Verb:find
Instance of: adventurejs.Verb
Defined in: adventure/dictionary/verbs/find.js, line 6
Tutorials: Subscriptions VerbAnatomy VerbProcess ModifyVerbs ModifyVerbs
Todos: find character, find character into thing
Description
> find truffle
You dig through the ground lookig for truffles.
Find doesn't provide any special logic. Authors wanting to make use of it may need to use a method such as verb hooks. See Verb Phases to learn more.
find verb logic
Verb logic falls into a few recognizable patterns. Direction verbs tend to be simple and redirect to tryTravel(). Manipulation verbs test whether one asset is allowed to interact with another asset. Locomotion verbs test the player's current ability to move in a specified way. Many verbs are similar, but no two verbs are identical. Each verb has its quirks. If you would like to learn more about general verb logic, we recommend you see the Verb Anatomy and Verb Process pages. Verb phases and verb actions / reactions offer various hooks to customize verb behavior. If you find that you want still more flexibility, you may want to investigate the modifyVerb method, which lets you replace entire blocks of verb code. You can also write verbs from scratch if you're so inclined. See Modify Verbs for a complete list of verb modification methods.
The following sections provide information that is specific to the verb find, though they include many features which are common to most verbs.
- Verb Subscriptions enable
findto act on specific assets, and provide a collection of properties for customizing those interactions. - Sentence Structures help filter player input by defining what sentence structures
findcan handle. - Verb Phrases describe the direct and indirect objects that
findcan handle. - Verb Phase Hooks offer a broad method for authors to hook into default logic and override it with custom code.
- Verb Action Hooks offer a surgical method for authors to hook into
find's default logic and inject custom code. - Verb Reaction Hooks are like verb actions, but occur as secondary effects of successfully applying
find. - Verb Params contain properties that are distinct to
find. Not all verbs have params. - Verb Methods lists the methods that
findinherits from the Verb class. - Verb Properties lists the properties that
findinherits from the Verb class.
find subscriptions
An asset must be subscribed to a verb for that verb to act upon that asset (with some exceptions). Though verbs are universal, each asset's verb subscriptions are distinct objects that can be used to customize how a given verb interacts with a given asset. To say it another way, a verb subscription is a collection of properties that defines how a verb should be applied to an asset; which allow authors to override a verb's default behaviors on a per-asset basis.
It's important to note that verb subscriptions need to be declared as direct or indirect, depending on whether the asset will be used as a direct object or indirect object. In the case of "unlock lock with key", the lock is the direct object and the key is the indirect object, and each asset needs to be subscribed to unlock in the appropriate way. (It's allowed, and a common pattern, to subscribe assets directly and indirectly to the same verb.)
Expand for example
MyGame.createAsset({
class: "Lock",
name: "lock",
dov: { unlock: true },
});
MyGame.createAsset({
class: "Key",
name: "key",
iov: { unlock: true },
});
As shown in the above example, dov: { unlock: true } is the minimum that is required to subscribe an asset to a verb. However, verb subscriptions have many properties that can be used to customize how this verb is applied to this asset. (Setting any property eliminates the need to set verb: true. ) Below is a list of verb subscription properties that authors may find useful.
-
automatically
{Boolean}
Allows for some verbs to be performed automatically if context calls for
it; for example, when unlocking a door in order to pass through it. An asset's verb subscription setting takes precedence over game settings.
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { automatically: true } }, }); -
automatically_after_use
{Boolean}
This sets it so that a verb can only be applied automatically after a
player has already used it manually. This is to prevent automatic use of
tools from breaking puzzles. For example, imagine one door with many keys
but only one that works; if choosing the right key is part of the puzzle,
this option prevents players from simply saying "unlock door" and having
the right key automatically selected for them. When setting
automatically_after_useto true you don't also have to setautomatically.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { automatically_after_use: true } }, }); -
enabled
{Boolean}
Verb subscriptions are enabled by default, but can be disabled manually.
Temporarily disabling a verb subscription can be a useful method for
controlling an asset. For example, you might disable
openfor a door that needs another action to be completed before it can be opened.Individual verb subscriptions can be enabled / disabled viaExpand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { enabled: true } }, });asset.setDOV(verbname)andasset.unsetDOV(verbname). -
on_success
{String|Array|Function}
If this property returns a string, the string will be appended to the
verb's default success message. Though a string is expected, this property
is handled by
getStringArrayFunction().
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { on_success: "You find the universal widget. " } }, }); -
on_first_success
{String|Array|Function}
If this property returns a string, the string will be appended to the
verb's default success message the first time it is applied to this asset.
Though a string is expected, this property is handled by
getStringArrayFunction().
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { on_first_success: "You find the universal widget for the first time. " } }, }); -
on_failure
{String|Array|Function}
If this property returns a string, the string will be appended to the
verb's default failure message. Though a string is expected, this property
is handled by
getStringArrayFunction().
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { on_failure: "You failed to find the universal widget. " } }, }); -
on_first_failure
{String|Array|Function}
If this property returns a string, the string will be appended to the
verb's default failure message the first time it is applied to this asset.
Though a string is expected, this property is handled by
getStringArrayFunction().
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { on_first_failure: "You failed to find the universal widget this first time. " } }, }); -
once
{Boolean}
if true, the verb can only be applied once to the asset. The verb
subscription will be disabled after use. No special message will be printed, but subsequent attempts to use the verb on this asset will explain why it can't be used again.
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { once: true } }, }); -
then_destroy
{Boolean}
If this property is true, the asset will be destroyed after the verb is
applied.
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { then_destroy: true } }, }); -
on_destroy
{String|Array|Function}
If this property returns a string, the asset will be destroyed after the
verb is applied, and the string will be appended to the verb's success
message. Though a string is expected, this property is handled by
getStringArrayFunction().
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { then_destroy: true, on_destroy: "The widget is destroyed!" } }, }); -
with_anything
{Boolean}
Pertains only to indirect objects. If true, this asset can be used as an indirect object of this verb with any direct object.
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", iov: { find: { with_anything: true } }, }); -
with_assets
{Boolean}
Use to specify particular assets that can interact with this one using the given verb. For example "unlock door with key" where the specified key is the only asset that can unlock door. This works distinctly for direct and indirect verb subscriptions. So, for instance, in "unlock door with key", the door might have a direct object subscription, while the key has an indirect object description.
Expand for example
MyGame.createAsset({ class: "Door", name: "gold door", dov: { unlock: { with_assets: [ "gold key" ] } }, }); MyGame.createAsset({ class: "Key", name: "gold key", iov: { unlock: { with_assets: [ "gold door" ] } }, }); -
with_classes
{Array}
Use to specify particular classes that can interact with this asset using the given verb. For example "unlock door with skeleton key" where any instance of the class SkeletonKey can unlock door. This works distinctly for direct and indirect verb subscriptions. So, for instance, in "unlock door with skeleton key", the door might have a direct object subscription, while the key has an indirect object description.
