Verb: jump structures phrases params phases actions methods properties
Instance of: adventurejs.Verb
Defined in: adventure/dictionary/verbs/~jump_aspect.js, line 7
More info: VerbSubscriptions VerbAnatomy VerbProcess ModifyVerbs WriteVerbs
> jump over threshold
You jump over the threshold, carrying your new bride, careful to
avoid tripping over your own comically large feet. Your bride runs
her gloved hand through your rainbow colored perm, tickling your nose
with her colorful yellow and fuscia frill. She raises her head for
a kiss, and you mash your brightly painted red lips into hers,
commingling both your makeups into smears of red and white pancake.
You part breathlessly, and she honks your foam nose in connubial bliss.
When used with a preposition, jump requires that the Tangible Asset has an enabled Aspect matching the player's preposition, with its aspect.player.can.jump property set to true. No special logic is provided with the verb. Authors wanting to make use of it may need to use a method such as verb hooks. See Verb Phases to learn more.
jump sentence structures
The Adventurejs parser uses multiple filtering methods to try to interpret player input. Sentence structures are defined for each verb in order to narrow down the sentence structures that a verb can accept. 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. This helps to filter player input. Input that isn't accepted will return a warning to the player.
- 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
The Adventurejs parser uses multiple filtering methods to try to interpret player input. Phrases are defined for each verb in order to narrow down the words that a verb can accept. This applies to preposition/noun pairs: from zero in the case of intransitive verbs, up to three in the case of verbs that can handle input such as "pour water from jug into basin". The nested noun_must_be object sets conditional qualifiers for nouns, that helps narrow down game objects that the verb might act upon. Input that isn't accepted will return a warning to the player.
- 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 params
Some verbs have custom params which are mirrored in the properties of any asset subscribed to the verb.
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.
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'], }, },
})
The power cord's max_connections setting overrides the verb's max_attachment setting, allowing the player to plug the power cord into two assets, while the computer and the outlet can still have only one asset plugged into them.
- 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.
jump verb phases
Verb Phases allow an
author to override how a verb is applied
to any given asset. This is a broad method for exercising control
over verb/noun
interactions that allows for custom per-asset verb logic.
For example, an author might supply completely different logic
for "throw feather" vs "throw baseball" vs "throw anvil". This
works by overriding portions of asset
verb subscriptions.
When a verb is applied to an asset, its do()
method is called. For most (but not all) verbs,
do()
acts as a
sequencer that moves the verb through six distinct phases.
doTry
handles all the conditional logic to determine whether a verb can be applied to an asset.doSuccess
handles output and state changes.doBeforeTry
,doAfterTry
,doBeforeSuccess
anddoAfterSuccess
don't do anything by themselves, but provide opportunities for authors to inject custom code at various stages of a verb action.
do
- doBeforeTry
- doTry
- doAfterTry
- doBeforeSuccess
- doSuccess
- doAfterSuccess
For example, consider the verb "take" as applied to this singing sword. Imagine that an author wants the 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( params )
{
let msg = "The sword begins to vibrate as your hand curls around its haft. ";
MyGame.print( msg );
},
doAfterSuccess: function( params )
{
let msg = "The sword bursts into song in your hand. ";
MyGame.print( msg );
},
},
},
});
Please note that verb subscriptions are set distinctly for direct objects and indirect objects. All of the prior examples show verb phases applied to direct object verb subscriptions. Verb phases can also be applied to indirect object subscriptions. For example, perhaps our swinging sword had to be removed from a stone. We might want to hook into the stone's indirect object verb subscription for "remove".
MyGame.createAsset({
class: "Thing",
name: "stone",
iov: {
remove:
{
doBeforeTry: function( params )
{
let msg = "Will the stone judge you worthy enough to remove the sword? "
MyGame.print( msg );
},
doAfterSuccess: function( params )
{
let msg = "With the sword removed, the stone bursts into rubble! ";
MyGame.print( msg );
this.destroy();
},
},
},
});
- To learn more, see Verb Phases.
