Verb:jump
Instance of: adventurejs.Verb
Defined in: adventure/dictionary/verbs/jump.js, line 6
Tutorials: Subscriptions VerbAnatomy VerbProcess ModifyVerbs ModifyVerbs
Todos: if nested on thing like vine, let go/fall
Description
> jump
You take a small jump!
Jump behaves differently depending on player's context, whether they're nested in another object. Authors wanting to make use of it may want to modify the verb to offer different results. See Modify Verbs to learn more.
jump 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 patchVerb 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 jump
, though they include many features which are common to most verbs.
- Sentence Structures help filter player input by defining what sentence structures
jump
can handle. - Verb Phrases describe the direct and indirect objects that
jump
can handle. - Verb Subscriptions enable
jump
to act on specific assets, and provide a collection of properties for customizing those interactions. - Verb Phases offer a broad method for authors to hook into default logic and override it with custom code.
- Verb Actions offer a surgical method for authors to hook into
jump
's default logic and inject custom code. - Verb Reactions are Verb Actions that occur as secondary effects of successfully applying
jump
. - Verb Params contain properties that are distinct to
jump
. Not all verbs have params. - Verb Methods lists the methods that
jump
inherits from the Verb class. - Verb Properties lists the properties that
jump
inherits from the Verb class.
jump sequencing
jump 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
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. This takes precedence over global settings.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { automatically: true } }, });
automatically_after_use
if automatically is set true, 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.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { automatically_after_use: true } }, });
doBeforeTry
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutjump
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { doBeforeTry: function (e) { console.log("jump.doBeforeTry"); }, } }, });
doAfterTry
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutjump
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { doAfterTry: function (e) { console.log("jump.doAfterTry"); }, } }, });
doBeforeSuccess
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutjump
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { doBeforeSuccess: function (e) { console.log("jump.doBeforeSuccess"); }, } }, });
doAfterSuccess
Verb phases provide methods to override default verb behaviors. See the verb phases section on this page to learn more aboutjump
's verb phases.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { doAfterSuccess: function (e) { console.log("jump.doAfterSuccess"); }, } }, });
enabled
allows changing the state of an asset's responsiveness to a given verb. If set false, a subscribed asset will not respond to the verb. This is useful for temporarily disabling verbs for specific assets; for example, if you had a door that could not be unlocked until another action was completed. Authors can enable or disable an individual verb subscription viaasset.setDOV(verbname)
andasset.unsetDOV(verbname)
Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { enabled: true } }, });
on_success
is an optional parameter. It is set as a string by default, but authors may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default success message.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { on_success: "You jump the thing. " } }, });
on_first_success
is an optional parameter. It is set as a string by default, but may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default success message the first time it is applied to this asset.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { on_first_success: "You jump the thing the first time. " } }, });
on_failure
is an optional parameter. It is set as a string by default, but may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default failure message.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { on_failure: "You failed to jump the thing. " } }, });
on_first_failure
is an optional parameter. It is set as a string by default, but may provide a string or array or function to be served by getStringOrArrayOrFunction(). The resulting string will be appended to the verb's default failure message the first time it is applied to this asset.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { on_first_failure: "You failed to jump the thing the first time. " } }, });
once
if true, the verb can only be applied once to the asset. The verb subscription will be disabled after use.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { once: true } }, });
then_destroy
allows author to specify that this asset should be destroyed after using. If then_destroy is set, the asset will be destroyed after a single use regardless of how once is set. By default, then_destroy is set to a boolean. It may optionally be set to string or array or function subject to getStringOrArrayOrFunction(). If any of those types are found, they will be called and returned as results.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { then_destroy: true } }, });
with_anything
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: { jump: { with_anything: true } }, });
with_assets
allows author 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
allows author 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
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: { jump: { with_nothing: true } }, });
with_params
is used to contain a set of parameters that are specific to this particular verb. For example, plugIn includeswith_params.max_connections
for setting limits on how many other assets this asset can be plugged in to. See the with_params section on this page to learn more aboutjump
's parameters.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { with_params: { jump_property: value } } }, });
with_prepositions
allows author to explicitly permit certain prepositions to be used with a verb on this object. For instance: "knock over umbrella stand" might fail with a message of "you can't knock over the umbrella stand"; settingumbrella_stand.dov.knock.with_prepositions = ["over"]
will allow the action to succeed.Expand for example
MyGame.createAsset({ class: "Thing", name: "universal widget", dov: { jump: { with_prepositions: [ "through", "over" ] } }, });
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.
jump sentence structures
accepts_structures: [
"verb",
"verb noun",
"verb preposition noun",
"verb noun noun",
"verb preposition 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 patchVerb.
