Instructionsobject | instruct.t[82] |
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Instructions : SystemAction
Instructions
SystemAction
IAction
Action
ReplaceRedirector
Redirector
object
allRequiredVerbsDisclosed
conversationAbbr
conversationVerbs
crueltyLevel
customVerbs
includeInUndo
isRepeatable
truncationLength
Inherited from SystemAction
:
timeTaken
turnsTaken
Inherited from IAction
:
againRepeatsParse
Inherited from Action
:
actionFailed
advanceOnFailure
allowAll
extraMessageParams
failCheckMsg
failedActionCountsAsTurn
implicitTimeTaken
isConversational
isImplicit
oldRoom
parentAction
parentAllowAll
preCond
redirectParent
reportImplicitActions
scopeList
spellingPriority
synthParamID
unhides
verbRule
verifyObj
wasIlluminated
conversationInstructions
execAction
showAbbrevChapter
showAdvancedCmdChapter
showAmbiguousCmdChapter
showCommandsChapter
showConversationChapter
showInstructions
showInstructions
showObjectsChapter
showSaveRestoreChapter
showSpecialCmdChapter
showTimeChapter
showTipsChapter
showTravelChapter
showUnknownWordsChapter
Inherited from SystemAction
:
afterAction
exec
execCycle
getInputFile
turnSequence
Inherited from IAction
:
execResolvedAction
resolvedObjectsInScope
scoreObjects
setResolvedObjects
Inherited from Action
:
acknowledgeNotifyStatus
addExtraScopeItems
addImplicitTime
advanceTime
announceObject
beforeAction
buildImplicitActionAnnouncement
buildScopeList
checkAction
checkActionPreconditions
commandNotPresent
execGroup
getAll
getAllUnhidden
getMessageParam
getPostImplicitReports
implicitAnnouncement
reportAction
setMessageParam
setMessageParams
spPrefix
spSuffix
synthMessageParam
verify
verifyObjRole
wrapObjectsNP
Inherited from ReplaceRedirector
:
redirect
Inherited from Redirector
:
askMissingLiteral
doInstead
doNested
doOtherAction
allRequiredVerbsDisclosed | instruct.t[98] |
conversationAbbr | instruct.t[133] |
conversationVerbs | instruct.t[119] |
crueltyLevel | instruct.t[192] |
Level 0 is "kind," which means that the player character can never be killed, and it's impossible to make the game unwinnable. When this setting is used, the instructions will reassure the player that saving is necessary only to suspend the session.
Level 1 is "standard," which means that the player character can be killed, and/or that unwinnable positions are possible, but that there are no especially bad unwinnable situations. When this setting is selected, we'll warn the player that they should save every so often.
(An "especially bad" situation is one in which the game becomes unwinnable at some point, but this won't become apparent to the player until much later. For example, suppose the first scene takes place in a location that can never be reached again after the first scene, and suppose that there's some object you can obtain in this scene. This object will be required in the very last scene to win the game; if you don't have the object, you can't win. This is an "especially bad" unwinnable situation: if you leave the first scene without getting the necessary object, the game is unwinnable from that point forward. In order to win, you have to go back and play almost the whole game over again. Saved positions are almost useless in a case like this, since most of the saved positions will be after the fatal mistake; no matter how often you saved, you'll still have to go back and do everything over again from near the beginning.)
Level 2 is "cruel," which means that the game can become unwinnable in especially bad ways, as described above. If this level is selected, we'll warn the player more sternly to save frequently.
We set this to 1 ("standard") by default, because even games that aren't intentionally designed to be cruel often have subtle situations where the game becomes unwinnable, because of things like the irreversible loss of an object, or an unrepeatable event sequence; it almost always takes extra design work to ensure that a game is always winnable.
customVerbs | instruct.t[107] |
customVerbs = ['brush my teeth', 'pick the lock']
includeInUndo OVERRIDDEN | instruct.t[990] |
isRepeatable OVERRIDDEN | instruct.t[989] |
truncationLength | instruct.t[145] |
Set this to nil if the game doesn't allow truncation at all.
conversationInstructions ( ) | instruct.t[216] |
We'll include information on the TALK TO command if there are any in-conversation state objects in the game; if not, we'll assume there's no need for this command.
We'll mention the TOPICS command if there are any SuggestedTopic instances in the game; if not, then the game will never have anything to suggest, so the TOPICS command isn't needed.
We'll include information on special topics if there are any SpecialTopic objects defined.
execAction (cmd) OVERRIDDEN | instruct.t[303] |
showAbbrevChapter ( ) | instruct.t[542] |
showAdvancedCmdChapter ( ) | instruct.t[868] |
showAmbiguousCmdChapter ( ) | instruct.t[829] |
showCommandsChapter ( ) | instruct.t[427] |
showConversationChapter ( ) | instruct.t[670] |
showInstructions ( ) | instruct.t[317] |
showInstructions ( ) | instruct.t[332] |
showObjectsChapter ( ) | instruct.t[643] |
showSaveRestoreChapter ( ) | instruct.t[696] |
showSpecialCmdChapter ( ) | instruct.t[768] |
showTimeChapter ( ) | instruct.t[681] |
showTipsChapter ( ) | instruct.t[931] |
showTravelChapter ( ) | instruct.t[581] |
showUnknownWordsChapter ( ) | instruct.t[814] |