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Quick Commands
Most commands are very similar, except for the verb itself, with all the work done in the item. QuestJS offers a short cut to quickly create such commands.
This is somewhat language dependant, so is in lang-en.js
Here is a simple example:
lang.createVerb('Kick')
This gives you a command called "Kick" that will match, for example, KICK MACHINE, and call the "kick" attribute on the item,
Sometime you might want to include other options, these can be added as a dictionary. It you want to add synonyms, include a "words" option, a string with each variation separated by a vertical bar. If the verb has an unusual "ing" form, set the "ing" option. If the item is expected to be held, set "held" to true.
lang.createVerb('Roll', {words:'roll up|roll'})
lang.createVerb('Shake', {ing:'Shaking', held:true})
It the item does not have the right attribute, Quest will give a default message; "Kicking the machine is not going to achieve anything." You can set "defmsg" to a custom string, or set it to true
and Quest will say "The machine is not something you can do that with."
You can create two item commands too, using the form USING (and some variations). The options are generally the same. Note that item2 is assumed to be held - you have no option to change it.
lang.createVerbWith("Slice", {held:true, ing:'Slicing'})
The command in this case will be "SliceWith" but the attribute on item1 will be "slice". This allows you to use the same attribute for both. The function will be passed a dictionary, with "with" set to the second item, if applicable.
createItem("carrot", TAKEABLE(), {
examine:"It's a carrot!",
slice:function(options) {
if (options.with === undefined) {
if (w.knife.loc !== player.name) {
return falsemsg("Going to need a knife to do that.")
}
}
else if (options.with !== w.knife) {
return falsemsg("You can't cut a carrot with {nm:with:the}.", {with:options.with})
}
// do stuff
msg('Done.')
return true
},
})
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
- TALK and DISCUSS
- Following an agenda
- Reactions
- Giving
- Followers
- Visibility
- Changing the player point-of-view
The User Experience (UI)
The main screen
- Basics
- Printing Text Functions
- Special Text Effects
- Output effects (including pausing)
- Hyperlinks
- User Input
The Side Panes
Multi-media (sounds, images, maps, etc.)
- Images
- Sounds
- Youtube Video (Contribution by KV)
- Adding a map
- Node-based maps
- Image-based maps
- Hex maps
- 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)
- Custom UI Elements
Role-playing Games
- Introduction
- Getting started
- Items
- Characters (and Monsters!)
- Spawning Monsters and Items)
- Systema Naturae
- Who, When and How NPCs Attack
- Attributes for characters
- Attacking and guarding
- Communicating monsters
- Skills and Spells
- 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)
- CSS (how to style web pages)
- SVG (scalable vector graphics)
- Colours
- JavaScript
- 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
- Save/load
- UNDO
- The editor
- The Cloak of Darkness
- Versions
- Quest 6 or QuestJS
- The other Folders
- Choose your own adventure