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Template ‐ CONSTRUCTION
A construction is an item that the player can make during the game. Generally, a construction has a list of items that player needs to make it, and these should be passed to the template as an array of item names.
createItem("paper_funnel", TAKEABLE(), CONSTRUCTION(["sheet_of_paper"]), {
examine:'A funnel, made of paper.',
})
Here is another example. There is no list of components, but a custom "buildPrecheck" checks the player is on the beach instead. The item can also be destroyed. The "buildAtLocation" attribute is set to true
so the item will be placed at the location, not in the player inventory. there is also a custom "msgConstruction".
createItem("sandcastle", CONSTRUCTION(), {
synonyms:['sand castle'],
buildAtLocation:true,
examine:'The sandcastle looks pretty good.',
msgConstruction:"You build sandcastle.",
buildPrecheck:function(options) {
if (this.loc) return falsemsg(lang.construction_already, options)
if (options.loc !== 'beach') return falsemsg("There is no sand to build a sandcastle.")
return true
},
smash:function(options) {
msg("You kick the sandcastle, again and again, until no trace is left.")
delete this.loc
return true
},
})
The system uses the existence of the item's "loc" attribute to decide if the item has been created. That may have implications if you later delete the attribute.
By default the components used to build the item will get destroyed (their "loc" attribute will be deleted). To prevent that, set "destroyComponentsOnBuild" to false
.
QuestJS also has a transform function; I would suggest using that when it is still the same thing. Animating a corpse should use transform, because it is still a corpse; more here.
Tutorial
- First steps
- Rooms and Exits
- Items
- Templates
- Items and rooms again
- More items
- Locks
- Commands
- Complex mechanisms
- Uploading
QuestJS Basics
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- Attributes for items
- Attributes for rooms
- Attributes for exits
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- Restrictions, Messages and Reactions
- Creating objects on the fly
- String Functions
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- 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
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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
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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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- 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
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- Spawning Monsters and Items)
- Systema Naturae
- Who, When and How NPCs Attack
- Attributes for characters
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- 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)
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How-to
Time
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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)
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- UNDO
- The editor
- The Cloak of Darkness
- Versions
- Quest 6 or QuestJS
- The other Folders
- Choose your own adventure