Expand for example
MyGame.createAsset({ class: "Door", name: "red door", dov: { unlock: { with_classes: [ "SkeletonKey" ] } }, }); MyGame.createAsset({ class: "SkeletonKey", name: "skeleton key", iov: { unlock: { with_classes: [ "Door", "Chest" ] } }, }); -
with_nothing
{Array}
Pertains only to direct objects. If true, the specified verb can be applied to the direct object without the use of any indirect object.
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { with_nothing: true } }, }); -
with_params
{Object}
Used to contain a set of parameters that are specific to this particular verb. For example, plugIn includes
with_params.max_connectionsfor setting limits on how many other assets this asset can be plugged into. See the with_params section on this page to learn more aboutfind's parameters.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { with_params: { find_property: value } } }, }); -
with_prepositions
{Array}
Use to limit the prepositions that can be used with this asset. For
instance: "knock over umbrella stand" might fail with a message of "you
can't knock over the umbrella stand"; setting
umbrella_stand.dov.knock.with_prepositions = ["over"]will allow the action to succeed.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { with_prepositions: [ "through", "over" ] } }, }); -
doBeforeTry
{Function}
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more about
find's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { doBeforeTry: function (e) { console.log("find.doBeforeTry"); }, } }, }); -
doAfterTry
{Function}
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more about
find's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { doAfterTry: function (e) { console.log("find.doAfterTry"); }, } }, }); -
doBeforeSuccess
{Function}
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more about
find's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { doBeforeSuccess: function (e) { console.log("find.doBeforeSuccess"); }, } }, }); -
doAfterSuccess
{Function}
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more about
find's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { find: { doAfterSuccess: function (e) { console.log("find.doAfterSuccess"); }, } }, });
Notes
- To learn more about working with verb subscriptions, see Verb Subscriptions.
- These are most, but not all, of the properties of a verb subscription. For full reference, see the VerbSubscription class.
find sentence structures
accepts_structures: [
"verb noun",
"verb noun preposition noun"
]
The parser uses multiple filtering methods to try to channel player input into useable tokens. Sentence structures are defined for each verb in order to narrow down the input that the verb can handle. For example, the verb "hit" might accept "verb noun" as in "hit troll", or "verb noun preposition noun" as in "hit troll with sword", whereas an intransitive verb like "jump" might accept "verb" as a complete sentence. Input that isn't accepted will return a warning to the player.
A note about adverbs: though the parser does handle some adverbs, such as "carefully examine tiara" and "turn left", it excludes them from consideration in sentence structures. Due to the slipperyness of the English language, an adverb can appear in multiple positions in a sentence while still describing the same verb, which presents enough possible word combinations to make sentence structures less useful as a filtering tool. Instead, the parser puts adverbs aside and handles them separately.
Notes
- It is possible for authors to modify a verb's structures through the use of modifyVerb.
- To learn more about modifying verbs, see Modify Verbs.
find phrases
phrase1:
{
accepts_noun: true,
noun_must_be:
{
known: true,
},
},phrase2:
{
accepts_noun: true,
noun_must_be:
{
known: true,
},
accepts_preposition: true,
requires_preposition: true,
},
The AdventureJS parser uses multiple filtering methods to try to interpret player input. A verb's phrases may consist of a noun and/or a preposition. Whether any noun is defined as a direct or indirect object is up to that verb's unique logic. Each verb defines a unique set of phrases depending on what its logic can handle. Verbs may handle zero, one, two, or three nouns. The nested noun_must_be object sets conditional qualifiers to help narrow down assets that the verb might act upon. Input that isn't accepted will return a warning to the player.
Notes
- It is possible for authors to modify a verb's phrases through the use of modifyVerb.
- To see a list of properties that can be set for phrases, see the Phrase class.
- To see a list of properties that can be set for phrase.noun_must_be, see the NounMustBe class.
- To learn more about modifying verbs, see Modify Verbs.
find phase hooks
Verb phase hooks let authors override verb subscriptions for specific assets when find is applied to them. This is a broad method for customizing verb/noun interactions on a per-asset basis. For example, an author might supply completely different logic for "throw feather" vs "throw baseball" vs "throw anvil".
When find.do() is called, it attempts to run a sequence of methods, or phases, as listed below. The four hooks have no default logic of their own but provide methods to inject custom code at any point in the life cycle of the verb action. See below for examples of how to use verb phases for find.
do
doBeforeTry hook
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
find: {
doBeforeTry: function( params )
{
let msg = `You're about to try to find ${this.article_name}. `;
this.game.print(msg);
return;
},
},
},
});
doTry handles logic to determine if find can be applied
doAfterTry hook
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
find: {
doAfterTry: function( params )
{
let msg = `You just tried to find ${this.article_name}! `;
this.game.print(msg);
return;
},
},
},
});
doBeforeSuccess hook
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
find: {
doBeforeSuccess: function( params )
{
let msg = `You're about to succeed in performing find on ${this.article_name}. `;
this.game.print(msg);
return;
},
},
},
});
doSuccess handles state changes and printing messages
doAfterSuccess hook
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
find: {
doAfterSuccess: function( params )
{
let msg = `You succeeded in performing find on ${this.article_name}. `;
this.game.print(msg);
return;
},
},
},
});
Expand for example
Assets must have separate direct and indirect verb subscriptions. Consider this singing sword, which is directly subscribed to the verb "take". We want our game to print a custom message when the player tries to take the sword, and a different message when the player succeeds in taking it.
MyGame.createAsset({
class: "Sword",
name: "singing sword",
dov: {
take:
{
doAfterTry: function()
{
let msg = "The sword begins to vibrate as your hand curls around its haft. ";
MyGame.print( msg );
},
doAfterSuccess: function()
{
let msg = "The sword bursts into song in your hand. ";
MyGame.print( msg );
},
},
},
});
Now consider this stone, which is indirectly subscribed to "remove". We want to print messages when the sword is removed from it, so we'll hook into the stone's indirect object subscription. We could put this code on either object. A case like this comes down to author's choice.
MyGame.createAsset({
class: "Thing",
name: "stone",
iov: {
remove:
{
doBeforeTry: function()
{
let msg = "Will the stone judge you worthy enough to remove the sword? "
MyGame.print( msg );
},
doAfterSuccess: function()
{
let msg = "With the sword removed, the stone bursts into rubble! ";
MyGame.print( msg );
this.destroy();
},
},
},
});
Notes
- To learn more, see verb phase hooks.
