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  • When the player enters a new command, the words that they type are interpreted by a special program called a "Parser" ...M, HER) then tries to match the command to the command templates in all of the general [[tasks]].
    10 KB (1,788 words) - 05:51, 20 November 2012
  • The boolean [[item functions]] correspond to [[Selection only property type|sel ...sed to read a [[properties|property]] value, the function will return 0 if the property is not selected and 1 if it is selected.
    11 KB (1,680 words) - 02:49, 25 December 2013
  • ...and obtained the key from where it was hidden, or were given it by another character as a reward for completing a quest. ...he path between two locations, so it must exist as a static object in both of them.
    8 KB (1,351 words) - 07:40, 26 December 2012
  • ...e used to add a new [[verbs and commands|command]] that is not provided by the [[standard library]]. ...hat is the most common task type, so click on the General button to change the task type. This should bring up a screen like so:
    10 KB (1,753 words) - 06:49, 14 October 2015
  • If you create a [[Variables|variable]] then there is only one copy of it for the whole game. ...s a separate copy of each property inside each item (object, character and location) that each stores its own value.
    9 KB (1,486 words) - 14:06, 6 September 2015
  • ==== The Advanced and Location properties tabs are missing ==== The Home toolbar ribbon will also be missing the Variable, Group, Property, Text override, Hint, Synonym and User Function b
    8 KB (1,427 words) - 07:08, 20 October 2013
  • ...me location as the player, you wanted something specific to happen such as the vase breaking. ...own the vase." and move the vase from the inventory to the players current location.
    8 KB (1,413 words) - 13:41, 6 September 2015
  • ...t for any object that another object (or a character) can be placed on top of. ...layer 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
  • ...ny text or integer property of the location, or the list of exits from the location. == Selecting the Location ==
    5 KB (710 words) - 05:24, 16 March 2017
  • ...lines specified in all of the general tasks, looking for one which matches the players input. ...in the game to see if any match what the player typed at that possition in the command.
    9 KB (1,525 words) - 14:40, 6 September 2015
  • ...d refresh when moving into a new location. If you want to allow the player the option to do this in your game, this is one way that you should do it: ...is variable will be initally 0 and will be set to 1 when the player choses the "SCROFF" option we will be programming later.
    8 KB (1,384 words) - 06:22, 7 January 2013
  • ...n a list of objects or characters that are inside of a container or on top of a supporter object. == Selecting the Object ==
    8 KB (1,253 words) - 06:04, 10 September 2013
  • In this tutorial you will create a tree that the player can climb up into. ...neral task, how to change the way the standard commands work at a specific location, and how to call an existing task from your own to execute its actions and
    6 KB (1,137 words) - 05:08, 30 January 2014
  • ...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
  • ...open the main menu by clicking the round button in the top-left corner of the screen and click "Settings...". ...ly contains two pages, one for general settings and one for listing all of the library files that will used in new ADRIFT games that you create.
    8 KB (1,290 words) - 09:25, 16 April 2014
  • ...the actions, or if you want to perform an action that is more complex than the one's provided by ADRIFT. ...restrictions, and can operate on the result of an item function instead of the original item references.
    7 KB (1,277 words) - 07:53, 29 December 2015
  • ..., which is the [[key]] of the [[Locations|location]] at which the selected character is currently located. ...ction will not work if the character is on or inside an object, on another character, or is hidden.
    3 KB (425 words) - 06:42, 4 March 2013
  • ...o ways - after a set number of turns from something, or after a set amount of time from something. Examples of typical events might be a day/night system, or a random event such as weath
    7 KB (1,211 words) - 14:03, 6 September 2015
  • Restrictions are the basis of most of the if-then-else logic in an ADRIFT game. [[Locations]] use restrictions to prevent the player travelling in a certain direction until certain conditions are met.
    5 KB (872 words) - 07:56, 27 March 2015
  • ...ant to use, then it is a simple matter to create a specific task to change the default behaviour for a specific object or if specific [[restrictions]] pas But what if we want to add a new command that is not in the standard library?
    6 KB (1,138 words) - 00:41, 22 October 2014

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