- To learn more about modifying verbs, see Modify Verbs.
jump phrases
phrase1:
{
accepts_noun:true,
noun_must_be:
{
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
accepts_preposition: true,
},
phrase2:
{
accepts_noun:true,
noun_must_be:
{
known: true,
tangible: true,
present: true,
visible: true,
reachable: true,
},
accepts_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 patchVerb.
- 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.
jump phase hooks
Verb phase hooks let authors override verb subscriptions for specific assets when jump
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 jump.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 jump
.
do
doBeforeTry hook
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
jump: {
doBeforeTry: function( params )
{
let msg = `You're about to try to jump ${this.articlename}. `;
this.game.print(msg);
return;
},
},
},
});
doTry handles logic to determine if jump can be applied
doAfterTry hook
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
jump: {
doAfterTry: function( params )
{
let msg = `You just tried to jump ${this.articlename}! `;
this.game.print(msg);
return;
},
},
},
});
doBeforeSuccess hook
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
jump: {
doBeforeSuccess: function( params )
{
let msg = `You're about to succeed in performing jump on ${this.articlename}. `;
this.game.print(msg);
return;
},
},
},
});
doSuccess handles state changes and printing messages
doAfterSuccess hook
MyGame.createAsset({
class: "Thing",
name: "This Asset",
dov: {
jump: {
doAfterSuccess: function( params )
{
let msg = `You succeeded in performing jump on ${this.articlename}. `;
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.
jump 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_jump
. 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.doJump()
. If a method is found, it is called with a parameter object containing any relevant assets from the input (e.g.,asset.doJump({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_jump
Called on every object in the input, including the player character, regardless of prepositions or sentence structure.
MyGame.createAsset({
class: "Thing",
name: "Thing One",
try_jump: "Found custom string at thing_one.try_jump",
});
do_jump
Called on every object in the input, including the player character, regardless of prepositions or sentence structure.
MyGame.createAsset({
class: "Thing",
name: "Thing One",
do_jump: "Found custom string at thing_one.do_jump",
});
try_jump_this
Called on This
asset in a phrase such as "jump 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_jump_this: "Found custom string at thing_one.try_jump_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_jump_this: { "Player Two": "Found custom string at thing_one.try_jump_this['Player Two']", }, });
do_jump_this
Called on This
asset in a phrase such as "jump 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_jump_this: "Found custom string at thing_one.do_jump_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_jump_this: { "Player Two": "Found custom string at thing_one.do_jump_this['Player Two']", }, });
try_jump_preposition_this
Called on This
asset in a phrase such as "jump 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_jump_with_this: "Found custom string at thing_one.try_jump_with_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_jump_with_this: { "Player Two": "Found custom string at thing_one.try_jump_with_this['Player Two']", }, });
do_jump_preposition_this
Called on This
asset in a phrase such as "jump 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_jump_with_this: "Found custom string at thing_one.do_jump_with_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_jump_with_this: { "Player Two": "Found custom string at thing_one.do_jump_with_this['Player Two']", }, });
try_jump_this_that
Called on This
asset in a phrase such as "jump this that", where This
is the direct object and That
is the indirect object.
try_jump_this_that
mirrors try_jump_that_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.
-
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
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing One", try_jump_this_that: "Found custom string at thing_one.try_jump_this_that", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response for
That
particular asset.MyGame.createAsset({ class: "Thing", name: "Thing One", try_jump_this_that: { "Thing Two": "Found custom string at thing_one.try_jump_this_that['Thing Two']", }, });
do_jump_this_that
Called on This
asset in a phrase such as "jump this that", where This
is the direct object and That
is the indirect object.
do_jump_this_that
mirrors do_jump_that_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.
-
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
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing One", do_jump_this_that: "Found custom string at thing_one.do_jump_this_that", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response for
That
particular asset.MyGame.createAsset({ class: "Thing", name: "Thing One", do_jump_this_that: { "Thing Two": "Found custom string at thing_one.do_jump_this_that['Thing Two']", }, });
try_jump_that_this
Called on That
asset in a phrase such as "jump this that".
try_jump_that_this
mirrors try_jump_this_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.
-
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
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing Two", try_jump_that_this: "Found custom string at thing_two.try_jump_that_this", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response for
That
particular asset.MyGame.createAsset({ class: "Thing", name: "Thing Two", try_jump_that_this: { "Thing One": "Found custom string at thing_two.try_jump_that_this['Thing One']", }, });
do_jump_that_this
Called on That
asset in a phrase such as "jump this that".
do_jump_that_this
mirrors do_jump_this_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.
-
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
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing Two", do_jump_that_this: "Found custom string at thing_two.do_jump_that_this", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response for
That
particular asset.MyGame.createAsset({ class: "Thing", name: "Thing Two", do_jump_that_this: { "Thing One": "Found custom string at thing_two.do_jump_that_this['Thing One']", }, });
try_jump_preposition_this_preposition_that
Called on This
asset in a phrase such as "jump from this to that", where This
is the direct object and That
is the indirect object.
try_jump_preposition_this_preposition_that
mirrors try_jump_preposition_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 "from" and "to" as the prepositions, but any prepositions can set unique responses.