- Verb Phases are related to but distinct from Verb Actions, which offers a more surgical method to hook into the doTry and doSuccess phases, on a per object basis.
jump verb actions
Verb actions
provide hooks for injecting custom code into very specific
verb actions (or reactions). It works by looking for
custom functions attached to the assets
that the verb is being applied to, and calling
any function that it finds. It's a fine-grained way to
tailor specific verb/noun interactions.
Each verb has a unique set of actions. For
instance, the verb lock
has onTryLock
and
onTryLockThisWithThat
and several other lock-specific hooks, whereas the verb
climb
has onTryClimb
and
onTryClimbFromThisToThat
, etc.
Expand any item to see a code example.
Each of the items above can be expanded to show a specific example, but here is a generic example.
MyGame.createAsset({
class: "Player",
name: "Elvis",
});
MyGame.createAsset({
class: "Weapon",
name: "pistol",
});
MyGame.createAsset({
class: "Electronics",
name: "television",
doShootThisWithThat:{
"pistol": function {
let msg = "You fire the pistol at the television, which explodes with a screech of static and sparks. ";
this.game.print(msg);
},
},
});
- To learn more, see Verb Actions.
- Some hooks are not tied to any specific verbs and though these are technically identical, we refer to them as verb reactions. See Verb Reactions for a list of them.
- Verb actions are related to but distinct from verb phases, which allow authors to broadly override entire phases of a verb.
jump verb reactions
None available for jump
Verb reactions
provide a hook for authors to inject custom code into specific
interactions between assets.
They are identical to verb actions but for one thing:
while verb actions are called during a verb's doTry or doSuccess
phases, verb reactions are called as a secondary effect,
or result, of doSuccess. For example,
take lantern
results in moving
the lantern to the player from its original parent.
Drop lantern
results in
moving the lantern from the player to the room.
In both cases, the lantern leaves one place and enters
another, so both verbs result in calling these four
verb reactions:
lantern.doRemoveThisFromThat(player)
,
player.doRemoveThatFromThis(lantern)
,
lantern.doMoveThisToThat(room)
, and
room.doMoveThatToThis(lantern)
.
OMG you may exclaim. Why four reactions? Technically, two reactions are occurring – the lantern leaves the player and enters the room – but because we want to give authors maximum flexibility to organize code however makes sense to them, we check both assets for code relative to the other.
In this example, imagine that an author would like the game to print a custom message whenever a certain asset enters or leaves another asset, by any method.
MyGame.createAsset({
class: "NPC",
name: "Elvis",
}),
MyGame.createAsset({
class: "Room",
name: "The Building",
doMoveThatToThis:
{
"Elvis": function()
{
MyGame.print("Elvis has entered The Building! ");
}
},
doRemoveThatFromThis:
{
"Elvis": function()
{
MyGame.print("Elvis has left The Building! ");
}
},
}),
- To learn more, see Verb Reactions.
- Hooks that are tied directly to verbs are called verb actions. See Verb Actions for more information.
- Verb reactions are related to but distinct from verb phases, which allow authors to broadly override entire phases of a verb.
jump verb logic
Verb logic falls into a few recognizable patterns. Direction verbs tend to be simple. Manipulation verbs do a lot of testing to see whether one asset is allowed to interact with another asset. Many verbs are similar, but no two verbs are identical. Each verb has its quirks. If you would like to learn more about verb logic, we recommend you see the Verb Anatomy and Verb Process pages. If you find that you want more than you can get from verb phases and verb actions / reactions / 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.
