The Standard Library
Most adventure game's typically uses many of the same commands such as Get, Drop, Inventory, Look, Eat, Read, and the movement directions. Unlike older versions of ADRIFT, ADRIFT 5 does not contain any pre-defined commands in the program itself, but instead loads a large number of these common commands from an extenal file called the standard library. The ADRIFT 5 standard library is stored in a module file called StandardLibrary.amf which is usually located at C:\Program Files\Common Files\ADRIFT\Libraries\
When a new game is started, or an ADRIFT 4 game is upgraded to version 5, the contents of this file is loaded and will be saved to the .TAF file when the game is saved. If a new version of StandardLibrary.amf is installed and a game is loaded from a .TAF file that contains an older version of the library, you will be given the option of loading the new library into the game or not.
Although it is possible to edit the standard library folders, it is much better practice to override tasks in the standard library with specific tasks, or create a new general task for the same command with a higher priority and which prevents the original task from running.
Contents
Folders
In the Developer "Folders" window, this library is loaded into a folder called "Standard Library" which has several other folders inside it. The contents of each of these folders is explained in the following sections.
The words between % symbols in the left colomb are called references, and are replaced by the name of an actual object in the game.
- %object% is the name of any static or dynamic object, eg. 'pen' or 'large red ball'. If plural then you can also use "All".
- %character% is either the proper name or descriptor of a character, eg. 'john doe' or 'tall man'.
- %direction% can only be a compass direction, up, down, in or out.
- %number% can be any number.
- %text% can be anything.
The other words between % symbols in the right colomb are Functions which print the names of the objects and characters being referenced.
Square brackets containing two slashes, such as "[am/are/is]" or "[1]" are alternate versions of the text. The text which is actually shown to the player is controlled by the "Player Perspective" setting on the general tab of the game "Options" (Opened by pressing the spanner icon on the Home ribbon).
- First Person (I) - Prints the first option, so "%CharacterName% [am/are/is]" becomes "I am" and "%CharacterName% pick[2] up" becomes "I pick up"
- Second Person (You) - Prints the middle option, so "%CharacterName% [am/are/is]" becomes "You are" and "%CharacterName% pick[3] up" becomes "You pick up"
- Third Person (Characters name, eg. "John") - Prints the last option, so "%CharacterName% [am/are/is]" becomes "John is" and "%CharacterName% pick[4] up" becomes "John picks up"
UNDER CONSTRUCTION - THIS INFORMATION IS INCOMPLETE.
Tasks - Uncategorised
There is currently only one task in this folder.
Name | Command | Description | Default Text |
---|---|---|---|
inventory | [inventory/inv/i] | Lists what the player is currently wearing & holding | %CharacterName% [am/are/is] wearing %ListWorn[%Player%]%, and [am/are/is] carrying %ListHeld[%Player%]%. |
Properties
This folder contains general properties pertaining to where objects are located, whether the player knows a character, and character gender.
Name | For | Type |
---|---|---|
On what? | Objects | Object List (Supporters) |
At Location | Objects | Location List |
Location of the object | Objects | State List |
Is this character known to the Player | Characters | Selection Only |
Object type | Objects | State List |
Specifically exclude object from location descriptions | Objects (Dynamic) | Selection Only |
When the object is listed in location, display this | Objects | Text |
Part of what | Objects | Object List |
In location | Objects | Location List |
Part of who | Objects | Character List |
Held by who | Objects | Character List |
Gender | Characters | State List |
At Location Group | Objects | Location Group list |
Location of the object | Objects | State List |
Give, Take and Drop
This group of commands allows the player to pick up objects, put them on or in other objects, or give them to another character.
