Verbs and commands

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The ADRIFT 5 standard library provides a large number of pre-defined commands to perform many of the common actions that are required in an adventure game.
Most 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 be specified, and the verb to use is implied.
This is a summary of the standard commands. For more detailed information, command abreviations and alternate wording, go to The Standard Library page.

References

The words between % symbols in the command examples in the following sections are called references. When the player enters a command they are replaced by the name of an actual item (object, character etc) in the game.

%object% is the name of any static or dynamic object, eg. 'pen' or 'large red ball'. If it is in the plural form %objects%, then you can also list multiple objects or use "All" to perform this command on all relevant objects.
%character% is either the proper name or descriptor of a character, eg. 'john doe' or 'tall man'.
%location% is the short description of a location.
%item% can be any of the above, an object, character or location.
%direction% can only be a compass direction, up, down, in or out.
%number% can be any number.
%text% can be anything.

Player Movement

> go %direction%
> walk %direction%
> move %direction%
> run %direction%
> %direction%

If the direction tab of the players current location specifies a destination location (or location group) for the given %direction%, and that direction is not being blocked by a restriction, then the player moves to that location.

> move into %object%
> go inside %object%
> get in %object%
> enter %object%

The player goes inside %object%, if it is open and has the "Characters can go inside this object" property.

> stand out of %object%
> get out %object%
> move out of %object%
> go out %object%
> exit %object%
> leave %object%

If the player character is inside of %object%, then they get out of it, provided it is not closed.

> climb %object%
> clamber up %object%
> go on %object%
> move on %object%
> walk on %object%

By default the player cant climb an object, you must override this with a specific task to allow the player to climb an object.

Picking up and putting down objects

Only objects which have their "Object Type" property set to "Dynamic" can be picked up. Other characters in the game can also carry objects, not just the player. Where %objects% is shown, rather than %object%, it is possible to list several dynamic objects to be picked up or dropped at once, or use the word "all" to take everything at the location or drop everything in your inventory.

> inventory
> i

Lists what the player is currently wearing & holding.
Every character has an inventory of objects that they are carrying or wearing, but the player can only inspect their own inventory.

> get %objects%
> pick up %objects%
> pick %objects% up
> take %objects%

Pick up a dynamic object from the players current location.

> drop %objects%
> put down %objects%
> put %objects% down

The named object, which must be in the players inventory, is put on the ground.

> get %objects% from %object%
> pick up %objects% from %object%
> pick %objects% up from %object%
> remove %objects% from %object%
> take %objects% from %object%

Take an object that is inside or on top of another object.

> give %objects% to %character%
> give %character% %objects%
> offer %objects% to %character%
> offer %character% %objects%

Object in players inventory goes to another characters inventory.

> put %objects% in %object%

object in players inventory is put into a container.

> put %objects% on %object%

object in players inventory is put onto an object with a surface.

Sitting and Laying down

The player can sit down on chairs or lay on beds. They can also lay down or sit on the floor or ground.
An object must have the property "Characters can sit on this object" for the player to be able to sit on it.
An object must have the property "Characters can lie on this object" to lay on it.
Objects with the property "Characters can stand on this object" can also be stood upon.

> get on %object%
> sit in %object%
> sit on %object%
> sit up in %object%
> sit down on %object%

The player sits on the indicated object.
If they are already laying on the object, they sit up..
NOTE: The command "get on %object%" will only cause you to sit on an object that you cant stand on.

> sit up
> sit down

The player sits down on the floor or ground.
If they are already standing or laying on an object, they sit on that object.

> get on %object%
> lie on %object%
> lie in %object%
> lie down on %object%
> lie down in %object%
> lay on %object%
> lay in %object%
> lay down on %object%
> lay down in %object%

The player lays on the indicated object.
If they are already laying on the object, they sit up.
NOTE: The command "get on %object%" will only cause you to lay on an object that you cant stand or sit on.

> lie down
> lay down

The player lays down on the floor or ground.
If they are already standing or sitting on an object, they lay down on that object.

> stand out of %object%
> stand off of %object%
> get out %object%
> get off %object%
> move out %object%
> move off %object%
> exit %object%
> leave %object%

The player gets off of the indicated object.

> stand up
> get up
> move up
> exit
> get off
> leave

The player gets off of the object that they are currently on top of and stand up.

> get on %object%
> stand on %object%
> stand in %object%

The player stands on top of the indicated object.

> stand
> stand up

The player stands up if they are sitting or laying down.
If they are already laying or sitting on an object, they stand on that object.

Pushing and Pulling

> push %object%
> shove %object%
> press %object%

By default this just gives a "nothing happens" message, but you can override this to push something along like a trolly, or to press a button.

