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  • ...T 5 standard library is stored in a module file called StandardLibrary.amf which is usually located at C:\Program Files\Common Files\ADRIFT\Libraries\ ...create a new general task for the same command with a higher priority and which prevents the original task from running.
    29 KB (4,330 words) - 08:28, 19 September 2013
  • ...commands consist of a verb (action) followed by one or two nouns (objects) which are used to perform the action with, however a few allow just the noun to b ...enters a command they are replaced by the name of an actual item (object, character etc) in the game.
    22 KB (3,651 words) - 08:48, 26 August 2013
  • ...integer property of the character, or to obtain a list of objects that the character is wearing or carrying. == Selecting the Character ==
    7 KB (1,080 words) - 09:27, 10 September 2013
  • When you create a new character, or edit an existing one, you will see this window: ...same location, and is entered by the player when they want to refer to the character.
    14 KB (2,343 words) - 14:02, 6 September 2015
  • ...t is set for any object that another object (or a character) can be placed on top of. If an object has this property, then the player character can put objects on top of it or take them off using any of the following commands:
    10 KB (1,652 words) - 04:45, 7 November 2013
  • ...group]] then the function will filter the group so that only those members which have that property selected will remain. ...hen this object is a flat surface such as a table, chair or bed, on top of which other objects may be placed.
    11 KB (1,680 words) - 02:49, 25 December 2013
  • There are 4 main areas on the screen, toolbars & menus at the top, a hierarchical list of [[Folders]] This represents the [[The Player Character|player character]] in the game.
    14 KB (2,552 words) - 05:50, 25 September 2015
  • It is also possible to create your own general functions, which are called [[User functions]]. ...usly used to access item properties now have equivalent [[Item functions]] which are easier to use and offer extra functionality.
    13 KB (1,913 words) - 14:20, 14 September 2018
  • ...robots. Anything which can move or perform actions on its own is usually a character. The main differences between a character and an object in ADRIFT are:
    5 KB (837 words) - 11:50, 16 February 2013
  • ...types; dynamic objects, that can be picked up and moved about, and static, which cannot. 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 ph
    11 KB (1,794 words) - 12:05, 19 November 2015
  • ...ed to append extra text, or completely change the displayed message, based on [[Restrictions]]. ...olor% variable may contain the word "orange" which is not capitalised, and which you may be using elsewhere where it should not be capitalised.
    19 KB (3,187 words) - 09:33, 29 May 2015
  • On the left side of the ADRIFT developer window is the folder list display pan The "Standard Library" folder contains 12 sub-folders which contain all of the built-in commands and functions that you can use in your
    11 KB (1,948 words) - 08:12, 29 August 2013
  • This tutorial describes how to use conversation tree's to give a character the ability to converse with the player in a natural way, responding in a s ...gram Files\Common Files\ADRIFT\Samples\Conversation.taf (or the equivalent on your operating system) by the ADRIFT installer.
    14 KB (2,320 words) - 01:59, 3 September 2017
  • The group functions operate on several item keys at once. * A [[Groups/Classes|group]] (Which come in three types: Object groups, Character groups and Location goups)
    11 KB (1,700 words) - 00:21, 7 January 2016
  • ** Depending on your settings this restriction may be copied to the second location. If not Now we just need to make sure that anything placed on (or in) the lift is out of reach when its raised.
    13 KB (2,193 words) - 02:06, 19 May 2015
  • [[AtLocation]] - Which single location contains this static object. [[AtLocationGroup]] - Which location group contains this static object.
    5 KB (862 words) - 07:54, 11 August 2014
  • ...tion. For example if you were to click on "North" to open the first entry (which corresponds to movement towards the top of the map) then you will see the w ...orms a nice orderly flowchart, and because I never use more than 5 options on any menu, I usually change South to 1, SouthEast to 2, SouthWest to 3, East
    10 KB (1,709 words) - 07:50, 15 November 2015
  • ...lder or a man riding a horse) then this function will give the key of that character. This function can only be used where the character is known to be on another, or by using the following restriction in a task or alternate descr
    2 KB (312 words) - 02:06, 1 January 2013
  • [[The command parser|The ADRIFT command parser]] decides which task to run by matching what the player types with the commands defined in ...isplays the text in its main [[text box]], and it performs the [[actions]] on its actions page.
    12 KB (2,066 words) - 05:55, 25 December 2015
  • ...in the interactive book, and using a variable with restrictions to control which tasks are valid at each point in the story. ...need to disable it by creating a general task for the wildcard command [*] which has a priority higher than any of the standard library tasks but lower than
    11 KB (2,099 words) - 05:56, 15 November 2015

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