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Actions > Action Reference
Action Reference
How To Use This Reference
This reference section is designed to fulfil two purposes: (1) to make it easy for you to find the name of the Action you want if you only know the grammar (the form of the command) that leads to it (e.g. KILL FRED); and (2) to provide basic information to help with the customizing of action responses (for fuller information you may need to consult the library source code).
If you know the name of the action you’re looking for, you can go
straight to the Action List below to find it (and follow
the directions there). If you don’t, you can use the Grammar
List immediately below to find it. For example, to find what
action would be triggered by KILL FRED, click on K in the list of
letters at the start of the Grammar List, and find the line that reads
‘kill something’. At the end of the line you’ll see the hyperlinked
action name Attack
. Clicking on the link will
take you to further information about the Attack action in the Action
List.
Grammar List
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
A
a topic AskAboutImplicit
a someone about topic AskAbout
a someone for topic AskFor
a someone how/if/when/where/whether/who topic
QueryAbout
a for topic AskForImplicit
a for topic from someone AskFor
a how/if/what/when/where/whether/who QueryVague
a how/if/when/where/whether/who topic Query
about About
activate something SwitchOn
aft Travel
again Again
affirmative SayYes
are topic Query
ask topic AskAboutImplicit
ask someone about topic AskAbout
ask someone for topic AskFor
ask someone how/if/when/where/whether/who topic
QueryAbout
ask about topic AskAboutImplicit
ask for topic AskForImplicit
ask for topic from someone AskFor
ask how/if/what/when/where/whether/who QueryVague
ask how/if/what/when/where/whether/who topic Query
attach something Attach
attach something to something AttachTo
attack something Attack
attack something with something AttackWith
B
back GoBack
blow something out Extinguish
blow out something Extinguish
board something Board
break something Break
brief Brief
bye Goodbye
buckle [up] something Fasten
buckle something to something FastenTo
burn something Burn
burn something with something BurnWith
C
c Continue
can topic Query
clean something Clean
clean something with something CleanWith
climb something Climb
climb down ClimbDownVague
climb down something ClimbDown
climb in/inside/in to/into something Enter
climb on/on to/onto something Board
climb out GetOut
climb out of something GetOutOf
climb up ClimbUpVague
climb up something ClimbUp
close something Close
cogitate Think
cogitate about topic ThinkAbout
consult something about/on topic ConsultAbout
connect something Attach
connect something to something AttachTo
consume something Eat
continue Continue
could topic Query
credits Credits
D
d Travel
debug DebugI
debug
actions/doers/messages/spelling/status/stop/off
Debug
deactivate something SwitchOff
destroy something Break
detach something Detach
detach something from something DetachFrom
dig something Dig
dig something with something DigWith
disconnect something Detach
disconnect something from something DetachFrom
disembark GetOut
do/does topic Query
doff something Doff
don something Wear
douse something Extinguish
down Travel
drag something direction PushTravelDir
drag something down something
PushTravelClimbDown
drag something in/in to/into something
PushTravelEnter
drag something out/out of something
PushTravelGetOutOf
drag something through/thru something
PushTravelThrough
drag something up something
PushTravelClimbUp
drink something Drink
drop something Drop
drop something on/onto/on to/upon something PutOn
E
e Travel
east Travel
eat something Eat
enter GoIn
enter something Enter
enter literal in/in to/into/on/with something
EnterOn
eval literal Evaluate
examine something Examine
extinguish something Extinguish
exit GoOut
exit something GetOutOf
exit colo[u]r
off/on/blue/green/red/yellow ExitsColour
exits Exits
exits all ExitsMode
exits colo[u]r
off/on/blue/green/red/yellow ExitsColour
exits look ExitsMode
exits none ExitsMode
exits off/on ExitsMode
exits status/status line/statusline
ExitsMode
F
f Travel
fasten something Fasten
fasten something to something FastenTo
feel something Feel
fiat lux FiatLux
find topic ConsultWhatAbout
find topic in/on something ConsultAbout
flip something Flip
follow something Follow
fore Travel
full/full score/fullscore
FullScore
G
g Again
get something Take
get something from/out of/off/off of something
TakeFrom
get down GetOut
get down from something GetOff
get in/inside/in to/into something Enter
get off GetOut
get off/off of something GetOff
get on/on to/onto something Board
get out GetOut
get out of something GetOutOf
get up Stand
give something GiveToImplicit
give someone something GiveTo
give something to someone GiveTo