-
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
This
is moved to.MyGame.createAsset({ class: "Thing", name: "Thing One", try_jump_from_this_to_that: "Found custom string at thing_one.try_jump_from_this_to_that", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response when
This
is moved toThat
particular asset.MyGame.createAsset({ class: "Thing", name: "Thing One", try_jump_from_this_to_that: { "Thing Two": "Found custom string at thing_one.try_jump_from_this_to_that['Thing Two']", }, });
do_jump_preposition_this_preposition_that
Called on This
asset in a phrase such as "jump from this to that", where This
is the direct object and That
is the indirect object.
do_jump_preposition_this_preposition_that
mirrors dojump_preposition_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 "from" and "to" as the prepositions, but any prepositions can set unique responses.
-
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
This
is moved to.MyGame.createAsset({ class: "Thing", name: "Thing One", do_jump_from_this_to_that: "Found custom string at thing_one.do_jump_from_this_to_that", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response when
This
is moved toThat
particular asset.MyGame.createAsset({ class: "Thing", name: "Thing One", do_jump_from_this_to_that: { "Thing Two": "Found custom string at thing_one.do_jump_from_this_to_that['Thing Two']", }, });
try_jump_preposition_that_preposition_this
Called on That
asset in a phrase such as "jump from this to that", where That
is the indirect object and This
is the direct object.
try_jump_preposition_that_preposition_this
mirrors try_jump_preposition_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 "from" and "to" as the prepositions, but any prepositions can set unique responses.
-
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
This
asset is.MyGame.createAsset({ class: "Thing", name: "Thing Two", try_jump_from_that_to_this: "Found custom string at thing_two.try_jump_from_that_to_this", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response for
This
particular asset.MyGame.createAsset({ class: "Thing", name: "Thing Two", try_jump_from_that_to_this: { "Thing One": "Found custom string at thing_two.try_jump_from_that_to_this['Thing One']", }, });
do_jump_preposition_that_preposition_this
Called on That
asset in a phrase such as "jump from this to that", where That
is the indirect object and This
is the direct object.
do_jump_preposition_that_preposition_this
mirrors do_jump_preposition_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 "from" and "to" as the prepositions, but any prepositions can set unique responses.
-
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
This
asset is.MyGame.createAsset({ class: "Thing", name: "Thing Two", do_jump_from_that_to_this: "Found custom string at thing_two.do_jump_from_that_to_this", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response for
This
particular asset.MyGame.createAsset({ class: "Thing", name: "Thing Two", do_jump_from_that_to_this: { "Thing One": "Found custom string at thing_two.do_jump_from_that_to_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.
tryJump
Called on every object in the input, including the player character, regardless of prepositions or sentence structure.
MyGame.createAsset({
class: "Player",
name: "Player One",
tryJump: function (params) {
let msg = "Found custom method at player_one.tryJump()";
MyGame.print(msg);
},
});
doJump
Called on every object in the input, including the player character, regardless of prepositions or sentence structure.
MyGame.createAsset({
class: "Player",
name: "Player One",
doJump: function (params) {
let msg = "Found custom method at player_one.doJump()";
MyGame.print(msg);
},
});
tryJumpThis
Called on This
asset in a phrase such as "jump 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", tryJumpThis: function () { let msg = "Found custom method at thing_one.tryJumpThis()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
tryJumpThis
from 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", tryJumpThis: { "Player Two": function () { let msg = "Found custom method at thing_one.tryJumpThis['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", tryJumpThis: function ({asset1}) { switch (asset1.name) { case "Player Two": let msg = "Found custom method at thing_one.tryJumpThis('Player Two')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
doJumpThis
Called on This
asset in a phrase such as "jump 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", doJumpThis: function () { let msg = "Found custom method at thing_one.doJumpThis()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
doJumpThis
from 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", doJumpThis: { "Player Two": function () { let msg = "Found custom method at thing_one.doJumpThis['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", doJumpThis: function ({asset1}) { switch (asset1.name) { case "Player Two": let msg = "Found custom method at thing_one.doJumpThis('Player Two')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
tryJumpPrepositionThis
Called on This
asset in a phrase such as "jump on this". Since no indirect object is given, we treat the player character as an indirect object. 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 which player character uses the verb.
MyGame.createAsset({ class: "Thing", name: "Thing One", tryJumpWithThis: function () { let msg = "Found custom method at thing_one.tryJumpWithThis()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
tryJumpPrepositionThis
from 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", tryJumpWithThis: { "Player Two": function () { let msg = "Found custom method at thing_one.tryJumpWithThis['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", tryJumpWithThis: function ({asset1}) { switch (asset1.name) { case "Player Two": let msg = "Found custom method at thing_one.tryJumpWithThis('Player Two')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
doJumpPrepositionThis
Called on This
asset in a phrase such as "jump on this". Since no indirect object is given, we treat the player character as an indirect object. This example uses "with" as the preposition, but any preposition can set a unique response.