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 Overrides from Verb canBeIntransitive
- Inherited from Verb Overrides from Verb do
- Inherited from Verb Overrides from Verb doSuccess
- Inherited from Verb Overrides from Verb doTry
- Inherited from Verb Overrides from Verb enqueueCollection
- Inherited from Verb Overrides from Verb getState
- Inherited from Verb Overrides from Verb handleActions
- Inherited from Verb Overrides from Verb handleFailure
- Inherited from Verb Overrides from Verb handleSuccess
- Inherited from Verb Overrides from Verb hasState
- Inherited from Verb Overrides from Verb hasVerbSubscriptionConnection
- Inherited from Verb Overrides from Verb initialize
- Inherited from Verb Overrides from Verb set
- Inherited from Verb Overrides from Verb setState
- Inherited from Verb Overrides from Verb setVerbSubscriptionConnection
- Inherited from Verb Overrides from Verb tryDestroyAfterUsing
- Inherited from Verb Overrides from Verb tryDestroyDirectObjectAfterUsing
- Inherited from Verb Overrides from Verb tryDestroyIndirectObjectAfterUsing
- Inherited from Verb Overrides from Verb tryToInferIndirectObject
- Inherited from Verb Overrides from Verb tryToPutThisInThatAspect
- Inherited from Verb Overrides from Verb unsetVerbSubscriptionConnection
- Inherited from Verb Overrides from Verb validate
Properties:
- Inherited from Verb Overrides from Verb accepts_direction
- Inherited from Verb Overrides from Verb accepts_number
- Inherited from Verb Overrides from Verb accepts_string
- Inherited from Verb Overrides from Verb adjectives
- Inherited from Verb Overrides from Verb article
- Inherited from Verb Overrides from Verb dictionary
- Inherited from Verb Overrides from Verb direction_preposition
- Inherited from Verb Overrides from Verb doVerb
- Inherited from Verb Overrides from Verb doVerbFromThis
- Inherited from Verb Overrides from Verb doVerbThatFromThis
- Inherited from Verb Overrides from Verb doVerbThatWithThis
- Inherited from Verb Overrides from Verb doVerbThis
- Inherited from Verb Overrides from Verb doVerbThisFromThat
- Inherited from Verb Overrides from Verb doVerbThisWithThat
- Inherited from Verb Overrides from Verb doVerbWithThis
- Inherited from Verb Overrides from Verb enqueue_collections
- Inherited from Verb Overrides from Verb extends
- Inherited from Verb Overrides from Verb game
- Inherited from Verb Overrides from Verb in_can_mean_on
- Inherited from Verb Overrides from Verb input_substitutions
- Inherited from Verb Overrides from Verb is_compass_direction
- Inherited from Verb Overrides from Verb is_direction
- Inherited from Verb Overrides from Verb is_spatial_direction
- Inherited from Verb Overrides from Verb let_verb_handle_disambiguation
- Inherited from Verb Overrides from Verb let_verb_handle_remaining_input
- Inherited from Verb Overrides from Verb name
- Inherited from Verb Overrides from Verb Name
- Inherited from Verb Overrides from Verb override_verb_failure_msg
- Inherited from Verb Overrides from Verb override_verb_success_msg
- Inherited from Verb Overrides from Verb past_tense
- Inherited from Verb Overrides from Verb player_must_be
- Inherited from Verb Overrides from Verb prettyname
- Inherited from Verb Overrides from Verb related
- Inherited from Verb Overrides from Verb requires_number
- Inherited from Verb Overrides from Verb requires_string
- Inherited from Verb Overrides from Verb state
- Inherited from Verb Overrides from Verb state_strings
- Inherited from Verb Overrides from Verb synonyms
- Inherited from Verb Overrides from Verb tryVerbFromThis
- Inherited from Verb Overrides from Verb tryVerbThatFromThis
- Inherited from Verb Overrides from Verb tryVerbThatWithThis
- Inherited from Verb Overrides from Verb tryVerbThis
- Inherited from Verb Overrides from Verb tryVerbThisFromThat
- Inherited from Verb Overrides from Verb tryVerbThisWithThat
- Inherited from Verb Overrides from Verb tryVerbWithThis
- Inherited from Verb Overrides from Verb type
- Inherited from Verb Overrides from Verb unstate
