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Ensembles
An ensemble is a collection of items that all exist in their own right, and can be handled as individual items, but when together it is more natural to refer to them by the whole. A good example of this would be a suit, which might be made up of trousers, jacket and waistcoat, each of which can be picked up, examined and put on in isolation to the others, but when they are together, it feels more natural to refer to them as a single item, the suit.
Here is an example of just such a suit.
createItem("suit_trousers", WEARABLE(2, ["lower"]), {
loc:"wardrobe",
examine:"The trousers.",
pronouns:PRONOUNS.plural
})
createItem("jacket", WEARABLE(3, ["upper"]), {
loc:"wardrobe",
examine:"The jacket",
})
createItem("waistcoat", WEARABLE(2, ["upper", "lower"]), {
loc:"wardrobe",
examine:"The waistcoat",
})
createEnsemble("suit", [w.suit_trousers, w.jacket, w.waistcoat], {
examine:"A complete suit.",
})
Note that the ensemble must be created after its components, using the createEnsemble
function. It should be sent a name, an array of he components and a dictionary as usual when creating items. Note that you cannot use templates with an ensemble, though you can with the components.
Now when the user looks in her inventory, she will see suit if all three components are there, and the suit can be picked up and dropped as a single item. Note that in the side pane items are listed separately, and items must be put on individually (this may change in the future).
Ensembles are not implemented quite the same as a normal object, which means verbs and name modifiers do not work quite the same; you may discover other differences. They are orientated towards clothing, as that is the use-case I can think of, but can be modified as required.
Tutorial
- First steps
- Rooms and Exits
- Items
- Templates
- Items and rooms again
- More items
- Locks
- Commands
- Complex mechanisms
- Uploading
QuestJS Basics
- General
- Settings
- Attributes for items
- Attributes for rooms
- Attributes for exits
- Naming Items and Rooms
- Restrictions, Messages and Reactions
- Creating objects on the fly
- String Functions
- Random Functions
- Array/List Functions
- The
respond
function - Other Functions
The Text Processor
Commands
- Introduction
- Basic commands (from the tutorial)
- Complex commands
- Example of creating a command (implementing SHOOT GUN AT HENRY)
- More on commands
- Shortcut for commands
- Modifying existing commands
- Custom parser types
- Note on command results
- Meta-Commands
- Neutral language (including alternatives to "you")
- The parser
- Command matching
- Vari-verbs (for verbs that are almost synonyms)
Templates for Items
- Introduction
- Takeable
- Openable
- Container and surface
- Locks and keys
- Wearable
- Furniture
- Button and Switch
- Readable
- Edible
- Vessel (handling liquids)
- Components
- Countable
- Consultable
- Rope
- Construction
- Backscene (walls, etc.)
- Merchandise (including how to create a shop)
- Shiftable (can be pushed from one room to another)
See also:
- Custom templates (and alternatives)
Handing NPCs
- Introduction
- Attributes
- Allowing the player to give commands
- Conversations
- Simple TALK TO
- SAY
- ASK and TELL
- Dynamic conversations with TALK TO
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The User Experience (UI)
The main screen
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The Side Panes
Multi-media (sounds, images, maps, etc.)
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- Youtube Video (Contribution by KV)
- Adding a map
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- Adding a playing board
- Roulette!... in a grid
Dialogue boxes
- Character Creation
- Other example dialogs [See also "User Input"]
Other Elements
- Toolbar (status bar across the top)
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Role-playing Games
- Introduction
- Getting started
- Items
- Characters (and Monsters!)
- Spawning Monsters and Items)
- Systema Naturae
- Who, When and How NPCs Attack
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- Limiting Magic
- Effects
- The Attack Object
- [Extra utility functions](https://github.com/ThePix/QuestJS/wiki/RPG-Library-%E2%80%90-Extra Functions)
- Randomly Generated Dungeon
- Quests for Quest
- User Interface
Web Basics
- HTML (the basic elements of a web page)
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- Regular Expressions
How-to
Time
- Events (and Turnscripts)
- Date and Time (including custom calendars)
- Timed Events (i.e., real time, not game time)
Items
- Phone a Friend
- Using the USE verb
- Display Verbs
- Change Listeners
- Ensembles (grouping items)
- How to spit
Locations
- Large, open areas
- Region,s with sky, walls, etc.
- Dynamic Room Descriptions
- Transit system (lifts/elevators, buses, trains, simple vehicles)
- Rooms split into multiple locations
- Create rooms on the fly
- Handling weather
Exits
- Alternative Directions (eg, port and starboard)
- Destinations, Not Directions
Meta
- Customise Help
- Provide hints
- Include Achievements
- Add comments to your code
-
End The Game (
io.finish
)
Meta: About The Whole Game
- Translate from Quest 5
- Authoring Several Games at Once
- Chaining Several Games Together
- Competition Entry
- Walk-throughs
- Unit testing
- Debugging (trouble-shooting)
Releasing Your Game
Reference
- The Language File
- List of settings
- Scope
- The Output Queue
- Security
- Implementation notes (initialisation order, data structures)
- Files
- Code guidelines
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- UNDO
- The editor
- The Cloak of Darkness
- Versions
- Quest 6 or QuestJS
- The other Folders
- Choose your own adventure