Note that sentence structures are commonly mutated during the doTry verb phase, so try
and do
may act on different sentence structures.
-
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", doJumpWithThis: function () { let msg = "Found custom method at thing_one.doJumpWithThis()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
doJumpPrepositionThis
from 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", doJumpWithThis: { "Player Two": function () { let msg = "Found custom method at thing_one.doJumpWithThis['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", doJumpWithThis: function ({asset1}) { switch (asset1.name) { case "Player Two": let msg = "Found custom method at thing_one.doJumpWithThis('Player Two')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
tryJumpThisThat
Called on This
asset in a phrase such as "jump this that".
tryJumpThisThat
mirrors tryJumpThatThis
. One is called on a direct object; the other on an indirect object. These are equivalents. Where you place your code is a matter of preference.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing One", tryJumpThisThat: function () { let msg = "Found custom method at thing_one.tryJumpThisThat()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
tryJumpThisThat
from 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", tryJumpThisThat: { "Thing Two": function (params) { let msg = "Found custom method at thing_one.tryJumpThisThat['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", tryJumpThisThat: function ({asset1}) { switch (asset1.name) { case "Thing Two": let msg = "Found custom method at thing_one.tryJumpThisThat('Second Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
doJumpThisThat
Called on This
asset in a phrase such as "jump this that". doJumpThisThat
mirrors doJumpThatThis
. 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.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing One", doJumpThisThat: function () { let msg = "Found custom method at thing_one.doJumpThisThat()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
doJumpThisThat
from 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", doJumpThisThat: { "Thing Two": function (params) { let msg = "Found custom method at thing_one.doJumpThisThat['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", doJumpThisThat: function ({asset1}) { switch (asset1.name) { case "Thing Two": let msg = "Found custom method at thing_one.doJumpThisThat('Second Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
tryJumpThatThis
Called on That
asset in a phrase such as "jump this that".
tryJumpThatThis
mirrors tryJumpThisThat
. One is called on an indirect object; the other on a direct object. These are equivalents. Where you place your code is a matter of preference.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing One", tryJumpThatThis: function () { let msg = "Found custom method at thing_one.tryJumpThatThis()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
tryJumpThatThis
from 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", tryJumpThatThis: { "Thing One": function (params) { let msg = "Found custom method at thing_two.tryJumpThatThis['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", tryJumpThatThis: function ({asset1}) { switch (asset1.name) { case "Thing One": let msg = "Found custom method at thing_two.tryJumpThatThis('First Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
doJumpThatThis
Called on That
asset in a phrase such as "jump this that".
doJumpThatThis
mirrors doJumpThisThat
. 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.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing One", doJumpThatThis: function () { let msg = "Found custom method at thing_one.doJumpThatThis()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
doJumpThatThis
from 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", doJumpThatThis: { "Thing One": function (params) { let msg = "Found custom method at thing_two.doJumpThatThis['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", doJumpThatThis: function ({asset1}) { switch (asset1.name) { case "Thing One": let msg = "Found custom method at thing_two.doJumpThatThis('First Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
tryJumpPrepositionThisPrepositionThat
Called on This
asset in a phrase such as "jump from this to that", where This
is the direct object and That
is the indirect object.
tryJumpPrepositionThisPrepositionThat
mirrors tryJumpPrepositionThatPrepositionThis
. 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 "from" and "to" as the prepositions, but any prepositions can set unique responses.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing One", tryJumpFromThisToThat: function () { let msg = "Found custom method at thing_one.tryJumpFromThisToThat()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
tryJumpPrepositionThisPrepositionThat
from 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", tryJumpFromThisToThat: { "Thing Two": function (params) { let msg = "Found custom method at thing_one.tryJumpFromThisToThat['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", tryJumpFromThisToThat: function ({asset1}) { switch (asset1.name) { case "Thing Two": let msg = "Found custom method at thing_one.tryJumpFromThisToThat('Second Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
doJumpPrepositionThisPrepositionThat
Called on This
asset in a phrase such as "jump from this to that", where This
is the direct object and That
is the indirect object.
doJumpPrepositionThisPrepositionThat
mirrors doJumpPrepositionThatPrepositionThis
. 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 "from" and "to" as the prepositions, but any prepositions can set unique responses.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing One", doJumpFromThisToThat: function () { let msg = "Found custom method at thing_one.doJumpFromThisToThat()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
doJumpPrepositionThisPrepositionThat
from 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", doJumpFromThisToThat: { "Thing Two": function (params) { let msg = "Found custom method at thing_one.doJumpFromThisToThat['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", doJumpFromThisToThat: function ({asset1}) { switch (asset1.name) { case "Thing Two": let msg = "Found custom method at thing_one.doJumpFromThisToThat('Second Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
tryJumpPrepositionThatPrepositionThis
Called on That
asset in a phrase such as "jump from this to that", where This
is the direct object and That
is the indirect object.