- Inherited from Verb Overrides from Verb verb_noun_prep
- Inherited from Verb Overrides from Verb verb_noun_prep_noun
- Inherited from Verb Overrides from Verb verb_noun_prep_noun_prep_noun
- Inherited from Verb Overrides from Verb verb_noun_prep_prep_noun
- Inherited from Verb Overrides from Verb verb_prep_noun
- Inherited from Verb Overrides from Verb verb_prep_noun_prep_noun
- Inherited from Verb Overrides from Verb verb_prep_noun_prep_noun_prep_noun
- Inherited from Verb Overrides from Verb verb_prep_prep_noun
- Inherited from Verb Overrides from Verb verb_prep_prep_prep_noun
Methods Collapse all |
canBeIntransitive()
Defined in: adventure/dictionary/Verb.js, line 1905
Overrides from: adventurejs.Verb#canBeIntransitive
do()
Defined in: adventure/dictionary/Verb.js, line 968
Overrides 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 isn't required to use all of these methods. Some Verbs may bypass Verb.doTry because no special conditions are required to apply the Verb. Some specialized Verbs such as 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()
Defined in: adventure/dictionary/Verb.js, line 1233
Overrides from: adventurejs.Verb#doSuccess
doTry()
Defined in: adventure/dictionary/Verb.js, line 1138
Overrides from: adventurejs.Verb#doTry
enqueueCollection()
Defined in: adventure/dictionary/Verb.js, line 1582
Overrides from: adventurejs.Verb#enqueueCollection
getState()
Defined in: adventure/dictionary/Verb.js, line 1923
Overrides from: adventurejs.Verb#getState
handleActions()
Defined in: adventure/dictionary/Verb.js, line 1153
Overrides from: adventurejs.Verb#handleActions
handleFailure()
Defined in: adventure/dictionary/Verb.js, line 1620
Overrides from: adventurejs.Verb#handleFailure
handleSuccess()
Defined in: adventure/dictionary/Verb.js, line 1718
Overrides from: adventurejs.Verb#handleSuccess
hasState()
Defined in: adventure/dictionary/Verb.js, line 1914
Overrides from: adventurejs.Verb#hasState
hasVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 2064
Overrides from: adventurejs.Verb#hasVerbSubscriptionConnection
initialize()
Defined in: adventure/dictionary/Verb.js, line 1547
Overrides from: adventurejs.Verb#initialize
Todos: How does patchVerb handle initialization?
set(props) → {adventurejs.Verb}
Defined in: adventure/dictionary/Verb.js, line 1608
Overrides from: adventurejs.Verb#set
Parameters:
-
props
Object
A generic object containing properties to copy to the DisplayObject instance.
setState()
Defined in: adventure/dictionary/Verb.js, line 1932
Overrides from: adventurejs.Verb#setState
setVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 1941
Overrides from: adventurejs.Verb#setVerbSubscriptionConnection
computer.dov.plugIn.with_params.connections = ['socket']
socket.iov.plugIn.with_params.connections = ['computer']
This is one of two verb subscription properties that are related and very similar, and it's important to understand the distinction between them.
...with_assets
defines which assets CAN BE connected.
...with_params.connections
stores which assets ARE connected.
with_assets:
computer.dov.plugIn.with_assets = ['socket']
connections:
computer.dov.plugIn.with_params.connections = ['socket']
tryDestroyAfterUsing(object_of, asset) → {Object}
Defined in: adventure/asset/tryDestroyAfterUsing.js, line 7
Overrides from: adventurejs.Verb#tryDestroyAfterUsing
Parameters:
-
object_of
String -
asset
Object
Returns:
Object
tryDestroyDirectObjectAfterUsing(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyDirectObjectAfterUsing.js, line 7
Overrides 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(asset) → {Boolean|string}
Defined in: adventure/asset/tryDestroyIndirectObjectAfterUsing.js, line 7
Overrides 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
tryToInferIndirectObject(direct_object, handle_input) → {Object}
Defined in: adventure/dictionary/Verb.js, line 1292
Overrides from: adventurejs.Verb#tryToInferIndirectObject
Parameters:
-
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.
