@OurJud:
I thought the same thing, OurJud, in making a single thread for my own noob questions when I first started with quest about 2-3 years ago (
viewtopic.php?f=10&t=3348 ), but I was told, that it is actually preferred that more threads are created instead, as otherwise, the numerous questions you have, get lost in that single thread (as the posts pile up for answering one question, the other questions in your posts get forgotten and pushed back to older pages), and other people looking for those same questions-answers, don't want to scour through a massive thread for those posts.
So, keep making specific threads for specific questions, as it's really better that way, and it really helps quest out, as quest doesn't get that many posts~discussions still to begin with (only a few of us post regularly here). Now, if we're talking about a super massive social website (with tons of threads already and massive amount of posts in each of those threads), then they might prefer their new people making a single thread for all of their questions.
@Billie:
you might want to take a look at my thread (
viewtopic.php?f=10&t=3348 ), as I was just as confused as you are about all the terms (ELEMENTS, Attribute Types, Object Types, and etc stuff in quest), asking in posts to have all these terms (that I found myself overwhelmed with) explained to me, so the help I got from others, may be of help to you too, in trying to understand all these terms of quest.
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I'm my own current knowledge (or lack of knowledge), this is how I understand quest's stuff currently:
ELEMENTS (the things in quest):
(in code: anything with the tag blocks)
Objects, Verbs, Commands, Functions, Exits, Object Types, Attributes, Timers, Turnscripts, Libraries, and etc.
Attributes (the data; Game Mechanics; maybe you can think of Attributes as connecting the ELEMENTS and Scripting together, though this might be wrong in concept):
Strings, Integers (int), Double (Floats; Floating Points), Boolean (true~false Flags), Scripts, Inherited, Lists, Dictionaries, and etc.
Scripting (actions~events):
Verbs, Functions, Script Attributes, Commands, Timers, Turnscripts, Object Types, and etc
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Objects:
an Object holds Attributes and~or other Objects too.
The Game Object: holds (aka: you're able to alter~set) the global game's settings
Player Objects: your 'playable characters~actors (PCs)', has unique features~settings
Room Objects: are the 'areas' in the quest world, Exits connects Room Objects for travel via the UI compass and the 'Go' Function, and have other various unique features~settings
Other-Object (non-room and non-player) Objects: everything else (non-playable characters:NPCs~actors ::: townspeople and monsters, game world objects like a 'table', game world items like a potion, and etc).