This is a list of most of the functions built in to Quest, grouped by type. For a list in alphabetical order, go here.

Functions for Attributes

Functions for checking and setting attributes on objects.

Functions for Variables

Functions that check or change the values of variables (and can be used on attributes too).

Functions for Objects and Exits

Timers and Turnscripts

User Interface Functions

Functions that change what is displayed or how it is displayed or require the player to do something, rather than affecting the game world.

List Functions

Functions for manipulating lists. For a discussion on how to use lists, see here.

Scope Functions

Functions that will return a list of objects (in the loosest sense). See more here.

Dictionary Functions

Functions for manipulating dictionaries. For a discussion on how to use dictionaries, see here.

String Functions

Clothing Functions

Randomising Functions

These functions all return a random value. See also here.

General Functions

Core.aslx Functions

Functions with very specific effects in the game world.

Internal Core.aslx Functions

Most games shouldn’t need to call these directly.

Mathematical Functions

These will not be relevant to many games at all, but are available as a consequence of the .NET framework Quest is built on. They are included here for completeness; if you need them, you will know what they do. There is no further documentation.

Quest has e and pi as built-in constants.

These all take a single foating point number, and return the corresponding floating point number. Note that the trigonometric functions use radians rather than degrees.

The following functions all take a floating point parameter and return an integer.

These two functions take two parameters, and can be used with either floating point or integers, and return the same type.