- Verb phase hooks are similar to, but distinct from, verb action hooks and verb reaction hooks, which offer more surgical hooks.
find action hooks
Every asset referred to in the turn's input is checked for verb action hooks. These hooks allow authors to inject custom code or print custom text during verb operations. There are two distinct approaches to defining verb actions, designed to accommodate different levels of scripting experience. Authors may use whichever approach they find most comfortable. For more details, see Action Hooks.
-
Simple approach: Define string properties such as
asset.do_find. If AdventureJS finds a string, it prints it instead of the default output for that turn. This option is best for authors who want to customize output without writing code. -
Advanced approach: Define method properties such as
asset.doFind(). If a method is found, it is called with a parameter object containing any relevant assets from the input (e.g.,asset.doFind({asset1,asset2})). The author may use or ignore these parameters. This approach offers complete control over the turn’s outcome: authors can add conditional logic, force success or failure, or revise the default output.
String properties
Expand any item to see code examples.
try_find_this
Called on This asset in a phrase such as "find this". Since no indirect object is given, we treat the player character as an indirect object.
-
In this example, we set the value of the top level object key to a string. This variation results in the same response regardless of which player character uses the verb.
MyGame.createAsset({ class: "Thing", name: "Thing One", try_find_this: "Found custom string at thing_one.try_find_this", }); -
In this example, we use the name of a player character asset as a nested object key. This variation results in a singular response only when that particular player character uses the verb on this asset.
MyGame.createAsset({ class: "Thing", name: "Thing One", try_find_this: { "Player Two": "Found custom string at thing_one.try_find_this['Player Two']", }, });
do_find_this
Called on This asset in a phrase such as "find this". Since no indirect object is given, we treat the player character as an indirect object.
-
In this example, we set the value of the top level object key to a string. This variation results in the same response regardless of which player character uses the verb.
MyGame.createAsset({ class: "Thing", name: "Thing One", do_find_this: "Found custom string at thing_one.do_find_this", }); -
In this example, we use the name of a player character asset as a nested object key. This variation results in a singular response only when that particular player character uses the verb on this asset.
MyGame.createAsset({ class: "Thing", name: "Thing One", do_find_this: { "Player Two": "Found custom string at thing_one.do_find_this['Player Two']", }, });
try_find_this_preposition_that
Called on This asset in a phrase such as "find this with that", where This is the direct object and That is the indirect object.
try_find_this_preposition_that mirrors try_find_that_preposition_this. One is called on a direct object; the other on an indirect object. These are equivalent, and you may place code on whichever asset makes sense to you.
This example uses "with" as the preposition, but any preposition can set a unique response.
-
In this example, we set the value of the top level object key to a string. This variation results in the same response regardless of what
Thatasset is.MyGame.createAsset({ class: "Thing", name: "Thing One", try_find_this_with_that: "Found custom string at thing_one.try_find_this_with_that", }); -
In this example, we use the name of an asset as a nested object key. This variation results in a singular response for
Thatparticular asset.MyGame.createAsset({ class: "Thing", name: "Thing One", try_find_this_with_that: { "Thing Two": "Found custom string at thing_one.try_find_this_with_that['Thing Two']", }, });
do_find_this_preposition_that
Called on This asset in a phrase such as "find this with that", where This is the direct object and That is the indirect object.
do_find_this_preposition_that mirrors do_find_that_preposition_this. One is called on a direct object; the other on an indirect object. These are equivalent, and you may place code on whichever asset makes sense to you.
This example uses "with" as the preposition, but any preposition can set a unique response.
-
In this example, we set the value of the top level object key to a string. This variation results in the same response regardless of what
Thatasset is.MyGame.createAsset({ class: "Thing", name: "Thing One", do_find_this_with_that: "Found custom string at thing_one.do_find_this_with_that", }); -
In this example, we use the name of an asset as a nested object key. This variation results in a singular response for
Thatparticular asset.MyGame.createAsset({ class: "Thing", name: "Thing One", do_find_this_with_that: { "Thing Two": "Found custom string at thing_one.do_find_this_with_that['Thing Two']", }, });
try_find_that_preposition_this
Called on That asset in a phrase such as "find this with that", where That is the indirect object and This is the direct object.
try_find_that_preposition_this mirrors try_find_this_preposition_that. One is called on an indirect object; the other on a direct object. These are equivalent, and you may place code on whichever asset makes sense to you.
This example uses "with" as the preposition, but any preposition can set a unique response.
-
In this example, we set the value of the top level object key to a string. This variation results in the same response regardless of what
Thisasset is.MyGame.createAsset({ class: "Thing", name: "Thing Two", try_find_that_with_this: "Found custom string at thing_two.try_find_that_with_this", }); -
In this example, we use the name of an asset as a nested object key. This variation results in a singular response for
Thisparticular asset.MyGame.createAsset({ class: "Thing", name: "Thing Two", try_find_that_with_this: { "Thing One": "Found custom string at thing_two.try_find_that_with_this['Thing One']", }, });
do_find_that_preposition_this
Called on That asset in a phrase such as "find this with that", where That is the indirect object and This is the direct object.
do_find_that_preposition_this mirrors do_find_this_preposition_that. One is called on an indirect object; the other on a direct object. These are equivalent, and you may place code on whichever asset makes sense to you.
This example uses "with" as the preposition, but any preposition can set a unique response.
-
In this example, we set the value of the top level object key to a string. This variation results in the same response regardless of what
Thisasset is.MyGame.createAsset({ class: "Thing", name: "Thing Two", do_find_that_with_this: "Found custom string at thing_two.do_find_that_with_this", }); -
In this example, we use the name of an asset as a nested object key. This variation results in a singular response for
Thisparticular asset.MyGame.createAsset({ class: "Thing", name: "Thing Two", do_find_that_with_this: { "Thing One": "Found custom string at thing_two.do_find_that_with_this['Thing One']", }, });
Method properties
Expand any item to see code examples. Methods are called with a parameter object in the form of action({asset1, asset2, params}) which authors may use or ignore.
tryFindThis
Called on This asset in a phrase such as "find this". Since no indirect object is given, we treat the player character as an indirect object.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of which player character uses the verb.
MyGame.createAsset({ class: "Thing", name: "Thing One", tryFindThis: function () { let msg = "Found custom method at thing_one.tryFindThis()"; MyGame.print(msg); }, }); -
To limit the method to act only on a certain asset, change the value of
tryFindThisfrom a method to an object, use the asset's name as a key on the object, and set that key's value to a method instead.MyGame.createAsset({ class: "Thing", name: "Thing One", tryFindThis: { "Player Two": function () { let msg = "Found custom method at thing_one.tryFindThis['Player Two']()"; MyGame.print(msg); }, }, }); -
Finally, in this example, we apply per-asset logic based on the value of asset1, which is available via our passed parameter. In this particular verb action, asset1 is the player character, because we've treated it as the indirect object in absence of a player specified object.