tryJumpPrepositionThatPrepositionThis
mirrors tryJumpPrepositionThisPrepositionThat
. 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 "to" and "from" as the prepositions, but any prepositions can set unique responses.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing Two", tryJumpToThatFromThis: function () { let msg = "Found custom method at thing_two.tryJumpToThatFromThis()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
tryJumpPrepositionThatPrepositionThis
from 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", tryJumpToThatFromThis: { "Thing One": function (params) { let msg = "Found custom method at thing_two.tryJumpToThatFromThis['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", tryJumpToThatFromThis: function ({asset1}) { switch (asset1.name) { case "Thing One": let msg = "Found custom method at thing_two.tryJumpToThatFromThis('First Thing')"; MyGame.print(msg); break; default: // do nothing and allow the default result break; } return; }, });
doJumpPrepositionThatPrepositionThis
Called on That
asset in a phrase such as "jump from this to that", where This
is the direct object and That
is the indirect object.
doJumpPrepositionThatPrepositionThis
mirrors doJumpPrepositionThisPrepositionThat
. 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 "to" and "from" as the prepositions, but any prepositions can set unique responses.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
That
asset is.MyGame.createAsset({ class: "Thing", name: "Thing Two", doJumpToThatFromThis: function () { let msg = "Found custom method at thing_two.doJumpToThatFromThis()"; MyGame.print(msg); }, });
-
To limit the method to act only on a certain asset, change the value of
doJumpPrepositionThatPrepositionThis
from 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", doJumpToThatFromThis: { "Thing One": function (params) { let msg = "Found custom method at thing_two.doJumpToThatFromThis['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", doJumpToThatFromThis: function ({asset1}) { switch (asset1.name) { case "Thing One": let msg = "Found custom method at thing_two.doJumpToThatFromThis('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., "jump this"): The hook is called on
This
asset. Since no indirect object is specified, the player character is treated as an indirect object. -
Multiple-object input (e.g., "jump this with that"): The hook is called depending on the object’s role in the phrase.
do_jump_this_preposition_that
runs onThis
direct object, whiledo_jump_that_preposition_this
runs onThat
indirect 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 examplejump with
vsjump on
. -
Sentence structures are commonly mutated during the doTry verb phase, so
try
anddo
may 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_that
verb 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.
jump 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.
do_remove_this_from_that
Overrides the turn's output when This
Tangible asset when it is removed from That
Tangible asset.
-
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
This
is removed from.MyGame.createAsset({ class: "Dagger", name: "Jeweled Dagger", do_remove_this_from_that: "The jeweled dagger slides free. ", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response when
This
is removed fromThat
particular asset.MyGame.createAsset({ class: "Dagger", name: "Jeweled Dagger", do_remove_this_from_that: { "Leather Scabbard": "The jeweled dagger slides free of the leather scabbard. ", }, });
do_remove_that_from_this
Overrides the turn's output when That
Tangible asset is removed from This
Tangible asset.
-
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 is removed from
This
.MyGame.createAsset({ class: "Chest", name: "Ornate Chest", do_remove_that_from_this: "The chest snaps at you! ", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response when
This
is removed fromThat
particular asset.MyGame.createAsset({ class: "Chest", name: "Ornate Chest", do_remove_that_from_this: { "Leather Scabbard": "The ornate chest snaps at you when you remove the leather scabbard from it. ", }, });
do_move_this_to_that
Overrides the turn's output when This
Tangible asset is moved to That
Tangible asset.
-
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
This
is moved to.MyGame.createAsset({ class: "Torch", name: "burning brand", do_move_this_to_that: "The burning brand scorches its surroundings. ", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response when
This
is moved toThat
particular asset.MyGame.createAsset({ class: "Torch", name: "burning brand", do_move_this_to_that: { "funeral pyre": "The pyre bursts into flame! ", }, });
do_move_that_to_this
Overrides the turn's output when That
Tangible asset is moved to This
Tangible asset.
