CHANGED. playmovie display problems fixed. movie can now loop/repeat.
*IMPROVED. Long noun now works for ordinary and character nouns as well as object nouns.
*CHANGED. Video clip/movies are now called by the below actions:
playmovie1FILENAME$ - play a .wmv video clip in picbox1 ONCE only
playmovie2FILENAME$ - play a .wmv video clip in picbox2 ONCE only
loopmovie1FILENAME$ - loop a .wmv video clip in picbox1
loopmovie2FILENAME$ - loop a .wmv video clip in picbox2
Note: Player can press <ESCAPE> key to exit videoclips
*FIX. 'objn2notstatic' condition now works properly
*FIX. 'objn2notcontainer' condition now works properly
*NEW. Some new conditions added:
objn1lit - is object noun 1 a lightsource?
objn2lit
objn1notlit - is object noun 1 not a lightsource?
objn2notlit
litX - is object X a lightsource?
notlitX - is object X not a lightsource?
*NEW. 3 new OPTIONAL Character SPEECH actions are:
"charobjn1mess" - print a Speech Character's response to an object noun 1 'examine' command (uses object examine message text in Object Editor)
"charobjn2mess" - print a Speech Character's response to an object noun 2 'examine' command (uses object examine message text in Object Editor)
In order for the above 2 commands to work in the Character SPEECH Response entries the normal PLAYER object examine message for the object in question must now terminate with a tag:
%endmess%
This tag informs TAB that it signifies the end of the Player object examine text - and that any text below it can be used for if character(s) are commanded to examine an object also.
Example:
Object Message 5:
The hat is a safety hat for protection.%endmess%
Once you have put in this tag, you can begin to type in each characters response to an examine object command....
Each character's individual response must be enclosed within %chX% tags eg:
Object Message 5:
The hat is a safety helmet for protection.%endmess%
%ch1%%speechname% says: "The hat is your size. You should wear it at all times."%ch1%
'rem: you can add comments in between char responses...
%ch2%The %speechnoun% tells you that the hat is made of a strong metal and has a sharp brim.%ch2%
%ch3%Joseph the farmer examines it. "Might be useful", he remarks.%ch3%
etc.. etc..
Maybe you don't want to type in different responses like this for ALL your characters.
You can make them reply with a standard character default reply using the %chdef% tags! eg:
Object Message 5:
The hat is a safety helmet for protection.%endmess%
%ch1%%speechname says: "The hat is your size. You should wear it at all times."%ch1%
'rem: you can add comments in between char responses...
%ch2%The %speechnoun% tells you that the hat is made of strong metal and has a sharp brim.%ch2%
%ch3%Joseph the farmer examines it. "Might be useful.", he remarks.%ch3%
%chdef%%speechname% says: "That hat looks like it fits you. Could be handy.%chdef%
So now for Characters other than 1, 2 or 3 the DEFAULT reply will be output...
Here is the calling entry from Char Response Commands:
[start]examine %objn1%#charpresent%speech%#or_objlocn1=%speechworn%#or_objlocn1=%speechcarr%#or_objlocn1=here[acts]charobjn1mess[end]
If player and char in same room then if the object is here or if char is carrying or holding it then print the Character's individual reply.
'=============
The other new action is similar.
charmsgX - where X is a MESSAGE number. Print Speech Character's response to a command.
Use a blank, spare or unused message for character replies using this action.
Let's say the player types in:
>say to <character>, hello
You decide to use Message 450 to deal with the various Character replies...
Message 450:
command HELLO
This message deals with player saying hello to character.
'REM comments are allowed.
%ch1%%speechname% says: "Hello".%ch1%
%ch2%%speechname% says: "Hello to you as well!"%ch2%
%ch3%%speechname% greets you pleasantly with a courteous nod.%ch3%
%chdef%The %speechnoun% welcomes you with a smile.%chdef%
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Remember to add carriage returns to elements of ordinary messages if you need to
Char Response Command:
[start]hello#charpresent%speech%[acts]charmsg450[end]
You can use random %r% message tags inside of %chX% tags as well. Remember to use correct format for random message elements.
There's an example usage of these commands in "char_command_demo.tab"
http://tab.thinbasic.comcatventure