MyGame.createAsset({ class: "Thing", name: "Thing One", tryFindThis: function ({asset1}) { switch (asset1.name) { case "Player Two": let msg = "Found custom method at thing_one.tryFindThis('Player Two')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
doFindThis
Called on This asset in a phrase such as "find this".
Since no indirect object is given, we treat the player character as an indirect object.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of which player character uses the verb.
MyGame.createAsset({ class: "Thing", name: "Thing One", doFindThis: function () { let msg = "Found custom method at thing_one.doFindThis()"; MyGame.print(msg); }, }); -
To limit the method to act only on a certain asset, change the value of
doFindThisfrom a method to an object, use the asset's name as a key on the object, and set that key's value to a method instead.MyGame.createAsset({ class: "Thing", name: "Thing One", doFindThis: { "Player Two": function () { let msg = "Found custom method at thing_one.doFindThis['Player Two']()"; MyGame.print(msg); }, }, }); -
Finally, in this example, we apply per-asset logic based on the value of asset1, which is available via our passed parameter. In this particular verb action, asset1 is the player character, because we've treated it as the indirect object in absence of a player specified object.
MyGame.createAsset({ class: "Thing", name: "Thing One", doFindThis: function ({asset1}) { switch (asset1.name) { case "Player Two": let msg = "Found custom method at thing_one.doFindThis('Player Two')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
tryFindThisPrepositionThat
Called on This asset in a phrase such as "find this with that", where This is the direct object and That is the indirect object.
tryFindThisPrepositionThat mirrors tryFindThatPrepositionThis. One is called on a direct object; the other on an indirect object. These are equivalent, and you may place code on whichever asset makes sense to you.
This example uses "with" as the preposition, but any preposition can set a unique response.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
Thatasset is.MyGame.createAsset({ class: "Thing", name: "Thing One", tryFindThisWithThat: function () { let msg = "Found custom method at thing_one.tryFindThisWithThat()"; MyGame.print(msg); }, }); -
To limit the method to act only on a certain asset, change the value of
tryFindThisPrepositionThatfrom a method to an object, use the asset's name as a key on the object, and set that key's value to a method instead.MyGame.createAsset({ class: "Thing", name: "Thing One", tryFindThisWithThat: { "Thing Two": function (params) { let msg = "Found custom method at thing_one.tryFindThisWithThat['Second Thing']()"; MyGame.print(msg); } }, }); -
Finally, in this example, we apply per-asset logic based on the value of asset1, which is available via our passed parameter. In this verb action, asset1 is the second noun.
MyGame.createAsset({ class: "Thing", name: "Thing One", tryFindThisWithThat: function ({asset1}) { switch (asset1.name) { case "Thing Two": let msg = "Found custom method at thing_one.tryFindThisWithThat('Second Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
doFindThisPrepositionThat
Called on This asset in a phrase such as "find this with that", where This is the direct object and That is the indirect object.
doFindThisPrepositionThat mirrors doFindThatPrepositionThis. One is called on a direct object; the other on an indirect object. These are equivalent, and you may place code on whichever asset makes sense to you.
This example uses "with" as the preposition, but any preposition can set a unique response.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
Thatasset is.MyGame.createAsset({ class: "Thing", name: "Thing One", doFindThisWithThat: function () { let msg = "Found custom method at thing_one.doFindThisWithThat()"; MyGame.print(msg); }, }); -
To limit the method to act only on a certain asset, change the value of
doFindThisPrepositionThatfrom a method to an object, use the asset's name as a key on the object, and set that key's value to a method instead.MyGame.createAsset({ class: "Thing", name: "Thing One", doFindThisWithThat: { "Thing Two": function (params) { let msg = "Found custom method at thing_one.doFindThisWithThat['Second Thing']()"; MyGame.print(msg); } }, }); -
Finally, in this example, we apply per-asset logic based on the value of asset1, which is available via our passed parameter. In this verb action, asset1 is the second noun.
MyGame.createAsset({ class: "Thing", name: "Thing One", doFindThisWithThat: function ({asset1}) { switch (asset1.name) { case "Thing Two": let msg = "Found custom method at thing_one.doFindThisWithThat('Second Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
tryFindThatPrepositionThis
Called on That asset in a phrase such as "find this with that", where That is the indirect object and This is the direct object.
tryFindThatPrepositionThis mirrors tryFindThisPrepositionThat. One is called on an indirect object; the other on a direct object. These are equivalent, and you may place code on whichever asset makes sense to you.
This example uses "with" as the preposition, but any preposition can set a unique response.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
Thatasset is.MyGame.createAsset({ class: "Thing", name: "Thing Two", tryFindThatWithThis: function () { let msg = "Found custom method at thing_two.tryFindThatWithThis()"; MyGame.print(msg); }, }); -
To limit the method to act only on a certain asset, change the value of
tryFindThatPrepositionThisfrom a method to an object, use the asset's name as a key on the object, and set that key's value to a method instead.MyGame.createAsset({ class: "Thing", name: "Thing Two", tryFindThatWithThis: { "Thing One": function (params) { let msg = "Found custom method at thing_two.tryFindThatWithThis['First Thing']()"; MyGame.print(msg); } }, }); -
Finally, in this example, we apply per-asset logic based on the value of asset1, which is available via our passed parameter. In this verb action, asset1 is the second noun.
MyGame.createAsset({ class: "Thing", name: "Thing Two", tryFindThatWithThis: function ({asset1}) { switch (asset1.name) { case "Thing One": let msg = "Found custom method at thing_two.tryFindThatWithThis('First Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
doFindThatPrepositionThis
Called on That asset in a phrase such as "find this with that", where That is the indirect object and This is the direct object.
doFindThatPrepositionThis mirrors doFindThisPrepositionThat. One is called on an indirect object; the other on a direct object. These are equivalent, and you may place code on whichever asset makes sense to you.
This example uses "with" as the preposition, but any preposition can set a unique response.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
Thatasset is.MyGame.createAsset({ class: "Thing", name: "Thing Two", doFindThatWithThis: function () { let msg = "Found custom method at thing_two.doFindThatWithThis()"; MyGame.print(msg); }, }); -
To limit the method to act only on a certain asset, change the value of
doFindThatPrepositionThisfrom a method to an object, use the asset's name as a key on the object, and set that key's value to a method instead.MyGame.createAsset({ class: "Thing", name: "Thing Two", doFindThatWithThis: { "Thing One": function (params) { let msg = "Found custom method at thing_two.doFindThatWithThis['First Thing']()"; MyGame.print(msg); } }, }); -
Finally, in this example, we apply per-asset logic based on the value of asset1, which is available via our passed parameter. In this verb action, asset1 is the second noun.