gn something GoNear
goodbye/good-bye/good bye Goodbye
go VagueTravel
go direction Travel
go back GoBack
go down ClimbDownVague
go down something ClimbDown
go in/inside/in to/into something Enter
go near something GoNear
go through/thru something GoThrough
go to|to the direction Travel
go to somewhere GoTo
go up ClimbUpVague
go up something ClimbUp
gonear something GoNear
greet someone TalkTo
H
hallo Hello
have/has topic Query
hello Hello
hi Hello
hit something Attack
hit something with something AttackWith
hint Hints
hints Hints
hints off HintsOff
holler Yell
how topic Query
I
i Inventory
if topic Query
ignite something Burn
ignite something with something BurnWith
imbibe something Drink
in Travel
insert something in/into/in to/inside/inside of something
PutIn
inspect something Examine
inv Inventory
inventory Inventory
is topic Query
J
jump Jump
jump something JumpOver
jump off JumpOffIntransitive
jump off something JumpOff
jump over something JumpOver
K
kick something Attack
kill something Attack
kill something with something AttackWith
kiss something Kiss
L
l Look
l something Examine
l topic up ConsultWhatAbout
l topic up in/on something ConsultAbout
l around Look
l at something Examine
l behind something LookBehind
l for topic ConsultWhatAbout
l for topic in/on something ConsultAbout
l in/inside something LookIn
l tests (/fully) ListTests
l through/thru something LookThrough
l under something LookUnder
l up topic ConsultWhatAbout
l up topic in/on something ConsultAbout
leave GoOut
leave something GetOutOf
let there be light FiatLux
lie down Lie
lie down in something LieIn
lie down on something LieOn
lie in something LieIn
lie on something LieOn
light something Light
light something with something BurnWith
list tests (/fully) ListTests
listen Listen
listen to something ListenTo
lock something Lock
lock something with something LockWith
look Look
look something Examine
look topic up ConsultWhatAbout
look topic up in/on something ConsultAbout
look around Look
look at something Examine
look behind something LookBehind
look for topic ConsultWhatAbout
look for topic in/on something ConsultAbout
look in/inside something LookIn
look through/thru something LookThrough
look under something LookUnder
look up topic ConsultWhatAbout
look up topic in/on something ConsultAbout
M
move something Move
move something direction PushTravelDir
move something down something
PushTravelClimbDown
move something in/in to/into something
PushTravelEnter
move something out/out of something
PushTravelGetOutOf
move something to/under something MoveTo
move something through/thru something
PushTravelThrough
move something up something
PushTravelClimbUp
move something with something MoveWith
N
n Travel
ne Travel
negative SayNo
no No
north Travel
northeast Travel
notify Notify
notify off NotifyOff
notify on NotifyOn
O
offer something GiveToImplicit
offer someone something GiveTo
offer something to someone GiveTo
open something Open
out Travel
out of something GetOutOf
P
p Travel
peer through/thru something LookThrough
pick something up Take
pick up something Take
place something behind something PutBehind
place something in/into/in to/inside/inside of something
PutIn
place something on/onto/on to/upon something PutOn
place something under something PutUnder
plug something in PlugIn
plug something in/in to/into something PlugInto
plug in something PlugIn
pn something Purloin
ponder Think
ponder about topic ThinkAbout
port Travel
pour something Pour
pour something in/in to/into something PourInto
pour something on/on to/onto something PourOnto
press something Push
pull something Pull
pull something direction PushTravelDir
pull something down something
PushTravelClimbDown
pull something in/in to/into something
PushTravelEnter
pull something out/out of something
PushTravelGetOutOf
pull something through/thru something
PushTravelThrough
pull something up something
PushTravelClimbUp
punch something Attack
purloin something Purloin
push something Push
push something direction PushTravelDir
push something down something
PushTravelClimbDown
push something in/in to/into something
PushTravelEnter
push something out/out of something
PushTravelGetOutOf
push something to/under something MoveTo
push something through/thru something
PushTravelThrough
push something up something
PushTravelClimbUp
put something down Drop
put something behind something PutBehind
put something in/into/in to/inside/inside of something
PutIn
put something on Wear
put something on/onto/on to/upon something PutOn
put something out Extinguish
put something under something PutUnder
put down something Drop
put on something Wear
put out something Extinguish
Q
q Quit
quaff something Drink
quit Quit
R
read something Read
read about topic ConsultWhatAbout
read about topic in/on something ConsultAbout
record [filename]
RecordOn
record events [filename]
RecordEvents
record events on