Properties:
Name | For | Type |
---|---|---|
Object is a container | Objects | Selection Only |
Object is a supporter | Objects | Selection Only |
... and the container can hold | Objects | Integer (Object size) |
... and the surface can hold | Objects | Integer |
Object weight | Objects | Value List |
Maximum weight of held items | Characters | Integer (Object Weight) |
Maximum size of held items | Characters | Integer (Object Size) |
Object Size | Objects | Value List |
General Tasks:
Name | Command | Description | Default Text |
---|---|---|---|
Take Objects (Parent Task) | [get/take/pick up] %objects% pick %objects% up |
This task is overridden by the specific tasks in the next table | |
Take Objects From Object | [get/take/pick up/remove] %objects% from %object2% pick %objects% up from %object2% |
Take an object that is inside or on top of another object | Ok, %CharacterName% take[5] %objects%.List from %object2%.Name. |
Drop objects | [drop/put down] %objects% put %objects% down |
put the objects (from players inventory) onto the ground | Ok, %CharacterName% put[6] down %objects%.List. |
Remove before put | put %objects% on{to} {{the} top of} %object2% put %objects% in{side/to} %object2% |
An object that is inside or on top of another object in players inventory, or is worn by the player, is put on or in another object. Note that the advanced option "Continue executing matching lower priority tasks" allows the apropriate task "Put objects in others" or "Put objects on others" to execute after this one. |
<c>(removing %objects%.List from %objects%.Parent.Name first)</c> |
Give object to character | [give/offer] %objects% to %character% [give/offer] %character% %objects% |
object in inventory goes to another characters inventory | %CharacterName% hand[7] %CharacterName[target]% %objects%.List. |
Remove before drop | [drop/put down] %objects% put %objects% down |
object on or in an inventory object is put on the ground If in or on another object print: If worn print: |
<c>(removing %objects%.List from %objects%.Parent.Name first)</c> <c>(removing %objects%.List first)</c> |
Put objects in others | put %objects% in{side/to} %object2% | object in inventory is put into a container | %CharacterName% put[8] %objects%.List inside %object2%.Name. |
Put objects on others | put %objects% on{to} {{the} top of} %object2% | object in inventory is put onto a supporter object | Ok, %CharacterName% put[9] %objects%.List on top of %object2%.Name. |
Specific Tasks:
Name | General Task | Description | Default Text |
---|---|---|---|
Take Objects From Object (Lazy) | Take Objects (Parent Task) | Takes the named object(s) from inside or on top of any other object. Cant be used with "All" |
<c>(from %objects%.Parent.Name)</c> |
Take Objects From Location | Take Objects (Parent Task) | Take the named object(s) or "All" objects from the current location | Ok, %CharacterName% pick[10] up %objects%.List. |
Character Position
This folder controls whether the player is standing up, sitting, or laying down.
It contains 3 object properties:
- Characters can sit on this object
- Characters can stand on this object
- Characters can lay on this object
One character state-list property:
- Character Position
And general tasks for sitting, laying down and standing up:
Name | Command(s) | Description | Default Text |
---|---|---|---|
Sit On Floor | sit {up/down} | Sit on the floor: If currently laying down then: |
%CharacterName% sit[11] down %CharacterName% sit[12] up. |
Sit On Objects | sit {up/down} [in/on] %object% get on %object% |
Sit on an object | %CharacterName% sit[13] on %TheObject[%object%]%. |
Sit On Current Object | sit {up/down} | Sit on the object you are currently standing or laying on | <c>(on %TheObject[%ParentOf[%Player%]%]%)</c> ---Executes task "Sit On Objects" |
Stand On Floor | stand {up/down} | Stand up if currently sitting or laying down | %CharacterName% stand[14] up. |
Stand On Objects | stand {up/down} [in/on] %object% get on %object% |
Stand on top of the object | %CharacterName% stand[15] on %TheObject[%object%]%. |
Stand On Current Object | stand {up/down} | If sitting or laying on object, stand on it | <c>(on %TheObject[%ParentOf[%Player%]%]%)</c> ---Executes task "Stand On Objects" |
Lie On Floor | lie {up/down} lay {up/down} |
Lay down on the floor | %CharacterName% lie[16] down. |
Lie On Current Object | lie {up/down} lay {up/down} |
If sitting or standing on object, lay on it | <c>(on %TheObject[%ParentOf[%Player%]%]%)</c> ---Executes task "Lie On Object" |
Lie On Object | [lie/lay] {up/down} [in/on] %object% get on %object% |
Lay down on the object | %CharacterName% lie[17] on %TheObject[%object%]%. |
Leave Object | [stand/get/move] [out/off] {of} %object% exit %object% leave %object% |
Get off of an object | %CharacterName% get[18] off of %TheObject[%object%]%. |
Leave Current Object | [stand/get/move] up {on {the} floor/ground} exit get off leave |
Get off of the object currently on, and stand up | <c>(%TheObject[%ParentOf[%Player%]%]%)</c> ---Executes task "Leave Object" |
Push and Pull
Just some defaults that need to be overidden with specific commands to do anything.
Name | Command | Description | Default Text |
---|---|---|---|
Conversation
Talking to another character.
Command | Action | Default Text |
---|---|---|
Open and Close
Open and close a container or a door into another room.
Command | Action | Default Text |
---|---|---|
Look and Examine
Display the long description of a location or object, or the "description when read" property.
Command | Action | Default Text |
---|---|---|
Wear and Remove
Put on an item of clothing, or take it off.
Command | Action | Default Text |
---|---|---|
Eat and Drink
Properties determine if an object can be eaten or drunk.
Command | Action | Default Text |
---|---|---|
Library Messages
Not implimented yet - will allow special messages controlled internally by adrift to be customised or changed to a different language.
Player Movement
Normal player movement, plus getting inside of, or climbing on top of objects.
Command | Action | Default Text |
---|---|---|
Attacking
Basic fighting, note that the Battle System from ADRIFT 4 is not implimented in ADRIFT 5 and probably wont be for some time.
Command | Action | Default Text |
---|---|---|