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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
  • First create a "Front Yard" location in which you describe a large climbable tree. ...onStaticObject.jpg]] next to the location name, and create a simple static object.
    6 KB (1,137 words) - 05:08, 30 January 2014
  • If the selected dynamic object is being worn by a character, this function will give the key of that chara This function can only be used where the object is known to be being worn by a character, or by using the following restric
    2 KB (332 words) - 07:30, 26 January 2013
  • ...key of the object, location or character that this character is inside or on top of. ...her the "At which Location", "In Which 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
  • ...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
  • ...Location property", which is the [[key]] of the [[Locations|location]] at which the selected character is currently located. * This function 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
  • If the selected dynamic object is currently being held by a character, this function will give the key of This function can only be used where the object is known to be held by a character, or by using the following restriction i
    2 KB (311 words) - 07:32, 26 January 2013
  • If the selected static object is part of a character (ears, nose, feet, mouth etc.), this function will g This function can only be used where the object is known to be part of a character, or by using the following restriction i
    2 KB (312 words) - 07:31, 26 January 2013
  • On the left is a tree-view that shows all of the items present in the game bei By clicking on the + icon next to the item type you can display a complete list of all of
    5 KB (915 words) - 10:45, 30 May 2015
  • If the player uses the "drink %object%" command on an object that does '''NOT''' have this selected, then they will get the following re If an object has this property, then the "drink %object%" general command will respond as follows:
    2 KB (293 words) - 06:33, 19 September 2013
  • If the player uses the "eat %object%" command on an object that does not have this selected, then they will get the following restrict If an object has this property, then the "eat %object%" general command will respond as follows:
    2 KB (286 words) - 06:33, 19 September 2013
  • This will open the [[Settings]] dialog box, which currently contains two pages, one for general settings and one for listing ...item. You only need this if you are making extensive use of [[functions]] which require keys as parameters.
    8 KB (1,290 words) - 09:25, 16 April 2014
  • ...Name_Function|%CharacterName%]]. This function has two parameters, both of which are optional. The first is the key of the character you want to get the nam ...you have to tell it which sort of pronoun should be used. If you don't say which should be used, it assumes you want to use a subjective pronoun. In most ca
    6 KB (1,092 words) - 07:09, 4 March 2013
  • | ---- [[Object property type|Object]] ...cter property stores the [[key]] of a single [[Characters|character]], but on the property sheet you choose the proper name of the character from a drop-
    4 KB (529 words) - 02:56, 13 September 2013
  • ...ey]] of the [[Groups/Classes|location group]] in 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, in a single location, or if it is hidden.
    2 KB (262 words) - 07:29, 26 January 2013
  • There are 3 types of group in ADRIFT, Location groups, Object groups and Character groups. ...a doorway. Objects can be placed in a location group, so by placing a door object into the doorway location group we make it accessable from both locations.
    4 KB (709 words) - 14:05, 6 September 2015
  • ...by Character", "Worn by Character", "In Location", "Inside Object" or "On Object". ...%object% reference, then use the following restriction to ensure that the object selected by the player is dynamic.
    1 KB (217 words) - 02:25, 14 December 2012
  • ...Descriptions allow you to add to or change the description of a location, object or character, or alter the text that is displayed by a task or restriction You can right-click on an alternate description tab to change its name or delete it.