MyGame.createAsset({ class: "Thing", name: "Thing Two", doFindThatWithThis: function ({asset1}) { switch (asset1.name) { case "Thing One": let msg = "Found custom method at thing_two.doFindThatWithThis('First Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
Notes
- Verb action hooks are specific to their particular verb.
- Which verb action hooks are called depends on the structure of the player's input. Hooks are checked for every asset in the input, including the player character. Which hooks are called depends on the sentence structure of the player's input:
-
Single-object input (e.g., "find this"): The hook is called on
Thisasset. Since no indirect object is specified, the player character is treated as an indirect object. -
Multiple-object input (e.g., "find this with that"): The hook is called depending on the object’s role in the phrase.
do_find_this_preposition_thatruns onThisdirect object, whiledo_find_that_preposition_thisruns onThatindirect object. These are equivalent, and you may place code on whichever asset makes sense to you. Any preposition can be used to define a unique response, for examplefind withvsfind on. -
Sentence structures are commonly mutated during the doTry verb phase, so
tryanddomay act on different sentence structures. -
Verb actions are extremely granular and depend on specific combinations of assets and prepositions. Verb actions are called during a verb's doTry and doSuccess phases, which lets them override a verb's operations. Use them if you want to customize output for specific inputs, but beware of that granularity. Consider
doTake(): it's called when a player takes an asset, so you might want to hook into that; but many other verbs may also move the asset into the player. If you want to catch any method that moves an asset into the player, you may find thedo_move_this_to_thatverb reaction more broadly applicable. - By default, string properties override a turn's output, but they can also be set to append or prepend the turn's default output. See verb action hooks for more information.
- Verb reaction hooks are functionally the same as action hooks. The only difference is that reaction hooks are not specific to any verb.
- Verb phase hooks are a different form of hook that allows authors to override entire verb phases.
find reaction hooks
Every asset affected by the turn is checked for verb reaction hooks. These hooks allow authors to inject custom code or print custom text during verb operations. There are two distinct approaches to defining verb reactions, designed to accommodate different levels of scripting experience. Authors may use whichever approach they find most comfortable. See verb reaction hooks for details.
-
Simple approach: Define string properties (e.g.,
asset.do_move_this_to_that). If AdventureJS finds a string, it prints it instead of the default output for that turn. This option is best for authors who want to customize output without writing code. -
Advanced approach: Define method properties (e.g.,
asset.doMoveThisToThat()). If a method is found, it is called with a parameter object containing any relevant assets from the input (e.g.,asset.doMoveThisToThat({asset1})). The author may use or ignore these parameters. This approach offers complete control over the turn’s outcome: authors can add conditional logic, force success or failure, or revise the default output.
String properties
Expand any item to see code examples. By default, string properties override a turn's output, but they can also be set to append or prepend output.
No verb reactions listed for find
Method properties
Expand any item to see code examples. All methods are called with a parameter object in the form of asset.reaction({asset1, asset2, params}) which authors may use or ignore.
No verb reactions listed for find
Notes
- See verb reaction hooks for more details.
- Reaction hooks aren't specific to any particular verb.
-
Verb reactions fire at the end of a turn after the verb's doSuccess phase. Many verbs may call the same reactions. For instance, any verb that moves an asset into the player calls
do_move_this_to_that. This makes them more broadly applicable than verb actions and lets you customize the turn's output regardless of what verb is used. - Verb action hooks work the same way as reaction hooks, but are specific to their particular verb.
- Verb phase hooks are a different form of hook that allows authors to override entire verb phases.
find params
Some verbs may have custom params. When an asset subscribes to such a verb, the verb's params are mirrored in the asset's verb subscription, where they are unique to that asset. To put it another way: while each verb may have a unique set of params, each asset may have its own customized version of those params.
with_params: {},
For example, consider this setting of the verb plugIn:
MyGame.dictionary.verbs.plugIn.with_params.max_connections = 1
By default, assets that can be plugged in will take this setting and can only be plugged in to one other asset. Now imagine that an author wants to create a power cord that needs to be plugged in to both a computer and an outlet. The author can achieve that by customizing the cord's subscription to plugIn.
Expand for example
MyGame.createAsset({
class: "Cable",
name: "power cord",
dov: { plugIn: { with_assets: ['computer','outlet'], with_params: { max_connections: 2 }, }, },
})
MyGame.createAsset({
class: "Computer",
name: "PC",
iov: { plugIn: { with_assets: ['power cord'], }, },
})
MyGame.createAsset({
class: "ElectricalOutlet",
name: "outlet",
iov: { plugIn: { with_assets: ['power cord'], }, },
})
In this example, the power cord verb subscription's max_connections setting overrides the verb's max_connections setting, allowing the player to plug the power cord into two assets. The computer and the outlet don't have any custom value set for max_connections; they'll receive the default value, meaning they each can have only one asset plugged into them.
Notes
- It is possible for authors to modify a verb's params through the use of modifyVerb.
- To learn more about modifying verbs, see Modify Verbs.
Private Constructor:
MyGame.createVerb({ "name": "find", [...] });
find is a predefined instance of Verb that gets constructed automatically at runtime. It is defined in the library as a generic object, and then passed to Dictionary#createVerb for construction, validation, and initialization. Because this is predefined, authors should not need to create new instances. See Advanced Verbs: Modify Verbs for information on how to modify predefined verbs.
