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Tutorial 3 ‐ Items
... Continued from rooms and exits.
Let us create a simple item. You can put this anywhere in data.js or even in code.js, but I recommend putting items directly after the code for location where they start. it makes things easier to find later.
createItem("coin", TAKEABLE(), {
loc:"lounge",
examine: "A gold coin.",
})
We have given it a name, "coin", then given it some default values from TAKEABLE, which allows the player to pick it, then, in our own dictionary, customised it, specifically giving it a location and description. This is about as basic as it gets!
Here are another two items:
createItem("glass_cabinet", CONTAINER(true), {
loc:"lounge",
transparent:true,
examine:"A cabinet with a glass front",
})
createItem("ornate_doll", TAKEABLE(), {
loc:"glass_cabinet",
examine:"A fancy doll, eighteenth century.",
})
The values in a dictionary or array can be arranged on one line or across multiple - whatever is easiest to see (but a string needs to be on a single line). You do not need a comma after the last name-value pair, but it is good to get in the habit of including it, as there will be times you add an extra value and forget it.
Note that the name cannot include spaces, but if you use underscores instead, Quest 6 will automatically give a suitable alias (eg, "glass cabinet"). Names can only include the standard 26 letters (upper or lower case), digits or underscores. If there are any other characters required, set the alias yourself.
The doll's location is the name of the cabinet, not the alias.
These boots use WEARABLE (TAKEABLE is implicit in WEARABLE, so is not required):
createItem("boots", WEARABLE(), {
loc:"lounge",
pronouns:lang.pronouns.plural,
examine:"Some old boots.",
})
They also have the "pronouns" attribute set to the special value lang.pronouns.plural
so Quest will refer to them in the plural.
Here is an NPC item:
createItem("Lara", NPC(true), {
loc:"lounge",
examine:"A normal-sized rabbit.",
})
Note that NPC should be sent true
for a female NPC, false
for male; this will set up the pronouns correctly - but you could override that and set your own value if desired (as with the boots, you could do pronouns:lang.pronouns.plural
for example). As the name starts with a capital letter Quest will take this as a proper noun, so Lara never gets "a" or "the" before her name.
Continues in templates.
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