-
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
That
is moved toThis
.MyGame.createAsset({ class: "Chest", name: "Ornate Chest", do_move_that_to_this: "The chest snaps at you but accepts your offering. ", });
-
In this example, we use the name of an asset as a nested object key. This variation results in a singular response when
That
particular asset is moved toThis
.MyGame.createAsset({ class: "Chest", name: "Ornate Chest", do_move_that_to_this: { "Golden Idol": "The ornate chest accepts the golden idol and belches loudly. ", }, });
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.
doRemoveThisFromThat
Called on This
Tangible asset when it is removed from That
Tangible asset.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
This
is removed from.MyGame.createAsset({ class: "Dagger", name: "Jeweled Dagger", doRemoveThisFromThat: function () { let msg = "The jeweled dagger slides free. "; MyGame.overrideOutput(msg); }, });
-
To limit the method to removing
This
from a certainThat
, you can change the value ofdoRemoveThisFromThat
from a method to an object, useThat
asset name as a key on the object, and set that key's value to a method instead.MyGame.createAsset({ class: "Dagger", name: "Jeweled Dagger", doRemoveThisFromThat: { "Leather Scabbard": function () { let msg = "The jeweled dagger slides free from the leather scabbard. "; MyGame.overrideOutput(msg); }, }, });
-
Finally, in this example, we apply per-asset logic based on the value of asset1, which is available via our passed parameter.
MyGame.createAsset({ class: "Dagger", name: "Jeweled Dagger", doRemoveThisFromThat: function ({asset1}) { switch (asset1.name) { case "Leather Scabbard": let msg = "The jeweled dagger slides smoothly from the leather scabbard. "; MyGame.overrideOutput(msg) break; default: // do nothing and allow the default result break; } return; }, });
doRemoveThatFromThis
Called on This
Tangible asset when That
Tangible asset is removed from it.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of which
That
is removed fromThis
.MyGame.createAsset({ class: "Chest", name: "Ornate Chest", doRemoveThatFromThis: function () { let msg = "The chest snaps at you! "; MyGame.overrideOutput(msg); }, });
-
To limit the method to act only when removing a certain
That
fromThis
, you can change the value ofdoRemoveThisFromThat
from a method to an object, useThat
asset name as a key on the object, and set that key's value to a method instead.MyGame.createAsset({ class: "Chest", name: "Ornate Chest", doRemoveThatFromThis: { "Leather Scabbard": function () { let msg = "The ornate chest snaps at you when you remove the leather scabbard from it. "; MyGame.overrideOutput(msg); }, }, });
-
Finally, in this example, we apply per-asset logic based on the value of asset1, which is available via our passed parameter.
MyGame.createAsset({ class: "Chest", name: "Ornate Chest", doRemoveThatFromThis: function ({asset1}) { switch (asset1.name) { case "Leather Scabbard": let msg = "The ornate chest quivers at you when you remove the leather scabbard from it. "; MyGame.overrideOutput(msg) break; default: // do nothing and allow the default result break; } return; }, });
doMoveThisToThat
Called on This
Tangible asset when it is moved to That
Tangible asset.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of what
This
is moved to.MyGame.createAsset({ class: "Torch", name: "burning brand", doMoveThisToThat: function () { let msg = "The burning brand scorches its surroundings. "; MyGame.appendOutput(msg); }, });
-
To limit the method to act only when moving
This
to a certainThat
, you can change the value ofdoMoveThisToThat
from a method to an object, useThat
asset name as a key on the object, and set that key's value to a method instead.MyGame.createAsset({ class: "Torch", name: "burning brand", doMoveThisToThat: { "funeral pyre": function () { let msg = "The pyre bursts into flame! "; // add logic to change state of pyre MyGame.appendOutput(msg); }, }, });
-
Finally, in this example, we apply per-asset logic based on the value of asset1, which is available via our passed parameter.
MyGame.createAsset({ class: "Torch", name: "burning brand", doMoveThisToThat: function ({asset1}) { switch (asset1.name) { case "funeral pyre": let msg = "The pyre bursts into flame! "; // add logic to change state of pyre MyGame.appendOutput(msg); break; default: // do nothing and allow the default result break; } return; }, });
doMoveThatToThis
Called on a Tangible asset when another asset is moved to it.
Called on This
Tangible asset when That
Tangible asset is moved to it.
-
In this example, we ignore the passed parameter. This variation results in the same response regardless of which
That
is moved toThis
.MyGame.createAsset({ class: "Chest", name: "Ornate Chest", doMoveThatToThis: function () { let msg = "The chest snaps at you but accepts your offering. "; MyGame.overrideOutput(msg); }, });
-
To limit the method to act only when moving a certain
That
toThis
, you can change the value ofdoMoveThatToThis
from a method to an object, useThat
asset name as a key on the object, and set that key's value to a method instead.MyGame.createAsset({ class: "Chest", name: "Ornate Chest", doMoveThatToThis: { "Golden Idol": function () { let msg = "The ornate chest accepts the golden idol and belches loudly. "; MyGame.overrideOutput(msg); }, }, });
-
Finally, in this example, we apply per-asset logic based on the value of asset1, which is available via our passed parameter.
MyGame.createAsset({ class: "Chest", name: "Ornate Chest", doMoveThatToThis: function ({asset1}) { switch (asset1.name) { case "Golden Idol": let msg = "The ornate chest accepts the golden idol and belches loudly. "; MyGame.overrideOutput(msg); break; default: // do nothing and allow the default result break; } return; }, });
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.
jump 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.