- Index
- Methods
- Properties
Index
Methods:
- Inherited from Verb agree
- Inherited from Verb canBeIntransitive
- Inherited from Verb do
- Inherited from Verb doSuccess
- Inherited from Verb doTry
- Inherited from Verb enqueueCollection
- Inherited from Verb findQualifiedSynonym
- Inherited from Verb getState
- Inherited from Verb handleActions
- Inherited from Verb handleFailure
- Inherited from Verb handleSuccess
- Inherited from Verb hasState
- Inherited from Verb hasStructure
- Inherited from Verb hasVerbSubscriptionConnection
- Inherited from Verb initialize
- Inherited from Verb set
- Inherited from Verb setState
- Inherited from Verb setVerbConnection
- Inherited from Verb tryDestroyAfterUsing
- Inherited from Verb tryDestroyDirectObjectAfterUsing
- Inherited from Verb tryDestroyIndirectObjectAfterUsing
- Inherited from Verb tryPhaseHook
- Inherited from Verb tryToInferIndirectObject
- Inherited from Verb tryToPutThisInThatAspect
- Inherited from Verb unsetVerbConnection
- Inherited from Verb validate
Properties:
- accepts_adverbs
- accepts_direction
- accepts_number
- accepts_string
- accepts_structures
- adjectives
- allow_iov_on_iov
- article
- can_span
- can_try
- default_direction
- dictionary
- direction_preposition
- doVerb
- doVerbFromThis
- doVerbThatFromThis
- doVerbThatWithThis
- doVerbThis
- doVerbThisFromThat
- doVerbThisWithThat
- doVerbWithThis
- enqueue_collections
- extends
- game
- gerund
- in_can_mean_on
- input_substitutions
- is_compass_direction
- is_direction
- is_relative_direction
- let_verb_handle_disambiguation
- let_verb_handle_remaining_input
- name
- Name
- override_failure_msg
- override_success_msg
- past_tense
- phrase1
- phrase2
- phrase3
- posture
- prettyname
- related
- requires_number
- requires_string
- state
- state_strings
- subject_must_be
- synonyms
- try_gerund
- try_to_verb
- tryVerbFromThis
- tryVerbThatFromThis
- tryVerbThatWithThis
- tryVerbThis
- tryVerbThisFromThat
- tryVerbThisWithThat
- tryVerbWithThis
- type
- unstate
- verb_gerund
- verb_noun_prep
- verb_noun_prep_noun
- verb_noun_prep_noun_prep_noun
- verb_noun_prep_prep_noun
- verb_prep_noun
- verb_prep_noun_prep_noun
- verb_prep_noun_prep_noun_prep_noun
- verb_prep_prep_noun
- verb_prep_prep_prep_noun
Methods Collapse all |
agree
agree()
Defined in: adventure/dictionary/Verb.js, line 3371
Inherited from: adventurejs.Verb#agree
canBeIntransitive
canBeIntransitive()
Defined in: adventure/dictionary/Verb.js, line 3105
Inherited from: adventurejs.Verb#canBeIntransitive
do
do()
Defined in: adventure/dictionary/Verb.js, line 1293
Inherited from: adventurejs.Verb#do
do ->
- doBeforeTry (hook for authors)
- doTry
- doAfterTry (hook for authors)
- doBeforeSuccess (hook for authors)
- doSuccess
- doAfterSuccess (hook for authors)
A Verb instance doesn't have to use all of these methods. Some specialized Verbs including oops and undo override Verb.do entirely and don't use any submethods.
The other four submethods – Verb.doBeforeTry, Verb.doAfterTry, Verb.doBeforeSuccess, and Verb.doAfterSuccess – exist to provide optional hooks for authors to add custom interactions with individual Assets.
For more information about Verb Actions and Verb Phases, see Verb Actions and Verb Phases.
And so, the first thing Verb.do does is to verify that each method exists on the Verb instance. If the submethod exists, it is called. Each submethod sends a return to Verb.do.
If the Verb is acting on a collection, a false return means that the Asset currently being acted on has responded in a way that blocks further parsing, and brings this turn to a halt. A null return means that the Asset currently being acted on has concluded its own parsing, but not in such a way as to block further parsing, and Verb.do moves on to the next Asset.
doSuccess
doSuccess()
Defined in: adventure/dictionary/Verb.js, line 2123
Inherited from: adventurejs.Verb#doSuccess
doTry
doTry()
Defined in: adventure/dictionary/Verb.js, line 1722
Inherited from: adventurejs.Verb#doTry
enqueueCollection
enqueueCollection()
Defined in: adventure/dictionary/Verb.js, line 2743
Inherited from: adventurejs.Verb#enqueueCollection
findQualifiedSynonym
findQualifiedSynonym(value)
Defined in: adventure/dictionary/Verb.js, line 698
Inherited from: adventurejs.Verb#findQualifiedSynonym
Parameters:
-
valueString
getState
getState()
Defined in: adventure/dictionary/Verb.js, line 3123
Inherited from: adventurejs.Verb#getState
handleActions
handleActions()
Defined in: adventure/dictionary/Verb.js, line 1737
Inherited from: adventurejs.Verb#handleActions
handleFailure
handleFailure()
Defined in: adventure/dictionary/Verb.js, line 2787
Inherited from: adventurejs.Verb#handleFailure
handleSuccess
handleSuccess()
Defined in: adventure/dictionary/Verb.js, line 2894
Inherited from: adventurejs.Verb#handleSuccess
hasState
hasState()
Defined in: adventure/dictionary/Verb.js, line 3114
Inherited from: adventurejs.Verb#hasState
hasStructure
hasStructure() → {boolean}
Defined in: adventure/dictionary/Verb.js, line 3141
Inherited from: adventurejs.Verb#hasStructure
Returns:
boolean
hasVerbSubscriptionConnection
hasVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 3272
Inherited from: adventurejs.Verb#hasVerbSubscriptionConnection
initialize
initialize()
Defined in: adventure/dictionary/Verb.js, line 2714
Inherited from: adventurejs.Verb#initialize
Todos: How does modifyVerb handle initialization?
set
set(props) → {adventurejs.Verb}
Defined in: adventure/dictionary/Verb.js, line 2775
Inherited from: adventurejs.Verb#set
Parameters:
-
propsObject
A generic object containing properties to copy to the DisplayObject instance.
setState
setState()
Defined in: adventure/dictionary/Verb.js, line 3132
Inherited from: adventurejs.Verb#setState
setVerbConnection
setVerbConnection()
Defined in: adventure/dictionary/Verb.js, line 3151
Inherited from: adventurejs.Verb#setVerbConnection
computer.is.connected_by.plugIn.to_iov = ['socket']
socket.is.connected_by.plugIn.to_dov = ['computer']
tryDestroyAfterUsing
tryDestroyAfterUsing(object_of, asset) → {Object}
Defined in: adventure/asset/tryDestroyAfterUsing.js, line 6
Inherited from: adventurejs.Verb#tryDestroyAfterUsing
Parameters:
-
object_ofString -
assetObject
Returns:
Object
tryDestroyDirectObjectAfterUsing
tryDestroyDirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyDirectObjectAfterUsing.js, line 6
Inherited from: adventurejs.Verb#tryDestroyDirectObjectAfterUsing
Parameters:
-
assetObject
asset.dov[this.name].then_destroy.
This is intended to provide a hook for authors
to easily destroy an object after a single use, such as a key
that only works once and then breaks or disappears.
Returns:
Boolean
|
string
tryDestroyIndirectObjectAfterUsing
tryDestroyIndirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyIndirectObjectAfterUsing.js, line 6
Inherited from: adventurejs.Verb#tryDestroyIndirectObjectAfterUsing
Parameters:
-
assetObject
asset.iov[this.name].then_destroy.
