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  • To create a new task, click on the Task button at the top of the screen, or right-click in a folder and se .... This is a 'sample' command that could be typed. In fact, as we discuss on the [[General tasks]] page, the "drop" task has been defined with several d
    8 KB (1,413 words) - 13:41, 6 September 2015
  • ...ers#Conversation|character conversation topic]] contains a list of actions which are performed in order when a task is executed and passes all of its restri ...Add" button opens the action editing window (below), creating a new action which is added to the end of the list.
    13 KB (2,215 words) - 08:05, 24 December 2015
  • ...r to create a specific task to change the default behaviour for a specific object or if specific [[restrictions]] pass. ...nd that will produce the message "Sorry, i didn't understand that command" which does not look very professional.
    6 KB (1,138 words) - 00:41, 22 October 2014
  • * Create a '''new object''' of type '''dynamic''' - This is your key. * Create a '''new object''' of type '''static''' - This is your door.
    13 KB (2,193 words) - 02:06, 19 May 2015
  • These are general functions which duplicate the functionality of some of the [[Item functions]]. ...the point of view of the player character is switched to another character which does not have a descriptor then this function will return "me" or "myself",
    9 KB (1,264 words) - 05:08, 16 March 2017
  • ...which tell the parser to try to match the players input to the name of an object, character or location. ...is not possible to go in that direction, then ADRIFT will tell the player which directions they can move towards from their current location.
    10 KB (1,788 words) - 05:51, 20 November 2012
  • ...h the command lines specified in all of the general tasks, looking for one which matches the players input. If the matching command contains references (%object%,%character%,%location% etc.) then a search is made through the items in th
    9 KB (1,525 words) - 14:40, 6 September 2015
  • ...value, however there is a separate copy of each property inside each item (object, character and location) that each stores its own value. * [[Object property type|Object]] – the property value must be an object
    9 KB (1,486 words) - 14:06, 6 September 2015
  • ...a chair, lying on a bed etc.) then this function will give the key of that object. ...unction can only be used where the character is known to be on a supporter object, or by using the following restriction in a task or alternate description t
    2 KB (273 words) - 02:21, 13 December 2012
  • and click on [[File:TickBoxSimpleMode.jpg]] to remove the tick. ...d actions to using the command in the game, as well as define restrictions on when the command is not valid, and the responses to give in those circumsta
    8 KB (1,427 words) - 07:08, 20 October 2013
  • *A location or object function can be used to obtain a character key, and the character function Scroll down to the wanted property and click on it to insert the property key into the function.
    7 KB (1,080 words) - 09:27, 10 September 2013
  • If an object has this property, then the player character can put it on or take it off using any of the following commands: > put on <FONT COLOR=#00C0FF>%objects%</FONT> <br>
    4 KB (591 words) - 01:50, 29 September 2014
  • ...imals, monsters or even 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
  • ...uch weight the player is able to carry with them, and force them to choose which objects they keep. ...s selected, or who have not reached their weight limit yet, then the "get %object%" general command will respond as follows:
    3 KB (503 words) - 08:22, 19 September 2013
  • ...uch volume the player is able to carry with them, and force them to choose which objects they keep. ...his selected, or who have not reached their size limit yet, then the "get %object%" general command will respond as follows:
    3 KB (505 words) - 08:24, 19 September 2013
  • ...d door blocks the path between two locations, so it must exist as a static object in both of them. You could place a separate door object at each location, but then it would be difficult to synchronise them so the
    8 KB (1,351 words) - 07:40, 26 December 2012
  • [[Characters]] can have restrictions on conversation topics ...irections|directions]] page of a location, or by pressing the 'Add' button on a [[restrictions list]].
    5 KB (872 words) - 07:56, 27 March 2015
  • ...ns the [[key]] of the [[Locations|location]] at which the selected dynamic object is currenly located. ...ion will not work for static objects, or if the object is in or on another object, is held or worn by a character, or if it is hidden.
    3 KB (452 words) - 07:32, 26 January 2013
  • ...hen you can use a property [[restrictions|restriction]] to check that the "Object Type" is "Static". ...cts are expected to be described within the description of the location in which they reside, while dynamic objects are listed separately because they can b
    5 KB (759 words) - 07:51, 18 September 2013
  • A fictional story in which the player becomes one of the characters in the story and controls their ac It uses a programming language which resembles C and Java. TADS is a powerful object-oriented language with high-level string and list datatypes.
    10 KB (1,803 words) - 01:36, 22 January 2017

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