Returns:
Object
tryToPutThisInThatAspect(direct_object, preposition, indirect_object) → {Object}
Defined in: adventure/dictionary/Verb.js, line 1369
Overrides from: adventurejs.Verb#tryToPutThisInThatAspect
Parameters:
-
direct_object
Object -
preposition
String -
indirect_object
Object
Returns:
Object
unsetVerbSubscriptionConnection()
Defined in: adventure/dictionary/Verb.js, line 2009
Overrides from: adventurejs.Verb#unsetVerbSubscriptionConnection
computer.dov.plugIn.with_params.connections = ['socket']
socket.iov.plugIn.with_params.connections = ['computer']
validate()
Defined in: adventure/dictionary/Verb.js, line 1540
Overrides from: adventurejs.Verb#validate
Properties |
accepts_direction :String
Defined in: adventure/dictionary/Phrase.js, line 27
Overrides from: adventurejs.Verb#accepts_direction
accepts_number :String
Defined in: adventure/dictionary/Phrase.js, line 41
Overrides from: adventurejs.Verb#accepts_number
accepts_string :String
Defined in: adventure/dictionary/Phrase.js, line 20
Overrides from: adventurejs.Verb#accepts_string
adjectives :String
Defined in: adventure/dictionary/Verb.js, line 251
Overrides from: adventurejs.Verb#adjectives
article :Boolean
Defined in: adventure/dictionary/Verb.js, line 328
Overrides from: adventurejs.Verb#article
Default value: false
dictionary :Object
Defined in: adventure/dictionary/Verb.js, line 144
Overrides from: adventurejs.Verb#dictionary
Default value: {}
direction_preposition :Boolean
Defined in: adventure/dictionary/Verb.js, line 340
Overrides from: adventurejs.Verb#direction_preposition
Default value: ""
doVerb :Getter
Defined in: adventure/dictionary/Verb.js, line 487
Overrides from: adventurejs.Verb#doVerb
doVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 503
Overrides from: adventurejs.Verb#doVerbFromThis
doVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 543
Overrides from: adventurejs.Verb#doVerbThatFromThis
doVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 527
Overrides from: adventurejs.Verb#doVerbThatWithThis
doVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 495
Overrides from: adventurejs.Verb#doVerbThis
doVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 535
Overrides from: adventurejs.Verb#doVerbThisFromThat
doVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 519
Overrides from: adventurejs.Verb#doVerbThisWithThat
doVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 511
Overrides from: adventurejs.Verb#doVerbWithThis
enqueue_collections :Array
Defined in: adventure/dictionary/Verb.js, line 406
Overrides 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 :String
Defined in: adventure/dictionary/Verb.js, line 165
Overrides from: adventurejs.Verb#extends
Default value: ""
game :Object
Defined in: adventure/dictionary/Verb.js, line 137
Overrides from: adventurejs.Verb#game
Default value: {}
in_can_mean_on :Boolean
Defined in: adventure/dictionary/Verb.js, line 295
Overrides from: adventurejs.Verb#in_can_mean_on
Default value: false
input_substitutions :Object
Defined in: adventure/dictionary/Verb.js, line 357
Overrides from: adventurejs.Verb#input_substitutions
Default value: {}
is_compass_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 311
Overrides from: adventurejs.Verb#is_compass_direction
Default value: false
is_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 304
Overrides from: adventurejs.Verb#is_direction
Default value: false
is_spatial_direction :Boolean
Defined in: adventure/dictionary/Verb.js, line 319
Overrides from: adventurejs.Verb#is_spatial_direction
Default value: false
let_verb_handle_disambiguation :Boolean
Defined in: adventure/dictionary/Verb.js, line 275
Overrides from: adventurejs.Verb#let_verb_handle_disambiguation
Default value: false
let_verb_handle_remaining_input :Boolean
Defined in: adventure/dictionary/Verb.js, line 284
Overrides from: adventurejs.Verb#let_verb_handle_remaining_input
Default value: false
name :String
