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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 ...e player 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
  • ...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. == Common object properties ==
    11 KB (1,680 words) - 02:49, 25 December 2013
  • ...ects 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
  • ...types; dynamic objects, that can be picked up and moved about, and static, which cannot. The Description tab allows you to set the name of the object, and give it a description and an initial location.
    11 KB (1,794 words) - 12:05, 19 November 2015
  • There are 4 main areas on the screen, toolbars & menus at the top, a hierarchical list of [[Folders]] When you click on it the folders contained within this folder will be shown or hidden.
    14 KB (2,552 words) - 05:50, 25 September 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
  • [[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
  • 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
  • ...wear" command allows the player to wear any dynamic objects that have the "Object is Wearable" property set. ...create clothing "slots", which are specific locations on the body, each of which can wear only one item of clothing at a time.
    6 KB (1,099 words) - 06:55, 13 August 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
  • ...(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
  • More than one noun can be entered, on different lines, and the player can use any of them to refer to the charact For more information on how to use character names, see [[Character Name substitution]]
    14 KB (2,343 words) - 14:02, 6 September 2015
  • ...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
  • ...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
  • ...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
  • 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
  • ...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
  • ...d Examine" folder within the Standard Library folder in the Folders window on the left of the screen, as below. ...his stage is if you rename this alternate description, so just right-click on the "alternate description" tab and rename it to something like "Dark Locat
    8 KB (1,384 words) - 06:22, 7 January 2013
  • 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
  • ...ing started" tutorial you created objects that you could put other objects on top of, but ADRIFT also allows you to put objects INSIDE of other objects, ...ainer can be either a static object, like a chest of drawers, or a dynamic object like a box or a bag that the player can carry around with them.
    4 KB (639 words) - 05:21, 27 December 2012
  • ...ed to get the current value of one of the [[properties]] of a particular [[object]], [[character]] or [[location]]. ...r.Held.OpenStatus(Closed)" will return only those objects in the inventory which are closed containers.
    5 KB (821 words) - 07:28, 2 November 2013
  • ...character is currently sitting on top of another character (such as a bird on a mans shoulder or a man riding a horse) then this function will give the k 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
  • | style="color: #ffffff; background-color: #000000;" | ---- Object An object property stores the [[key]] of a single [[Objects|object]].
    3 KB (454 words) - 03:00, 13 September 2013
  • ...gram Files\Common Files\ADRIFT\Samples\Conversation.taf (or the equivalent on your operating system) by the ADRIFT installer. Double click on it to open it in the developer, then press the run button to start the game
    14 KB (2,320 words) - 01:59, 3 September 2017
  • ...actions to run sub-tasks that contain extra restrictions, and can operate on the result of an item function instead of the original item references. ...ayers current score and then uses a series of alternate descriptions based on that score to name the level that they have reached.
    7 KB (1,277 words) - 07:53, 29 December 2015
  • ...to use either of two keys to unlock the door, then we need to create a new object property for it and add support for it to all of the lock/unlock commands. ...the Standard Library, so open the "Open and Close" folder and right click on "Key for lock":
    5 KB (918 words) - 00:52, 18 October 2013
  • Press the [[File:RibbonButtonOptions.jpg]] button on the main toolbar ribbon to open the game options dialog: *Custom statusbar - What will be displayed on the runner status bar. Use text or integer variables for parts that should
    8 KB (1,375 words) - 00:42, 23 November 2014
  • ...rns the [[key]] of the [[Locations|location]] at which the selected static object is located. ...function will not work for dynamic objects, or if the object is part of an object or character, or if it is hidden.
    2 KB (353 words) - 06:44, 4 March 2013
  • ..."Prefix/Adjective" and "Name/Noun(s)" fields on the description page of an object. If the Name/Noun(s) field contains multiple entries on different lines, then this function will use the one at the top of the list
    3 KB (427 words) - 06:32, 1 July 2013

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