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 patchVerb.
- To learn more about modifying verbs, see Modify Verbs.
Private Constructor:
MyGame.createVerb({ "name": "jump", [...] });
jump 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. For information on modifying predefined Verbs, see Modify 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 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_adverbs
- accepts_direction
- accepts_number
- accepts_string
- accepts_structures
- adjectives
- allow_iov_on_iov
- article
- can_span
- 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_verb_failure_msg
- override_verb_success_msg
- past_tense
- phrase1
- phrase2
- phrase3
- posture
- prettyname
- related
- requires_number
- requires_string
- state
- state_strings
- subject_must_be
- synonyms
- tryVerbFromThis
- tryVerbThatFromThis
- tryVerbThatWithThis
- tryVerbThis
- tryVerbThisFromThat
- tryVerbThisWithThat
- tryVerbWithThis
- type
- unstate
- 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 2998
Inherited from: adventurejs.Verb#agree
canBeIntransitive
canBeIntransitive()
Defined in: adventure/dictionary/Verb.js, line 2734
Inherited from: adventurejs.Verb#canBeIntransitive
do
do()
Defined in: adventure/dictionary/Verb.js, line 1077
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 1804
Inherited from: adventurejs.Verb#doSuccess
doTry
doTry()
Defined in: adventure/dictionary/Verb.js, line 1416
Inherited from: adventurejs.Verb#doTry
enqueueCollection
enqueueCollection()
Defined in: adventure/dictionary/Verb.js, line 2397
Inherited from: adventurejs.Verb#enqueueCollection
getState
getState()
Defined in: adventure/dictionary/Verb.js, line 2752
Inherited from: adventurejs.Verb#getState
handleActions
handleActions()
Defined in: adventure/dictionary/Verb.js, line 1431
Inherited from: adventurejs.Verb#handleActions
handleFailure
handleFailure()
Defined in: adventure/dictionary/Verb.js, line 2441
Inherited from: adventurejs.Verb#handleFailure
handleSuccess
handleSuccess()
Defined in: adventure/dictionary/Verb.js, line 2540
Inherited from: adventurejs.Verb#handleSuccess
hasState
hasState()
Defined in: adventure/dictionary/Verb.js, line 2743
Inherited from: adventurejs.Verb#hasState
hasStructure
hasStructure() → {boolean}
Defined in: adventure/dictionary/Verb.js, line 2770
Inherited from: adventurejs.Verb#hasStructure
Returns:
boolean
hasVerbSubscriptionConnection
hasVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 2901
Inherited from: adventurejs.Verb#hasVerbSubscriptionConnection
initialize
initialize()
Defined in: adventure/dictionary/Verb.js, line 2368
Inherited from: adventurejs.Verb#initialize
Todos: How does patchVerb handle initialization?
set
set(props) → {adventurejs.Verb}
Defined in: adventure/dictionary/Verb.js, line 2429
Inherited from: adventurejs.Verb#set
Parameters:
-
props
Object
A generic object containing properties to copy to the DisplayObject instance.
setState
setState()
Defined in: adventure/dictionary/Verb.js, line 2761
Inherited from: adventurejs.Verb#setState
setVerbConnection
setVerbConnection()
Defined in: adventure/dictionary/Verb.js, line 2780
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_of
String -
asset
Object
Returns:
Object
tryDestroyDirectObjectAfterUsing
tryDestroyDirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyDirectObjectAfterUsing.js, line 6
Inherited from: adventurejs.Verb#tryDestroyDirectObjectAfterUsing
Parameters:
-
asset
Object
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:
-
asset
Object
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 1821
Inherited from: adventurejs.Verb#tryPhaseHook
Parameters:
-
phase
*
Returns:
*
tryToInferIndirectObject
tryToInferIndirectObject(options) → {Object}
Defined in: adventure/dictionary/Verb.js, line 1897
Inherited from: adventurejs.Verb#tryToInferIndirectObject
Parameters:
-
options
Object
An object of options.Properties
-
direct_object
Object -
handle_input
Boolean
If true, updates the global input object per standard specs used by most (but not all) of the verb instances that call this method. -
context
Object
The subject, usually player, could be an NPC. -
infer_first_use
Boolean
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 2114
Inherited from: adventurejs.Verb#tryToPutThisInThatAspect
Parameters:
-
direct_object
Object -
preposition
String -
indirect_object
Object
Returns:
Object
unsetVerbConnection
unsetVerbConnection()
Defined in: adventure/dictionary/Verb.js, line 2841
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 2361
Inherited from: adventurejs.Verb#validate
Properties |
.accepts_adverbs
(static) accepts_adverbs
Defined in: adventure/dictionary/verbs/jump.js, line 66
accepts_adverbs
accepts_adverbs :Array
Defined in: adventure/dictionary/Verb.js, line 432
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 426
Inherited from: adventurejs.Verb#accepts_structures
Default value: []
adjectives
adjectives :String
Defined in: adventure/dictionary/Verb.js, line 299
Overrides from: adventurejs.Verb#adjectives
allow_iov_on_iov
allow_iov_on_iov :Array
Defined in: adventure/dictionary/Verb.js, line 500
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 388
Inherited from: adventurejs.Verb#article
Default value: false
can_span
can_span :String
Defined in: adventure/dictionary/Verb.js, line 236
