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Objects in ADRIFT are anything that can be seen, touched or referred to, and that are not characters.

They are normally categorised as one of two types; dynamic objects, that can be picked up and moved about, and static, which cannot.


The Description tab allows you to set the name of the object, and give it a description and an initial location.


Article is a mandatory field. For most common objects you would normally insert an indefinite article here. This is normally used when a noun is being referred to for the very first time, and is typically a or an in English. ADRIFT will automatically accept the definite article ("the") when matching object names, and will replace the indefinite article with the definite article in prose when using the %TheObject[key]% function. For unique objects like "the sword excalibur" or even "the front door" you would insert "the" here. If this object represents several objects, a powder or liquid, you can use the word "some", eg. "some brass tacks" or "some washing powder". If you have several similar objects that are each owned by a particular character, you could use the characters name as the article, eg. "belinda's mobile phone".

Prefix/Adjective is an optional field, but is used to distinguish objects with the same name, or to qualify the noun, giving more information about the object signified. Multiple adjectives can be added, separated by a space. However, all adjectives will be listed when the object is listed during play. So for example, you might set this to "large green", "wooden", "fragile old" etc.

Name/Noun(s) is a mandatory field. It is the main name of the object, and can typically be referred to uniquely during play to identify the object. Multiple object nouns can be provided by typing the name and pressing <Enter>. This will add a new entry to the drop down list. To edit an existing entry from the drop down, simply select it and make any changes. Similarly, to remove the entry, select it, then clear the value. Only the first noun in the list will be used when listing objects during play. However, all other nouns will be used to identify the object.

IconWarning.png You cannot have two things with identical names. So if you need to have 3 pens in your game then you need to give them different adjectives, eg. The blue pen, The black pen and The expensive gold pen. You also cannot have a character named Ben and simply replace him with an object called Ben when he is unconscious so that he doesn't talk or move. Instead you could call the object "ben's unconscious body" or else set a property that stops him from behaving like a conscious character.

Object Type Select either Static or Dynamic. A static object is something that normally remains at one location, such as roads, fences, and furniture, but also objects which are firmly attached to something else, such as the knob on a door or the node on somebodys face. A dynamic object is anything that can be picked up and carried around from place to place.

Initial Location This is used to specify where this object will be located at the start of the game. The first drop-down list has 6 options (Static and Dynamic objects have different options), and selecting one of these will change the type of item that can be selected from the second list.

Any object can be:

  • Hidden - The object is nowhere, it cannot not be found by the player until it is moved to somewhere else.
  • In Location/Single Location - This object will be found at the location selected on the second list.

Static objects can be:

  • Location Group - Used for large static objects that span many locations, or doors which connect two locations.
  • Everywhere - The player can refer to this (static) object wherever they are.
  • Part of Object - Something which can't be detached from its parent object, such as the knob on a door.
  • Part of Character - A part of a characters body, ears, eyes, nose, face etc.

Dynamic objects can be:

  • Held by Character - The object is in the characters "Inventory".
  • Worn by Character - An item of clothing or jewlery.
  • Inside Object - Select an object with the "Object is a Container" property, to put this inside of.
  • On Object - Select an object with the "Object is a Supporter" property, to put this on top of.

Description is what will be displayed during play when the player examines the object. Being a standard text box then alternate descriptions can be displayed depending on different circumstances. If the object has the "Readable" property, but you do not specify a "Description when read", then this description is also used when the player reads this object. It is also possible to play sound or display an image when the description is displayed.


Properties How properties work
Object Functions Item functions for objects

Properties allow you to customise everything about the object, specifying what it is, and any other attributes.

A property is similar to a variable, both store a value, but whereas there is only one copy of a variable for the whole game, each object has its own copy of each of the object properties.

The "Description" page of the object contains the most commonly used properties, but most of the standard library properties, and all of the properties you create yourself, are listed on the properties page.

Properties on Description page

The Article, Adjective and Noun fields are not individually accessable, but you can read the Adjective and Noun properties together using the %object%.Name function.

"Object type" is a state property that contains either "Static" or "Dynamic".

The first field of the "Initial location" will either be the Location of the object (static) or the Location of the object (dynamic) state property, depending on the setting of the "Object type".

The property that corresponds to the second field depends on which state is selected in the first field"

The contents of the "Description" text box is printed, as the first part of the object description, when the player "examine"s this object.

Properties on Properties page

If you click on the "Properties" tab then the object switches to the properties page:


The Properties page allows you to assign properties to the object.

Selecting a property will assign it to the current object. Depending on the property type, this may just be a selection only property, or you may need to assign it a value.

Some properties may become available depending on the value set on other properties. For example, if object can be opened and closed is selected (because the object has some sort or door or lid) then the Open status and Object can be locked property will become visible.


Note that both the tick-box and name of Open status are shown greyed-out. This indicates a mandatory property which is always selected when its parent property is selected.

This property is a state list. When a state list has two options it is displayed as radio buttons. When there are more than two options it will be displayed as a drop-down list.

To add a new property, click the Add New Property button at the bottom of the form. This will bring up the New Property dialog box and default it to type Object. Once the property has been applied, it will appear on the property page of all objects, locations or characters.

To use the value of a property in an expression or text box, use an object functiion

Static object properties

  • Specifically list object in location descriptions - You normally describe static objects as part of the location description, however if you select this property then ADRIFT will add the message "There is %object%.Name here."
    • Selecting this also makes the "When the object is listed in location, display this" property available, a text box that lets you specify the message to display.

Dynamic object properties

  • Object is wearable - Clothing that a character can put on or take off.
  • Specifically exclude object from location descriptions - Prevents the standard "There is %object% here" message.
    • If not selected, then the "When object is listed in location, display this" property becomes available and you can enter a different message to be shown.
  • Object is drinkable - The player can use the command "Drink %object%" with this object.
  • Object is edible - The player can use the command "Eat %object%" with this object.
  • Object weight - Choose a weight for this object, from a drop-down list. You can place a limit on how much weight the player can carry using a character property.
  • Object size - Choose a size for this object. You can place a limit on the total volume of objects the player can carry, or how much will fit inside of a given container.

Common object properties

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