Adventurer #07
31 января 1998
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Exchange of experience - QUILL editor adventyur - advantages and disadvantages.

<b>Exchange of experience</b> - QUILL editor adventyur - advantages and disadvantages.
     (C) Dr. Laser

     (C) Music: Cardinal / Accept Corp.


   "QUILL" - DOSTOINSTVA AND DISADVANTAGES



     The idea to write your own program
came to me almost simultaneously with
advent of the computer. However, I am very
soon discovered that in order to write a program, you need to 
know how to program. And as the program at the time, I could 
not (and honestly, and now can not), then I just had to dream 
that had such program, which would have been enough

powerful to her could
write a cool game, and at the same time,
simple enough so that I could
her work. While I have not yet
knew that such a program already exists,
but that day and hour when I was about
This know inexorably approaching.

     And finally, it happened! The Journal
"ADVENTURER" N5 I saw a program
entitled "QUILL". I did not have time to think, to understand - 
it just what I dreamed. On the one hand,

It is possible to write a very cool program
(Some of them can be found with
by following the same program, there
"TESTQUILL"), on the other hand, it is so easy to use that on it
can handle any tea (even such
I !!!). For me, the (almost) no difficulty to understand how it 
works, what in no small measure contributed to the very

detailed and clear description, published in the same journal. 
However, one error in it still has: the command logic

"Remove item" is not called REMO, a
REMOVE.

     I would now like to briefly describe
Dignity QUILL 'a comparison with
program of ABS (which I also
have experience, but far nestol good).

      1. In the ABS automatically (on request) can be 
introduced only some numerical data (number of locations, 
facilities, etc. etc.), and the rest entered the program

through, while QUILL automatically entered not just numerical, 
but character data (a description of locations, objects, 
messages, etc.). And automated search procedure, editing, 
delete, save and load data. 

      2. When working on the ABS can only use standard command 
logic while QUILL has 43 teams of logic, which not only 
facilitate the work but also make the process of setting the 
logic more clear and obvious.


      3. The presence in the QUILL 'e test mode, allowing a 
trial Start the game and, if errors are detected,

back into the program and correct them.

      4. The presence in the QUILL 's commands to automate such 
game situations, like displaying the description of location, 
the player's inventory, save / load current game situation, 
etc. 

     Here, perhaps, that's all. However, to
be objective, I must mention
disadvantages QUILL 'and as well as ways to combat them.

      1. In the process of setting the logic you can set the 
program's response GIVEN command, but can not get it to respond 
as required, if the desired command is not filed. 

     Example: You have created at the beginning of the program 
(location 0) menu to display the options which you enter the 
numbers from 1 5. (Here and settlement - the terms of lower 
priority, ce - terms of higher priority)

(Bp): I 1 _
 AT 0 ...

       I 2 _
 AT 0 ... etc.



     But since the users need, there are those who will
attempt to introduce other figures (and even
letters), you would like to do so,
so when you enter any other numbers or
letters Programme Type your message,
explaining that entered is not something that you asked, and, 
after a pause, she returned to the menu. But nothing happens.


     Way to fight: radical with this do nothing (except to make 
changes to native code). However, you can program on the proper 
reaction basic commands of the program, as well as to estimate 
the other most likely options (in this example is a digit

6 to 0).
(Bp) I and _
 AT 0 MESSAGE 22 PAUSE 100 GOTO 0 DESC

       I with _
 AT 0 MESSAGE 22 PAUSE 100 GOTO 0 DESC

       I 6 _
 AT 0 MESSAGE 22 PAUSE 100 GOTO 0 DESC

     etc.

     And all the other teams and other
words, the user can enter,
QUILL he responds its standard
messages. Of course, it will look like
not as spectacular, but still better than
nothing at all.

      2. All commands viewed logic as if it stood between the 
team AND (ii). If you want to ask condition on the basis of OR 
(OR), then you nothing happens.


     Example: Your hero is burning
Torch (subject 2). If he throws it in the
one of the two buildings (locations 1 and 4),
start a fire (post 26). At first
look, there's nothing complicated.
(Bp) I scatter Fake

     AT 1 AT 4 CARRIED 2 DROP 2

     MESSAGE 26

     But you'll quickly see that such
option does not work. And not surprisingly,
because in order to fulfill the condition,
it is necessary that the hero is simultaneously
and in location 1 and location 4, which is impossible.

     Way to fight: radical with this do nothing (except to make 
changes to native code). But you can modify the script to 
location, which may be the same actions,

had adjoining rooms and handle them
with the commands and ATGT ATLT. Change in
our example the number of locations 1 to 3.
(NP) I scatter Fake

     ATGT 2 ATLT CARRIED 5 2 2 DROP

     MESSAGE 26

     If you can not (or do not want)
to do so, you can set the logic
separately for each location.
(NP) I scatter Fake

     CARRIED AT 1 2 2 DROP MESSAGE 1926

        I scatter Fake

     CARRIED AT 4 2 2 DROP MESSAGE 1926

      3. During operation, the logic of commands
"Quit the game" (QUIT) and the "end game"
(END) displays the questions and answers
which must be entered in English.

     Way to fight: radical with this do nothing (except to make 
changes to native code). But you can make their own equivalents 
of commands QUIT and END.


     Example: You have a message 82:
"Want to finish the game? (Y / n)" message
83: "Want to try again? (Y / n)"
and post 84: "To exit from game
Press the "RESET".
(NP) I stop _

     MESSAGE LET 2 March 1982

        I e _

     EQ 1 March 1983 MESSAGE LET April 2

        I n _

     EQ 1 March DESC

        I e _

     EQ April 1 GOTO 0 DESC

        I n _

     EQ April 1 MESSAGE 84 83 MESSAGE LET April 2
(VP) I _ _

     NOTZERO 3 MINUS 1 March

        I _ _

     NOTZERO 4 MINUS 1 April

     If you can not (or do not want)
to do this, is there an easier way: insert before the QUIT 
command and the END Post a hint.


     Example: You have a message: 93
"If you want to answer" yes ", enter" Y ",
And if "no", then "N".
(NP) I stop _

     MESSAGE 93 QUIT SCORE TURNS

     93 END MESSAGE


     Here, perhaps, that's all. Of course, it is
likely that all this has long been known and
not interesting. But I would hope that this information will 
benefit anyone. 






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