Defined in: adventure/dictionary/Verb.js, line 174
Overrides from: adventurejs.Verb#name
Default value: ""
Name :Getter
Defined in: adventure/dictionary/Verb.js, line 422
Overrides from: adventurejs.Verb#Name
Default value: []
override_verb_failure_msg :String
Defined in: adventure/dictionary/Verb.js, line 369
Overrides from: adventurejs.Verb#override_verb_failure_msg
Default value: undefined
override_verb_success_msg :String
Defined in: adventure/dictionary/Verb.js, line 378
Overrides from: adventurejs.Verb#override_verb_success_msg
Default value: undefined
past_tense :String
Defined in: adventure/dictionary/Verb.js, line 191
Overrides from: adventurejs.Verb#past_tense
player_must_be :Object
Defined in: adventure/dictionary/Verb.js, line 259
Overrides from: adventurejs.Verb#player_must_be
Default value: {}
prettyname :String
Defined in: adventure/dictionary/Verb.js, line 182
Overrides from: adventurejs.Verb#prettyname
requires_number :String
Defined in: adventure/dictionary/Phrase.js, line 48
Overrides from: adventurejs.Verb#requires_number
requires_string :String
Defined in: adventure/dictionary/Phrase.js, line 34
Overrides from: adventurejs.Verb#requires_string
state :String
Defined in: adventure/dictionary/Verb.js, line 198
Overrides 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 :String
Defined in: adventure/dictionary/Verb.js, line 218
Overrides 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.
synonyms :Getter/Setter
Defined in: adventure/dictionary/Verb.js, line 551
Overrides from: adventurejs.Verb#synonyms
Default value: []
tryVerbFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 447
Overrides from: adventurejs.Verb#tryVerbFromThis
tryVerbThatFromThis :Getter
Defined in: adventure/dictionary/Verb.js, line 479
Overrides from: adventurejs.Verb#tryVerbThatFromThis
tryVerbThatWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 463
Overrides from: adventurejs.Verb#tryVerbThatWithThis
tryVerbThis :Getter
Defined in: adventure/dictionary/Verb.js, line 431
Overrides from: adventurejs.Verb#tryVerbThis
tryVerbThisFromThat :Getter
Defined in: adventure/dictionary/Verb.js, line 471
Overrides from: adventurejs.Verb#tryVerbThisFromThat
tryVerbThisWithThat :Getter
Defined in: adventure/dictionary/Verb.js, line 455
Overrides from: adventurejs.Verb#tryVerbThisWithThat
tryVerbWithThis :Getter
Defined in: adventure/dictionary/Verb.js, line 439
Overrides from: adventurejs.Verb#tryVerbWithThis
type :String
Defined in: adventure/dictionary/Verb.js, line 152
Overrides from: adventurejs.Verb#type
Default value: ""
unstate :String
Defined in: adventure/dictionary/Verb.js, line 208
Overrides 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 :Array
Defined in: adventure/dictionary/Verb.js, line 617
Overrides from: adventurejs.Verb#verb_noun_prep
Default value: []
verb_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 781
Overrides 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 :Array
Defined in: adventure/dictionary/Verb.js, line 870
Overrides from: adventurejs.Verb#verb_noun_prep_noun_prep_noun
Default value: []
verb_noun_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 828
Overrides from: adventurejs.Verb#verb_noun_prep_prep_noun
Default value: []
verb_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 658
Overrides from: adventurejs.Verb#verb_prep_noun
Default value: []
verb_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 575
Overrides from: adventurejs.Verb#verb_prep_noun_prep_noun
Default value: []
verb_prep_noun_prep_noun_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 916
Overrides from: adventurejs.Verb#verb_prep_noun_prep_noun_prep_noun
Default value: []
verb_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 699
Overrides from: adventurejs.Verb#verb_prep_prep_noun
Default value: []
verb_prep_prep_prep_noun :Array
Defined in: adventure/dictionary/Verb.js, line 740
Overrides from: adventurejs.Verb#verb_prep_prep_prep_noun
Default value: []