Inherited from: adventurejs.Verb#can_span
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 400
Inherited from: adventurejs.Verb#direction_preposition
Default value: ""
doVerb
doVerb :Getter
Defined in: adventure/dictionary/Verb.js, line 596
Inherited from: adventurejs.Verb#doVerb
doVerbFromThis
doVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 612
Inherited from: adventurejs.Verb#doVerbFromThis
doVerbThatFromThis
doVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 652
Inherited from: adventurejs.Verb#doVerbThatFromThis
doVerbThatWithThis
doVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 636
Inherited from: adventurejs.Verb#doVerbThatWithThis
doVerbThis
doVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 604
Inherited from: adventurejs.Verb#doVerbThis
doVerbThisFromThat
doVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 644
Inherited from: adventurejs.Verb#doVerbThisFromThat
doVerbThisWithThat
doVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 628
Inherited from: adventurejs.Verb#doVerbThisWithThat
doVerbWithThis
doVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 620
Inherited from: adventurejs.Verb#doVerbWithThis
enqueue_collections
enqueue_collections :Array
Defined in: adventure/dictionary/Verb.js, line 487
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 200
Inherited from: adventurejs.Verb#gerund
in_can_mean_on
in_can_mean_on :Boolean
Defined in: adventure/dictionary/Verb.js, line 355
Inherited from: adventurejs.Verb#in_can_mean_on
Default value: false
input_substitutions
input_substitutions :Object
Defined in: adventure/dictionary/Verb.js, line 438
Inherited from: adventurejs.Verb#input_substitutions
Default value: {}
is_compass_direction
is_compass_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 371
Inherited from: adventurejs.Verb#is_compass_direction
Default value: false
is_direction
is_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 364
Inherited from: adventurejs.Verb#is_direction
Default value: false
is_relative_direction
is_relative_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 379
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 335
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 344
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 520
Inherited from: adventurejs.Verb#Name
Default value: []
override_verb_failure_msg
override_verb_failure_msg :String
Defined in: adventure/dictionary/Verb.js, line 450
Inherited from: adventurejs.Verb#override_verb_failure_msg
Default value: undefined
override_verb_success_msg
override_verb_success_msg :String
Defined in: adventure/dictionary/Verb.js, line 459
Inherited from: adventurejs.Verb#override_verb_success_msg
Default value: undefined
past_tense
past_tense :String
Defined in: adventure/dictionary/Verb.js, line 194
Inherited from: adventurejs.Verb#past_tense
phrase1
phrase1 :Object
Defined in: adventure/dictionary/Verb.js, line 408
Inherited from: adventurejs.Verb#phrase1
Default value: {}
phrase2
phrase2 :Object
Defined in: adventure/dictionary/Verb.js, line 414
Inherited from: adventurejs.Verb#phrase2
Default value: {}
phrase3
phrase3 :Object
Defined in: adventure/dictionary/Verb.js, line 420
Inherited from: adventurejs.Verb#phrase3
Default value: {}
posture
posture :String
Defined in: adventure/dictionary/Verb.js, line 206
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 247
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 267
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 315
Inherited from: adventurejs.Verb#subject_must_be
Default value: {}
synonyms
synonyms :Getter/Setter
Defined in: adventure/dictionary/Verb.js, line 660
Inherited from: adventurejs.Verb#synonyms
Default value: []
tryVerbFromThis
tryVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 556
Inherited from: adventurejs.Verb#tryVerbFromThis
tryVerbThatFromThis
tryVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 588
Inherited from: adventurejs.Verb#tryVerbThatFromThis
tryVerbThatWithThis
tryVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 572
Inherited from: adventurejs.Verb#tryVerbThatWithThis
tryVerbThis
tryVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 540
Inherited from: adventurejs.Verb#tryVerbThis
tryVerbThisFromThat
tryVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 580
Inherited from: adventurejs.Verb#tryVerbThisFromThat
tryVerbThisWithThat
tryVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 564
Inherited from: adventurejs.Verb#tryVerbThisWithThat
tryVerbWithThis
tryVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 548
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 257
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_noun_prep
verb_noun_prep :Array
Defined in: adventure/dictionary/Verb.js, line 726
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 890
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 979
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 937
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 767
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 684
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 1025
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 808
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 849
Inherited from: adventurejs.Verb#verb_prep_prep_prep_noun
Default value: []