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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
  • ...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
  • ...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
  • 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
  • ...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
  • ...ault screen display is set so that the screen will scroll up as the Player Character (PC) moves around. However, some players prefer that the location text shou ...d Examine" folder within the Standard Library folder in the Folders window on the left of the screen, as below.
    8 KB (1,384 words) - 06:22, 7 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
  • ...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 is assumed to be that character. If it is called from anywhere else, the character is assumed to be the player. A second parameter is the type of pronoun that ...them by name until you had been introduced in some way. So if we create a character with Proper Name "Hamish", and give him a descriptor "a" "short stocky" "ma
    6 KB (1,092 words) - 07:09, 4 March 2013
  • ...create clothing "slots", which are specific locations on the body, each of which can wear only one item of clothing at a time. == The Worn-On Property ==
    6 KB (1,099 words) - 06:55, 13 August 2013
  • ...st and selecting '''Add Location''' or '''Add New > Location''', depending on the list. ...on the map, and at the bottom of the screen when playing the game, to show which location you are currently at.
    9 KB (1,543 words) - 13:58, 6 September 2015
  • These are general functions which duplicate the functionality of some of the [[Item functions]]. ...or "myself", but only if they are unaltered in the descriptor field of the character with the blue icon named "Player".
    9 KB (1,264 words) - 05:08, 16 March 2017
  • ..., 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
  • ...ell the parser to try to match the players input to the name of an object, character or location. ...allows the player to only enter part of an objects name, or to refer to a character either by their name or their description.
    10 KB (1,788 words) - 05:51, 20 November 2012
  • ...(more on these later) because that is the most common task type, so click on the General button to change the task type. This should bring up a screen More often than not, you might want to refer to an object or character in your task. So you might want to create a command such as:
    10 KB (1,753 words) - 06:49, 14 October 2015
  • ...owever there is a separate copy of each property inside each item (object, character and location) that each stores its own value. * [[Character property type|Character]] – the property value must be a character
    9 KB (1,486 words) - 14:06, 6 September 2015
  • | style="color: #ffffff; background-color: #000000;" | ---- Character ...s|character]], but on the property sheet you choose the proper name of the character from a drop-down list.
    4 KB (529 words) - 02:56, 13 September 2013
  • ...acter is currently on top of a supporter object (sitting on a chair, lying on a bed etc.) then this function will give the key of that object. This function 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 alte
    2 KB (273 words) - 02:21, 13 December 2012
  • ...on returns the [[key]] of the [[Locations|location]] at which the selected character is currently located. ...on top of an object or another character, however it will not work if the character is "Hidden".
    3 KB (418 words) - 02:07, 1 January 2013
  • ...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 the game to se
    9 KB (1,525 words) - 14:40, 6 September 2015
  • ...o obtain a list of objects or characters that are inside of a container or on top of a supporter object. ..."Character3.CharInsideWhat.Name" will print the name of the object inside which Character3 is currently located.
    8 KB (1,253 words) - 06:04, 10 September 2013
  • This property should be set for any character that the player's character would be expected to know, or can be set during the game if the player disc == This property changes the description of the character ==
    3 KB (446 words) - 08:24, 3 January 2014
  • 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
  • ...property should be set for any item of clothing or jewelry that the player character can wear, such as shirts, ties, shoes, hats, rings, necklaces and armour. If an object has this property, then the player character can put it on or take it off using any of the following commands:
    4 KB (591 words) - 01:50, 29 September 2014
  • ...d-on functionality that covers a wide range of different features, each of which is stored in its own folder under the "Saabie Libraries\Additions to Standa ...haracter or item properties to signify that they are not set to any actual character.
    6 KB (955 words) - 03:03, 22 July 2014
  • ...e current value of one of the [[properties]] of a particular [[object]], [[character]] or [[location]]. The item function syntax uses a dot character ("." the Full-Stop or decimal point) between an item [[key]] and one or mor
    5 KB (821 words) - 07:28, 2 November 2013
  • ...ube.com/watch?v=F3rite9QHSA Watch a video demonstration of the ADRIFT map (on youtube)]. If you double-click anywhere on the map then a new location will be created:
    8 KB (1,414 words) - 04:47, 10 February 2018
  • [[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
  • Clicking on the Event button on the ribbon toolbar brings up the following window: ...en the event runs. This works in a similar way to a [[Characters#Movement|Character Walk Control]].
    7 KB (1,211 words) - 14:03, 6 September 2015
  • ...File (.AMF extension) that you can use in all of your own games or publish on the ADRIFT web site for other people to use. A Library is just a module which is automatically imported whenever you begin a new game, and is automatical
    7 KB (1,178 words) - 07:00, 12 November 2016
  • 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
  • Press the [[File:RibbonButtonOptions.jpg]] button on the main toolbar ribbon to open the game options dialog: * Player Perspective - Controls how the runner will refer to the player character.
    8 KB (1,375 words) - 00:42, 23 November 2014
  • ...key of the object, location or character that this character is inside or on top of. ...hich object?", "On which object?" or "On which character?" property of the character is displayed in the property list.
    2 KB (243 words) - 06:19, 26 January 2013
  • ...ch will be one of "Hidden", "At Location", "On Object", "In Object" or "On Character". ...ngs for this state-list property. Selecting one of these states determines which location type will be returned by the CharacterLocation function.
    1 KB (195 words) - 02:20, 14 December 2012
  • ...uch weight the player is able to carry with them, and force them to choose which objects they keep. If the player uses the "get %object%" command on an object that does not have this selected, or who have not reached their w
    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. If the player uses the "get %object%" command on an object that does not have this selected, or who have not reached their s
    3 KB (505 words) - 08:24, 19 September 2013

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