Hi,
New update released today.
http://tab.thinbasic.com/
Details below bring up to date:
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ALPHA Version History Change Log
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08 Jan 2009 (Release 4
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*FIX. "say to <char>" typed without any character commands does not now print System Message 84.
(replies to this can be handled explicitly in Character Commands List - see "char_commands_demo.tab")
*FIX. "autoremoveobj" was not checking objects carried value before moving a worn object to player's held inventory.
*NEW. %cap% format tag. Auto-capitalises first letter of first word in text only. Useful for character name text that does not start with a capital letter eg:
"%cap%the black cat"
*FIX. Slight adjustment to turnscount routine.
*NEW formatting code tags:
%he.she.speech% - print "he", "she" or "it" depending on speech character's gender (male, female or "it")
%him.her.speech% - print "him", "her" or "it" depending on speech character's gender (male, female or "it")
%his.her.speech% - print "his", "her" or "its" depending on speech character's gender (male, female or "it")
*NEW Conditions:
charitemscarrX[ >= | <= | <> | > | < | = ] Y
eg: #charitemscarr1< 3#rem: Is character number 1 carrying less than 3 items?
charitemswornX[ >= | <= | <> | > | < | = ] Y
eg: #charitemsworn16> =9#rem: Is character number 16 wearing 9 or more items?
charitemscarrn1[ >= | <= | <> | > | < | = ] Y
eg: #charitemscarrn1< 3#rem: Is character charn1 carrying less than 3 items?
charitemscarrn2[ >= | <= | <> | > | < | = ] Y
eg: #charitemscarrn2< 3#rem: Is character charn2 carrying less than 3 items?
charitemswornn1[ >= | <= | <> | > | < | = ] Y
eg: #charitemswornn1> =9#rem: Is character charn1 wearing 9 or more items?
charitemswornn2[ >= | <= | <> | > | < | = ] Y
eg: #charitemswornn2< 3#rem: Is character charn2 wearing less than 3 items?
You can also use the %speech% formatting suffix for the SPEECH Character eg:
#charitemsworn%speech%<4#rem: Is speech character wearing less than 4 items?
charsamelocX,Y - Are characters X and Y both present in the SAME ROOM?
*NEW Actions:
speech=charn1 - set speech to be number of charn1
speech=charn2 - set speech to be number of charn2
speech=X - set speech to character number X (1-100)
smessX - same as "messX" except only works in Speech Command Responses
scmessX$ - same as "cmessX$" except only works in Speech Command Responses
charcharn1msg - similar to "charobjn1msg". Prints Character n1 examine text
charcharn2msg - similar to "charobjn2msg". Prints Character n2 examine text
*FIX. A blank line is not now output as a result of a Response code entry where no text is actually outputted
*IMPROVED. "charlocX" CONDITION can now be tested against player current room number:
charlocX [ >= | <= | <> | > | < | = ] room
Example: "charloc5=room"
*MODIFIED. F1 input command history reversed and text caret now appears at end of text
*NEW. System Message 86 (previously unused) can be optionally used for an extra reply when Player types in a valid Character Speech Command:
>farmer, go east
The farmer listens to your request.
The farmer travels east.
*NEW. "speechlistoff" ACTION command.
This action turns off Speech Character Command message reporting via "cmess", "mess" and other speech actions that print text - but only if the Speech Character is not in the same location as the Player. In such a situation any actions other than text output will still be carried out by TAB.
*NEW. Implemented "oops" command functionality on current input phrase eg:
>examine tablee
Sorry. I do not understand the word "tablee" as a noun.
>oops table
The table is very ornate and polished.
*FIX. "score", "score+X" and "score-X" actions now update statusbar text pane if followed by a "done" action
*FIX. "presskey" and "keypress" actions scroll behaviour corrected
24 Dec 2008 (REVISED Release 47)
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*FIX. Character Speech Coding error in "char_commands_demo.tab"
*IMPROVED. Quotation marks deleted from input command so that eg: >say to <char>,"hello" would still work.
*NEW. "transcript" ACTION (for use in games with disabled menu)
*MODIFIED. Interaction when commanding characters can now be accomplished via 3 ways:
say <character>, command(s)
say to <character>, commands
<character>, commands
*CHANGED. Changed Font for some Editor textboxes due to reported editing problems
*NEW. An additional new text format command:
The following will operate on valid Character noun1 and/or Character noun 2 words typed by player.
