here's some links:
http://quest5.net/wiki/Using_librarieshttp://quest5.net/wiki/Creating_Librariesa library is just a collection of code (which can add or change stuff to your game). Maybe a good analogy is to think of libraries as like the expansion packs for games. Though with libraries, you can add and~or change stuff to your game, or even make an entirely new game engine for your game too, instead of using the default core engine coding.
you can have~use as many libraries as you want within your game.
all games, by default, include two libraries (open up a game in the GUI~Editor, and look at the left pane ~ the "tree of stuff"):
core.aslx (this is the game engine; it contains the core code of the game)
english.aslx (this provides that the text~language as being in english)
or, within Code View mode (or just in code):
<include ref="English.aslx" />
<include ref="Core.aslx" />
<asl version="540">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>d83ba5bb-2e3c-4f31-80c9-3e88a2dc082c</gameid>
<version>1.0</version>
<firstpublished>2013</firstpublished>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
</object>
</asl>
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to create your own library is very simple:
simply open up notepad, wordpad, or notepad++ (highly recommended that you get this!), and save the file with a ".aslx" ext, as Quest Files, be they a game file or a library file, both use the ".aslx" ext. But, within the file, you just need to do this too:
<library>
(your mass of code)
</library>
now, it's a bit more complex in actually coding the library properly obviously, but this is the bare basics of creating a library.
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whereas, a GAME FILE, looks like this:
<asl version="540">
(your mass of code)
</asl>
-------
to include a library in your game:
in the GUI~Editor, on the left pane (the "tree of stuff"), there should be an option of "Adding a library" or something like this (it may be under the advanced options)
in code, just add in the correct coding (see above, the "include ref...") with the name of the library file.
also, the library file has to be in the same place as your quest.exe or where your core and english library files are located, meh.