RecordEvents
record off RecordOff
record on RecordOn
remove something Remove
remove something from something TakeFrom
replay [filename] Replay
replay nonstop/quiet [filename]
Replay
restart Restart
restore [filename]
Restore
return GoBack
rotate something Turn
rotate something to literal TurnTo
rotate something with something TurnWith
rq [filename] Replay
ruin something Break
run VagueTravel
run direction Travel
S
s Travel
save [filename] Save
say topic Say
say topic to someone SayTo
say bye/goodbye/good-bye/good bye Goodbye
say hallo/hello/hi Hello
say hello to someone TalkTo
say no SayNo
say that topic Say
say that topic to someone SayTo
say yes SayYes
sb Travel
screw something Screw
screw something with something ScrewWith
score Score
scream Yell
script [filename]
ScriptOn
script off ScriptOff
script on ScriptOn
se Travel
search something Search
search something for topic ConsultAbout
search for topic ConsultWhatAbout
search for topic in/on something ConsultAbout
set something Set
set something down Drop
set something behind something PutBehind
set something in/into/in to/inside/inside of something
PutIn
set something on/onto/on to/upon something PutOn
set something to literal SetTo
set something under something PutUnder
set down something Drop
set fire to something Burn
set fire to something with something BurnWith
sit Sit
sit down Sit
sit down in something SitIn
sit down on something SitOn
sit in something SitIn
sit on something SitOn
sleep Sleep
smash something Break
should topic Query
shout Yell
show something ShowToImplicit
show someone something ShowTo
show something to someone ShowTo
shut something Close
smell Smell
smell something SmellSomething
sniff Smell
sniff something SmellSomething
south Travel
southeast Travel
southwest Travel
status Score
stand Stand
stand in|in to|into something StandIn
stand on|on to|onto something StandOn
stand up Stand
starboard Travel
strike something with something AttackWith
sw Travel
switch something SwitchVague
switch something off SwitchOff
switch something on SwitchOn
switch off something SwitchOff
switch on something SwitchOn
T
t topic TellAboutImplicit
t someone about topic TellAbout
talk about topic TalkAboutImplicit
talk to someone TalkTo
talk to someone about topic TalkAbout
take something Take
take something off Doff
dobj
take something from/out of/off/off of something
TakeFrom
take inventory Inventory
take off something Doff
dobj
taste something Taste
tell topic TellAboutImplicit
tell someone about topic TellAbout
tell someone that topic SayTo
tell someone to literal TellTo
tell me about topic AskAboutImplicit
terse Brief
test literal DoTest
think Think
think about topic ThinkAbout
throw something Throw
throw something direction ThrowDir
throw someone something ThrowTo
throw something at something ThrowAt
throw something to/to the direction ThrowDir
throw something to someone ThrowTo
throw d/down something ThrowDir
topics Topics
toss something Throw
toss something direction ThrowDir
toss something at something ThrowAt
toss something to/to the direction ThrowDir
toss something to someone ThrowTo
touch something Feel
turn something Turn
turn something off SwitchOff
turn something on SwitchOn
turn something to literal TurnTo
turn something with something TurnWith
turn off something SwitchOff
turn on something SwitchOn
twist something Turn
twist something to literal TurnTo
twist something with something TurnWith
type literal Type
type literal on something TypeOn
type on something TypeOnVague
U
u Travel
unbuckle something Unfasten
unbuckle something from something
UnfastenFrom
undo Undo
unfasten something Unfasten
unfasten something from something
UnfastenFrom
unlock something Unlock
unlock something with something UnlockWith
unplug something Unplug
unplug something from something UnplugFrom
unscrew something Unscrew
unscrew something with something UnscrewWith
up Travel
V
verbose Verbose
version Version
W
wait Wait
walk VagueTravel
walk direction Travel
walk down ClimbDownVague
walk down something ClimbDown
walk in/inside/in to/into something Enter
walk through/thru something GoThrough
walk to|to the direction Travel
walk to somewhere GoTo
walk up ClimbUpVague
walk up something ClimbUp
wear something Wear
what/when/where/whether/who topic Query
wordy Verbose
would topic Query
wreck something Break
write literal Write
write literal in/on something WriteOn
X
x something Examine
Y
Z
z Wait
Action List
The table below lists each of the actions defined in the adv3Lite library, and summarizes the effects of each action and the conditions under which it is allowed to proceed. The purpose is to give game authors a quick reference to the main properties they may need to customize to allow an action to go ahead or explain why it can’t. System actions and debugging actions are listed in a different colour, since game code is less likely to need to customize these.