This is intended to provide a hook for authors
to easily destroy an object after a single use, such as a key
that only works once and then breaks or disappears.
Returns:
Boolean
|
string
tryPhaseHook
tryPhaseHook(phase) → {*}
Defined in: adventure/dictionary/Verb.js, line 2140
Inherited from: adventurejs.Verb#tryPhaseHook
Parameters:
-
phase*
Returns:
*
tryToInferIndirectObject
tryToInferIndirectObject(options) → {Object}
Defined in: adventure/dictionary/Verb.js, line 2225
Inherited from: adventurejs.Verb#tryToInferIndirectObject
Parameters:
-
optionsObject
An object of options.Properties
-
direct_objectObject -
handle_inputBoolean
If true, updates the global input object per standard specs used by most (but not all) of the verb instances that call this method. -
contextObject
The subject, usually player, could be an NPC. -
infer_first_useBoolean
Optional param to set whether inference should work on first use.
-
Returns:
Object
tryToPutThisInThatAspect
tryToPutThisInThatAspect(direct_object, preposition, indirect_object) → {Object}
Defined in: adventure/dictionary/Verb.js, line 2442
Inherited from: adventurejs.Verb#tryToPutThisInThatAspect
Parameters:
-
direct_objectObject -
prepositionString -
indirect_objectObject
Returns:
Object
unsetVerbConnection
unsetVerbConnection()
Defined in: adventure/dictionary/Verb.js, line 3212
Inherited from: adventurejs.Verb#unsetVerbConnection
computer.is.connected_by.plugIn.to_iov = ['socket']
socket.is.connected_by.plugIn.to_dov = ['computer']
validate
validate()
Defined in: adventure/dictionary/Verb.js, line 2707
Inherited from: adventurejs.Verb#validate
Properties |
accepts_adverbs
accepts_adverbs :Array
Defined in: adventure/dictionary/Verb.js, line 445
Inherited from: adventurejs.Verb#accepts_adverbs
Default value: []
accepts_direction
accepts_direction :String
Defined in: adventure/dictionary/Phrase.js, line 26
Inherited from: adventurejs.Verb#accepts_direction
accepts_number
accepts_number :String
Defined in: adventure/dictionary/Phrase.js, line 40
Inherited from: adventurejs.Verb#accepts_number
accepts_string
accepts_string :String
Defined in: adventure/dictionary/Phrase.js, line 19
Inherited from: adventurejs.Verb#accepts_string
accepts_structures
accepts_structures :Array
Defined in: adventure/dictionary/Verb.js, line 439
Inherited from: adventurejs.Verb#accepts_structures
Default value: []
adjectives
adjectives :String
Defined in: adventure/dictionary/Verb.js, line 312
Overrides from: adventurejs.Verb#adjectives
allow_iov_on_iov
allow_iov_on_iov :Array
Defined in: adventure/dictionary/Verb.js, line 513
Inherited from: adventurejs.Verb#allow_iov_on_iov
Default value: false
allow_iov_on_iov allows for some
additional checking when querying whether a verb is allowed
to operate on a particular pair of assets.
article
article :Boolean
Defined in: adventure/dictionary/Verb.js, line 401
Inherited from: adventurejs.Verb#article
Default value: false
can_span
can_span :String
Defined in: adventure/dictionary/Verb.js, line 249
Inherited from: adventurejs.Verb#can_span
can_try
can_try :String
Defined in: adventure/dictionary/Verb.js, line 212
Inherited from: adventurejs.Verb#can_try
default_direction
default_direction :String
Defined in: adventure/dictionary/Verb.js, line 163
Inherited from: adventurejs.Verb#default_direction
Default value: ""
dictionary
dictionary :Object
Defined in: adventure/dictionary/Verb.js, line 143
Inherited from: adventurejs.Verb#dictionary
Default value: {}
direction_preposition
direction_preposition :Boolean
Defined in: adventure/dictionary/Verb.js, line 413
Inherited from: adventurejs.Verb#direction_preposition
Default value: ""
doVerb
doVerb :Getter
Defined in: adventure/dictionary/Verb.js, line 609
Inherited from: adventurejs.Verb#doVerb
doVerbFromThis
doVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 625
Inherited from: adventurejs.Verb#doVerbFromThis
doVerbThatFromThis
doVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 665
Inherited from: adventurejs.Verb#doVerbThatFromThis
doVerbThatWithThis
doVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 649
Inherited from: adventurejs.Verb#doVerbThatWithThis
doVerbThis
doVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 617
Inherited from: adventurejs.Verb#doVerbThis
doVerbThisFromThat
doVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 657
Inherited from: adventurejs.Verb#doVerbThisFromThat
doVerbThisWithThat
doVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 641
Inherited from: adventurejs.Verb#doVerbThisWithThat
doVerbWithThis
doVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 633
Inherited from: adventurejs.Verb#doVerbWithThis
enqueue_collections
enqueue_collections :Array
Defined in: adventure/dictionary/Verb.js, line 500
Inherited from: adventurejs.Verb#enqueue_collections
Default value: false
enqueue_collections if true allows a verb to
unbundle the members of a collection in order to queue up
separate actions for each. For example, "gems" is a collection
that refers to three unique assets; "diamond", "emerald"
and "ruby". If take.enqueue_collections is true, "take gems"
will act individually on the diamond, the emerald and the ruby.
Only applies to direct object.