> tug %object%
> pull %object%

By default this just gives a "nothing happens" message, but you can override this to pull something along, or to pull a lever.

On and Off

> switch %object% on
> switch on %object%
> turn %object% on
> turn on %object%
> flick %object% on
> flick on %object%

If the object has the "Object can be turned off and on" property, this command will set it to the "on" state.

> switch %object% off
> switch off %object%
> turn %object% off
> turn off %object%
> flick %object% off
> flick off %object%

If the object has the "Object can be turned off and on" property, this command will set it to the "off" state.

> switch %object%
> switch %object%
> turn %object%
> turn %object%
> flick %object%
> flick %object%

If the object has the "Object can be turned off and on" property, this command will set it to the opposite of its current state.

Conversation

> ask about %text%

If the player is already in a conversation with another character, or is alone with a single character, it will execute any 'ask' topic that matches the subject %text%.

> ask %character% about %text%

%character% will execute any 'ask' topic that matches the subject %text%.

> tell %character% about %text%

%character% will execute any 'tell' topic that matches the subject %text%.

> say %text%

If the player is already in a conversation with another character, or is alone with a single character, it will execute any general command topic that matches the subject %text%.

> say %text% to %character%

%character% will execute its general command topic that matches the subject %text%.

Open and Close

Containers and doors can be open (giving access to the container contents or to another location) or closed. The property "Object can be opened and closed" must be selected for the object to be openable. If they have the "Object can be locked" property then they must be unlocked, using the object specified in the "Key for lock" property, before they can be opened.

> open %object%

If the %object% is an openable object, and is not locked, then it is opened.

> open %object1% with %object2%
> open %object1% using %object2%

By default this gives message "%CharacterName% can't open %TheObject[%object1%]% with %TheObject[%object2%]%.". Override this with a specific task to allow an object to open another object.

> close %object%

If the %object% is an openable object, it is closed.

> lock %object1% with %object2%
> lock %object1% using %object2%

If %object2% is the correct key for %object1%, then %object1% is locked.

> lock %object1%

If the player character is holding the key for %object1%, then %object1% is locked.

> unlock %object1% with %object2%
> unlock %object1% using %object2%

If %object2% is the correct key for %object1%, then %object1% is unlocked.

> unlock %object1%

If the player character is holding the key for %object1%, then %object1% is unlocked.

Look and Examine

> look

Gives the long description of the players current location.

> examine %object%
> x %object%
> look at %object%

Gives the description of the object, including its open/closed status if applicable, and lists any objects and characters on top of or visible inside the object.

> examine %character%
> x %character%
> look at %character%

Gives the description of the character, including what they are wearing, any objects being carried, and whether they are sitting on an object.

> read %object%

If the object is readable and has a "Description when read" property, then that text is shown. Otherwise the description of the object is given.

Clothing

> wear %objects%
> put on %objects%
> don %objects%
> put %objects% on

If a dynamic object has the "wearable" property and the player is carrying it, then they put it on.

> remove %objects%
> take off %objects%
> take %objects% off

If the player character is wearing the %objects%, then they take them off. The objects become "held by the player character".

Food and Drink

> eat %object%

If object is edible, the default is just to say you are not hungry right now. You need to override this with a specific task to actually eat an object.

> drink %object%

If object is drinkable, the default is just to say you are not thirsty right now. You need to override this with a specific task to actually drink an object.

Attack!

> attack %character%
> hit %character%
> kick %character%
> kill %character%

By default, just gives a "I don't think %character% would appreciate that very much." message. You must override this with a specific task to allow the player to attack another character.

> attack %character% with %object%
> attack %character% using %object%
> hit %character% with %object%
> hit %character% using %object%
> kick %character% with %object%
> kick %character% using %object%
> kill %character% with %object%
> kill %character% using %object%

By default, just gives a "I don't think %character% would appreciate that very much." message. You must override this with a specific task to allow the player to attack another character with an object.

Uncategorised

> blow %object%
> burn %object%
> buy %object%
> cut %object%
> jump
> kiss %character%
> listen
> rub %object%
> search %object%
> set %object% to %text%
> show %object% to %character%
> sing
> sleep
> smell %object%
> squeeze %object%
> think
> touch %object%
> turn %object%
> flip %object%
> wake up
> awaken
> wave
> wave %object%
> whistle
> yes
> no

By default, these commands just give a "nothing happens" or "you can't do that" type of response. You need to override these with specific tasks if you want them to do something.

Special Commands

> score
> quit
> restore
> undo

Gives the players current score, the maximum score obtainable, and the % attained.
End the game, giving your final score.
Opens a dialog box from which you can select a .TAS file containing a previously saved game.
Undoes the last command and returns the game to its previous state.


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