The table deals with three classes of action: (1) those that take no Thing objects (IActions, SystemActions, TopicActions and LiteralActions); (2) those that take one Thing object (TActions, TopicTActions and LiteralTActions) and (3) those that take two Thing objects (TIActions). Class (1) and (2) actions are listed in a single row of the table; class (3) actions take two rows. Class (1) actions have a dash in the obj column (indicating that no objects are involved). Class (2) actions have ‘dobj’ in the obj column, indicating that the information given relates to the direct object of the action. Class (3) actions have ‘dobj’ in the obj column in the first row, and ‘iobj’ in the obj column in the second row, indicating that the information given in each row relates to the direct object and indirect objects of the action respectively.
For Class (2) and (3) actions the remaining columns relate to how the
action handling is defined on the Thing class. The Verify
Property/Condition column holds the name of the basic property that
must be true for the action to go ahead with that object, together with
the default value of that property in the form
propName = val
. For example, the basic
property determining whether something can be opened is
isOpenable
, which is nil by default on Thing,
so it appears as isOpenable = nil
. Sometimes
this property depends on the value of another property, e.g.
isTakeable = !isFixed
, meaning a Thing is
takeable if it is not fixed in place. Occasionally this colummn just
holds the value nil, which means that the verfy routine on Thing fails
the action unconditionally (as is mainly the case with conversational
actions).
The Failure Message column then holds the name of the property that
defines the message to be displayed if the action fails on account of
not meeting the Verify Property/Condition requirement. For example, if
the player attempts to OPEN an object whose
isOpenable
property is nil, the object’s
cannotOpenMsg
property is displayed. Knowing
this property name makes it easy for game authors to customize the
failure messages on particular objects or classes of object.
The Action Result column attempts to summarize the main result of
the action if it is allowed to proceed. Note that actions may have
additional side effects not shown in the table. Where an entry is blank,
no action results are defined for that action on Thing. Where the action
column contains an entry like report { DMsg (so and
so) }
, this means that the action method does nothing, but the
report phase displays the report indicated. Occasionally there is a link
to another class name, such as Key; this means that more significant
handling for the action is defined on the class in question and that
clicking on the link will take you to an appropriate code extract where
you can see the details of the handling on that class.
For Class (1) actions there are no verify routines and no corresponding properties, but where it is possible to summarize the conditions under which a Class (1) action might fail and the message that would then be displayed, this information is given in the appropriate column. The outcome of Class (1) actions is summarized in the Action Result column.
A blank cell indicates that the library defines no verify or action routine (as the case may be) for the action in question on Thing (though action handling may be defined on other classes). Actions with blank entries in the Action Result column do nothing on the Thing class (and will normally be failed at the verify stage).
Sometimes the verification conditions or action outcomes are simply too complicated to be usefully summarized in the table. Where that is the case a row of three asterisks (* * *) appears instead. If the asterisks are hyperlinked, you can click on the link to view a relevant code extract which should give you the full picture.
In any case a table like this can hardly give the full picture except
for the very simplest cases. In particular, the properties listed in the
Verify Property/Condition column are simply those relating to
whether an action can succeed on an object because of the type of object
it is. For example, there is no prospect of an OPEN command operating on
an object unless that object is openable (isOpenable = true), but while
isOpenable = true
is a necessary condition for
the OPEN command to work, it may not be sufficient. An OPEN command will
also fail, for example, if the object in question is already open, or if
it is locked. In some cases the presence of further such information is
indicated in the table by a hyperlinked double asterisk
(**); clicking on the link will take you to a code
extract that should give you a fuller picture.
For some types of customization there will be no substitute for consulting the full library source code. The table below should, however, hopefully reduce the need to do so by listing the properties you will most commonly need to override.