%his.her.n1% - print "his", "her" or "its" depending on Char Noun 1's gender (male, female or "it")
%his.her.n2% - print "his", "her" or "its" depending on Char Noun 2's gender (male, female or "it")
*NEW. <F1> Key now holds last 10 player input commands history which can be scrolled and edited in Input Command textbox.
*NEW "playmovieX$" ACTION
Similar to "playmovie1X$" and "playmovie2X$" except will work in display modes 1 or 2. Plays videoclip in adventure window (which is also resizable during duration of movie) Example: #playmovietest.wmv#
*NEW. 2 new Conditions:
"anycharsroom" - are any characters present in current room?
"anycharsX" - are any characters present in room X?
*NEW. 2 new Actions:
"showobjs" - list objects visible in current room (listing fashion is dependent on "objlistoff" setting)
"showchars" - list characters present in current room (listing fashion is dependent on "charlistoff" setting)
*FIXED. Errant "incflag" messagebox removed
28 Nov 2008 (Release 46.9)
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*FIX. Save/Load Data and Save/Load Game Position updated to fix Character movement problems.
*ADDED. Syntax check for "/" (slash symbol) now present for Character Editor Nouns and Object Editor Nouns.
Functions same way as in Vocabulary.
*NEW. "presskey" action - same as "keypress" action except requires key "C" to be pressed instead of SPACE before continuing with game... System Message 69 (previously unused) now set to read: "Press C to Continue...". This eliminates windows system sound "ding" present in "keypress" action.
22 Nov 2008 (Release 46.
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*FIX. "pattcharX=Y$", "pattcharn1=Y$" and "pattcharn2=Y$" actions were faulty and causing problems in character movement.
19 Nov 2008 (Release 46.7)
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*FIX. "openobjn1", "openobjn2", "closeobjn1", and "closeobjn2" ACTIONS were faulty and not working.
08 Nov 2008 (Release 46.6)
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*FIX. "pattcharX=Y$" ; "pattcharn1=X$" ; "pattcharn2=X$" ACTIONS now working correctly
*FIX. Character(s) moving by movement pattern glitch corrected.
02 Nov 2008 (Release 46.5)
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*FIX. A minor but important deletion word handling fix.
*FIX. The following actions were not taking Player inventory object carryable/weight status into account:
objlocn1=charlocn2
objlocn2=charlocn1
objlocn1=charlocX
objlocn2=charlocX
*FIX. "getall" and "getallplus" actions amended to prevent error occurring.
*CHANGED. Splash Screen close button now exits TAB Player
30 Oct 2008 (Release 46.4)
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*FIX. A bug in Characters moving by walk pattern that was causing TAB to crash.
*FIX. A bug in movement reporting message for Random Characters with prohibited location walk pattern.
28 Oct 2008 (Release 46.3)
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*FIX. A "quit", "restart", "gameover" or dialogmess" action dialog box is no longer skipped/missing after a "More..." text prompt SPACE keypress.
This was still causing trouble and is hopefully now fixed.
27 Oct 2008 (Release 46.2)
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*CHANGED. Turns not incremented if player aborts or replies "no" to a typed QUIT input command
*FIX. A "quit", "restart", "gameover" or dialogmess" action dialog box is no longer skipped/missing after a "More..." text prompt SPACE keypress!
*IMPROVED. System Message 98 changed to support a plural format:
" follows you.| follow you." (note spaces)
Uses the bar/pipe symbol "|" to split text between singular and plural.
If more than one character following the Player then TAB will now print the second version of this message. Text is still customizable.
eg: "Billy the thief and Roger your canine companion follow you."
*CHANGED. Script 2 is now processed AFTER any Character movement reporting.
22 Oct 2008 (Release 46.1)
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*FIXED. "ask" action does not now wrongly process Script2 entries twice
*CHANGED. Turns are not incremented if Player replies "no" or "cancel" to a restart operation or cancels a save game position or load game position operation either from the adventure menubar or as a result of a typed input command.
*REMOVED. Some code testing dialog box now deleted from longŻverb function
*IMPROVED. Characters set to "follow" in the Character Editor can now be accepted with a Start Location of 0.
*IMPROVED. When an object is set as a container the corresponding location text is set to: "Inside of <object noun keyword>." instead of "Inside of Object <object number>"
Regards,
catventure.
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