Skip to content

Template ‐ OPENABLE

ThePix edited this page Dec 6, 2024 · 1 revision

OPENABLE

An openable object is like a container, but in the reverse sense of a surface - it can be opened and closed, but cannot hold something. When using the template, it takes a single Boolean, indicating whether it starts open.

If the item is a container, using the CONTAINER template, not this one.

The only important attribute is "closed". However, you can override the default open and close messages with your own msgOpen and msgClose strings.

createItem("secret_door", OPENABLE(false), {
  loc:"lab",
  scenery:true,
  examine:'The door blends perfectly with the wall.',
  msgOpen:"The door silently opens.",
  msgClose:"The door silently closes, and is hardly noticeable.",
});

Other Attributes

The "openable" attribute will be true.

If the item has "testOpen" or "testClose" attributes, these functions will be run before the item is opened or closed. If it returns false the action is cancelled - the function should give a message saying why. If the item has "afterOpen" or "afterClose" attributes, these functions will be run when the item is successfully opened or closed, after the message is printed. All these functions are sent a diction with "char" set to the character doing it as a parameter.

Locking

If you want to lock your openable item, see here.

Tutorial

QuestJS Basics

The Text Processor

Commands

Templates for Items

See also:

Handing NPCs

The User Experience (UI)

The main screen

The Side Panes

Multi-media (sounds, images, maps, etc.)

Dialogue boxes

Other Elements

Role-playing Games

Web Basics

How-to

Time

Items

Locations

Exits

Meta

Meta: About The Whole Game

Releasing Your Game

Reference

Clone this wiki locally