ah, just to recap along with the other's info that I was lacking:
use (refencing what rules the others said ~ must be done in a script block and limited to one line), as this doesn't get removed:
// your_comment
also, libraries seem complicated at first, but just think of them as like "patches" or "expansion packs" to a game (if you're a gamer, this analogy should make sense).
a library file is simply a way of adding extra code (which can add new code, change code, or remove code) to a game.
while, you probably won't be working with adding libraries to your games for now, making a library file is easy:
<library>
// your_mass_of_code
</library>
and then just make the file have this (same as quest's game files) extension: *.aslx (for example: HK_RPG_LIBRARY_FILE.aslx)
whereas, a Game File, looks like this (using the same extension: *.aslx, for example: HK_RPG_GAME_FILE.aslx):
<asl version="540"> // or whatever the newest~current version of quest is
<game name="blah">
// etc code (default~new game: rest of Game Object info and attributes, "room" Room Object, and "player" Player Object)
</game>
// etc mass of code
</asl>
also, this is a wonderful software-program for if~when you're ready to work with code:
http://notepad-plus-plus.org/just set the language (after you got it open~up~running) to XML
this is really nice as it provides color coding, making it much easier to write and trouble shoot errors in your code.
--------
P.S.
here's the full default (new game) coding:
these are quest's default library files ("ref" = referenced ~added~ library files):
<include ref="English.aslx" /> // provides the language being used as english
<include ref="Core.aslx" /> // this is Quest's Core Coding
which you can see below:
<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>