Hi,
Is there a way in 2.0 Harlowe to provide users a search function, where they can type the title of a passage and jump to it? This would also require some sort of identifier (think passwords like in the days of SNES game saves) users can refer to in order to figure out where they are in a story.
Thanks,
Comments
This works if they type in an actual passage name. If they don't (ie. if they type in something that is NOT a passage name) it returns an error.
I don't know how to configure it to do actions upon an error, which would be helpful in this situation, but perhaps someone more experienced can help with that issue.
If their code is wrong then it gives them a default passage.
More sneaky should be an either() with like 3 or 4 lame passages that get picked from at random as a punishment for cheating! Hah. Jk
Perhaps instead simply if misspelled the user could just be redirected back to the passage they were in before?
The user types in the cheat code character name (or the killers) Joe Blow and is redirected to a different character gen screen than normal to enable God mode(or to the police station), or to a 'free' store or whatever. I think I read your post and it got me thinking about it. I don't know anything about Harlow and only looked at code for the first time 3 weeks ago, but I thought it worked well for what I needed it for. Hope it helps in some way.
http://twinery.org/forum/discussion/3193/example-using-user-text-input-for-outcomes#latest
--- I had a link in to redirect back to the "name the killer screen" in case of error.
-thrown
So for example:
(set $location to prompt:"Enter Something")
(if $location contains "word" or contains "word2")[(goto:"Passage")]
(else:)[(goto:"Passage2")]
I'd also leave triggers in passages to set certain variables to true once you visit the passage in question. Then, later on, those triggers might connect into and impact these triggers to enter certain passages.