Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

Do any of you have codes that can circumvent the "take all" or the "get all" commands? I have this but ti doesnt seem to be working?

This issue wasnt a problem for any other situation in the game. I did a brute force solution that fixed the issue

You normally don't have to do anything. What happens behind the scenes is that if you use GET ALL, Adventuron identifies all the objects that are in scope (using is_beside) and attempts to get each of those objects. The action handler for each object is exactly the same as if you had typed them individually. I'd strongly recommend against overriding the default behaviour with :match "TAKE ALL", as this prevents you getting objects that you've dropped that don't have to be bought. If you're having trouble with GET ALL, there may be something wrong with the action handlers for the individual objects. You should check this first.

As an example of how this works in practice, go to the stationery store in 'Igor's Quest' and try GET ALL. You'll get separate messages for each of the objects that needs to be bought. The only downside is that if there is an object that can be taken, I think you get the auto_redescribe and the screen refreshes before you can read all the messages.

The only downside is that if there is an object that can be taken, I think you get the auto_redescribe and the screen refreshes before you can read all the messages.


This should not happen. If it doesh happen then I'd love to see a sample source code that demonstrates this. 


The auto redescribe should only happen once per batch. A get all initiates a batch.

That was a gut feeling. I'm not sure whether I've seen it in practice.

Understood.