extends
extends :String
Defined in: adventure/dictionary/Verb.js, line 171
Inherited from: adventurejs.Verb#extends
Default value: ""
game
game :Object
Defined in: adventure/dictionary/Verb.js, line 136
Inherited from: adventurejs.Verb#game
Default value: {}
gerund
gerund :String
Defined in: adventure/dictionary/Verb.js, line 206
Overrides from: adventurejs.Verb#gerund
in_can_mean_on
in_can_mean_on :Boolean
Defined in: adventure/dictionary/Verb.js, line 368
Inherited from: adventurejs.Verb#in_can_mean_on
Default value: false
input_substitutions
input_substitutions :Object
Defined in: adventure/dictionary/Verb.js, line 451
Inherited from: adventurejs.Verb#input_substitutions
Default value: {}
is_compass_direction
is_compass_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 384
Inherited from: adventurejs.Verb#is_compass_direction
Default value: false
is_direction
is_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 377
Inherited from: adventurejs.Verb#is_direction
Default value: false
is_relative_direction
is_relative_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 392
Inherited from: adventurejs.Verb#is_relative_direction
Default value: false
let_verb_handle_disambiguation
let_verb_handle_disambiguation :Boolean
Defined in: adventure/dictionary/Verb.js, line 348
Inherited from: adventurejs.Verb#let_verb_handle_disambiguation
Default value: false
let_verb_handle_remaining_input
let_verb_handle_remaining_input :Boolean
Defined in: adventure/dictionary/Verb.js, line 357
Inherited from: adventurejs.Verb#let_verb_handle_remaining_input
Default value: false
name
name :String
Defined in: adventure/dictionary/Verb.js, line 179
Inherited from: adventurejs.Verb#name
Default value: ""
Name
Name :Getter
Defined in: adventure/dictionary/Verb.js, line 533
Inherited from: adventurejs.Verb#Name
Default value: []
override_failure_msg
override_failure_msg :String
Defined in: adventure/dictionary/Verb.js, line 463
Inherited from: adventurejs.Verb#override_failure_msg
Default value: undefined
override_success_msg
override_success_msg :String
Defined in: adventure/dictionary/Verb.js, line 472
Inherited from: adventurejs.Verb#override_success_msg
Default value: undefined
past_tense
past_tense :String
Defined in: adventure/dictionary/Verb.js, line 200
Inherited from: adventurejs.Verb#past_tense
phrase1
phrase1 :Object
Defined in: adventure/dictionary/Verb.js, line 421
Inherited from: adventurejs.Verb#phrase1
Default value: {}
phrase2
phrase2 :Object
Defined in: adventure/dictionary/Verb.js, line 427
Inherited from: adventurejs.Verb#phrase2
Default value: {}
phrase3
phrase3 :Object
Defined in: adventure/dictionary/Verb.js, line 433
Inherited from: adventurejs.Verb#phrase3
Default value: {}
posture
posture :String
Defined in: adventure/dictionary/Verb.js, line 219
Overrides from: adventurejs.Verb#posture
prettyname
prettyname :String
Defined in: adventure/dictionary/Verb.js, line 186
Inherited from: adventurejs.Verb#prettyname
related
requires_number
requires_number :String
Defined in: adventure/dictionary/Phrase.js, line 47
Inherited from: adventurejs.Verb#requires_number
requires_string
requires_string :String
Defined in: adventure/dictionary/Phrase.js, line 33
Inherited from: adventurejs.Verb#requires_string
state
state :String
Defined in: adventure/dictionary/Verb.js, line 260
Inherited from: adventurejs.Verb#state
state is an optional property for verbs that apply
state to assets, such as close and lock. For example, "close door"
will set door.is.closed to true. When used, state will contain the
state to be set true on an asset. In the case of close, its state
would be "closed".
state_strings
state_strings :String
Defined in: adventure/dictionary/Verb.js, line 280
Inherited from: adventurejs.Verb#state_strings
state_strings is an optional property for verbs that is
used to provide string substitutions for authors using the string
substitution form of {sink drain [is] plugged [or] unplugged}.
Because "unplugged" isn't a proper verb state, we'll use this as a
reverse lookup to test whether the asset, sink_drain in this case,
is subscribed to the relevant verb and has the specified state.
state_strings only apply to direct objects.
subject_must_be
subject_must_be :Object
Defined in: adventure/dictionary/Verb.js, line 328
Inherited from: adventurejs.Verb#subject_must_be
Default value: {}
synonyms
synonyms :String
Defined in: adventure/dictionary/Verb.js, line 194
Overrides from: adventurejs.Verb#synonyms
try_gerund
try_gerund :Array
Defined in: adventure/dictionary/Verb.js, line 873
Inherited from: adventurejs.Verb#try_gerund
Default value: []
try_to_verb
try_to_verb :Array
Defined in: adventure/dictionary/Verb.js, line 916
Inherited from: adventurejs.Verb#try_to_verb
Default value: []
tryVerbFromThis
tryVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 569
Inherited from: adventurejs.Verb#tryVerbFromThis
tryVerbThatFromThis
tryVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 601
Inherited from: adventurejs.Verb#tryVerbThatFromThis
tryVerbThatWithThis
tryVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 585
Inherited from: adventurejs.Verb#tryVerbThatWithThis
tryVerbThis
tryVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 553
Inherited from: adventurejs.Verb#tryVerbThis
tryVerbThisFromThat
tryVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 593
Inherited from: adventurejs.Verb#tryVerbThisFromThat
tryVerbThisWithThat
tryVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 577
Inherited from: adventurejs.Verb#tryVerbThisWithThat
tryVerbWithThis
tryVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 561
Inherited from: adventurejs.Verb#tryVerbWithThis
type
type :String
Defined in: adventure/dictionary/Verb.js, line 151
Inherited from: adventurejs.Verb#type
Default value: ""
unstate
unstate :String
Defined in: adventure/dictionary/Verb.js, line 270
Inherited from: adventurejs.Verb#unstate
unstate is an optional property for verbs that unset
state from assets, such as open and unlock. For example, "open door"
will set door.is.closed to false. When used, unstate will contain the
state to be set false on an asset. In the case of open, its unstate
would be "closed".
verb_gerund
verb_gerund :Array
Defined in: adventure/dictionary/Verb.js, line 742
Inherited from: adventurejs.Verb#verb_gerund
Default value: []
verb_noun_prep
verb_noun_prep :Array
Defined in: adventure/dictionary/Verb.js, line 829
Inherited from: adventurejs.Verb#verb_noun_prep
Default value: []
verb_noun_prep_noun
verb_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 1092
Inherited from: adventurejs.Verb#verb_noun_prep_noun
Default value: []
Though verb_prep_noun and verb_noun_prep_noun look similar, the reason they are separate fields is because we have to use different regex patterns to find each type in user input.
verb_noun_prep_noun_prep_noun
verb_noun_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 1189
Inherited from: adventurejs.Verb#verb_noun_prep_noun_prep_noun
Default value: []
verb_noun_prep_prep_noun
verb_noun_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 1143
Inherited from: adventurejs.Verb#verb_noun_prep_prep_noun
Default value: []
verb_prep_noun
verb_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 960
Inherited from: adventurejs.Verb#verb_prep_noun
Default value: []
verb_prep_noun_prep_noun
verb_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 784
Inherited from: adventurejs.Verb#verb_prep_noun_prep_noun
Default value: []
verb_prep_noun_prep_noun_prep_noun
verb_prep_noun_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 1238
Inherited from: adventurejs.Verb#verb_prep_noun_prep_noun_prep_noun
Default value: []
verb_prep_prep_noun
verb_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 1004
Inherited from: adventurejs.Verb#verb_prep_prep_noun
Default value: []
verb_prep_prep_prep_noun
verb_prep_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 1048
Inherited from: adventurejs.Verb#verb_prep_prep_prep_noun
Default value: []