    5 KB (836 words) - 04:22, 26 May 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 ...al variables of type "text" and "number", so we provide this hidden static object as a place to store locations, characters, objects, state lists and value l
    6 KB (955 words) - 03:03, 22 July 2014
  • ...allowing ADRIFT games to run on any platform. Runner has a built in map, which follows the player's movements within the game, showing you everywhere you It allows you to concentrate on the story by making everything else easy, such as having all options availa
    3 KB (530 words) - 03:46, 3 January 2014
  • This function returns the [[key]] of the [[Locations|location]] at which the selected character is currently located. ...location, regardless of whether they are currently inside or 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
  • ...with another object is simply an error, saying you can’t chop the first object with the second one. Because, for example, if the player tries to chop a d ...opping (Referenced Object 2) must be held. I also need to ensure that the object the player is trying to chop is visible, otherwise I give an error saying "
    3 KB (579 words) - 05:07, 30 January 2014
  • ...n" and "Description when enters the location" properties will be available on the property sheet. It is these two dependant properties which control the message that will be displayed when this character moves in or
    2 KB (230 words) - 07:32, 12 December 2012
  • | ---- [[Object property type|Object]] ...e" property type has two or more options that you can choose from, each of which is a single word.
    3 KB (479 words) - 05:32, 18 March 2019
  • ...ect Type" selected from two buttons on the description page of the object, which will be one of "static" or "dynamic". ...ecial two-state property that is selected using the Static/Dynamic buttons on the description page:
    1 KB (157 words) - 08:17, 8 January 2013
  • | ---- [[Object property type|Object]] ...n ADRIFT, and consists of a list of all of the locations in the game, from which the members of the group are selected by ticking the box next to them.
    3 KB (447 words) - 02:59, 13 September 2013
  • These are functions which you create yourself. ...eters to be used in the function call, and these can be any combination of object references, character references, location references, numbers or text.
    4 KB (588 words) - 14:15, 6 September 2015
  • ...cute the put object on object general task as if they had typed "put cloak on hook". To add a new synonym, right-click on the folder that you want it in and choose "Add New" then "Synonym".
    1 KB (220 words) - 14:14, 6 September 2015
  • This function can be appended to any function which returns a list of character keys. ...this character known to the player" property set will remain in the list, which can then be printed with the [[List_Functions#List|List function]].
    1 KB (229 words) - 07:04, 12 December 2012
  • | ---- [[Object property type|Object]] ...properties are selection only, here is the "Known" property of a character which has been selected:
    4 KB (498 words) - 05:01, 8 November 2013
  • ...g "Character3.AtWhichLocation.Name" will print the name of the location at which Character3 is currently located. Scroll down to the wanted property and click on it to insert the property key into the function.
    5 KB (710 words) - 05:24, 16 March 2017
  • | ---- [[Object property type|Object]] ...o "At Location", then the "At which location?" property becomes available, which is a location property.
    3 KB (453 words) - 02:59, 13 September 2013
  • Both [[objects]] and [[characters]] have a noun field on their description page. ...ill normally contain a single word which describes what type of object the object is, such as a door, bed, chair, table, lamp, spear, shirt or coin.
    2 KB (321 words) - 07:47, 7 November 2013
  • Every [[locations|location]], [[Objects|object]], [[Tasks|task]], [[Characters|character]], [[Events|event]], [[Variables| You can see the keys of every item in a folder by clicking on the funnel icon next to the close button at the top of the folder window:
    4 KB (680 words) - 02:00, 25 December 2013
  • | ---- [[Object property type|Object]] ...ith more than two options. In this case a drop-down list is displayed from which you can select the wanted option.
    3 KB (351 words) - 03:01, 13 September 2013
  • ...which 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
  • | ---- [[Object property type|Object]] A "Text" property type has a [[Text_Boxes|text box]] in which you can enter multiple lines of text when the property is selected.
    3 KB (374 words) - 03:01, 13 September 2013
  • This page contains demo games that were submitted on the forum, along with a link to the discussion that lead to their creation. ...of objects, Check for valuable objects when you enter a room, Examining an object will give its value (if it has one), A featureless white cube that you can
    2 KB (309 words) - 02:08, 24 February 2020
  • An Adjective is a word that is used to describe characteristics of an object, such as its color, size, weight and the type of material it is made out of ...ear between the [[article]] and [[noun]] when printing out the name of the object or the short description ([[descriptor]]) of a character.
    1 KB (169 words) - 06:42, 7 November 2013