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Action
obj
Verify Property/Condition
Failure Message
Action Result
A
About
—
versionInfo.showAbout()
Again
—
AskAbout
dobj
nil
cannotTalkToMsg
AskAboutImplicit
—
AskFor
dobj
nil
cannotTalkToMsg
AskForImplicit
—
Attach
dobj
isAttachable = nil
cannotAttachMsg
askForIobj(AttachTo)
AttachTo
dobj
isAttachable = nil
cannotAttachMsg
iobj
canAttachToMe = nil
cannotAttachToMsg
Attack
dobj
isAttackable = nil
cannotAttackMsg
AttackWith
dobj
isAttackable = nil
cannotAttackMsg
iobj
canAttackWithMe = nil
cannotAttackWithMsg
B
Board
dobj
isBoardable = nil
cannotBoardMsg
gActor.actionMoveInto(self)
Break
dobj
isBreakable = true
cannotBreakMsg
Brief
—
gameMain.verbose = nil
Burn
dobj
isBurnable = nil
cannotBurnMsg
BurnWith
dobj
isBurnable = nil
cannotBurnMsg
iobj
canBurnWithMe = nil
cannotBurnWithMsg
C
Clean
dobj
isCleanable = true
cannotCleanMsg
makeCleaned(true)
CleanWith
dobj
isCleanable = true
cannotCleanMsg
makeCleaned(true)
iobj
canCleanWithMe = nil
cannotCleanWithMsg
Climb
dobj
isClimbable = nil
cannotClimbMsg
ClimbDown
dobj
canClimbDownMe = isClimbable
cannotClimbDownMsg
ClimbDownVague
—
askForDobj(ClimbDown)
ClimbUp
dobj
canClimbUpMe = isClimbable
cannotClimbMsg
ClimbUpVague
—
askForDobj(ClimbUp)
Close
dobj
isCloseable = isOpenable **
cannotCloseMsg
makeOpen(nil) **
ConsultAbout
dobj
isConsultable
cannotConsultMsg
ConsultWhatAbout
—
askForDobj(ConsultAbout)
Continue
—
Credits
—
versionInfo.showCredit()
Cut
dobj
isCuttable = nil
cannotCutMsg
askForIobj(CutWith)
CutWith
dobj
isCuttable = nil
cannotCutMsg
iobj
canCutWithMe = nil
cannotCutWithMsg
D
Debug
—
DebugI
—
t3DebugTrace(T3DebugCheck)
DMsg(debugger not present)
t3DebugTrace(T3DebugBreak)
Detach
dobj
isDetachable = nil
cannotDetachMsg
DetachFrom
dobj
isDetachable = nil
cannotDetachMsg
iobj
canDetachFromMe = nil
cannotDetachFromMsg
Dig
dobj
isDiggable = nil
cannotDigMsg
askForIobj(DigWith)
DigWith
dobj
isDiggable = nil
cannotDigMsg
iobj
canDigWithMe = nil
cannotDigWithMsg
Doff
dobj
isDoffable = isWearable **
cannotDoffMsg
makeWorn(nil)
DoTest
—
—
—
run test script
Drink
dobj
isDrinkable = nil
cannotDrinkMsg
Drop
dobj
isDroppable = true
cannotDropMsg
actionMoveInto(gActor.location.dropLocation);
E
Eat
dobj
isEdible = nil
cannotEatMsg
moveInto(nil)
Enter
dobj
isEnterable = nil
cannotEnterMsg
gActor.actionMoveInto(self)
EnterOn
dobj
canEnterOnMe = nil
cannotEnterOnMsg
Evaluate
—
Compiler.eval(stripQuotesFrom(cmd.dobj.name))
Examine
dobj
desc; examineStatus(); **
Exits
—
gExitLister != nil
DMsg(no exit lister)
gExitLister.showExitsCommand()
ExitsColour
—
gExitLister != nil
DMsg(no exit lister)
ExitsMode
—
gExitLister != nil
DMsg(no exit lister)
gExitLister.exitsOnOffCommand(stat, stat)
Extinguish
dobj
isExtinguishable = true
cannotExtinguishMsg
makeLit(nil)
F
Fasten
dobj
isFastenable = nil
cannotFastenMsg
makeFastened(true)
FastenTo
dobj
isFastenable = nil
cannotFastenMsg
iobj
canFastenToMe = nil
cannotFastenToMsg
Feel
dobj
isFeelable = true
cannotFeelMsg
display(&feelDesc);
FiatLux
—
gPlayerChar.isLit = !gPlayerChar.isLit
Flip
dobj
isFlippable = isSwitchable
cannotFlipMsg
Follow
dobj
isFollowable = nil
cannotFollowMsg
FullScore
—
libGlobal.scoreObj.showFullScore()
G
GetOff
dobj
gActor.isIn(self)
actorNotOnMsg
gActor.actionMoveInto(exitLocation)
GetOut
—
GoOut.execAction(cmd)
GetOutOf
dobj
gActor.isIn(self)
actorNotInMsg
gActor.actionMoveInto(exitLocation)
GiveTo
dobj
!isIn(gIobj)
alreadyHasMsg
iobj
nil
cannotGiveToMsg
GiveToImplicit
dobj
* * *
gPlayerChar.currentInterlocutor.handleTopic(&giveTopics, [self])
GoBack
—
Goodbye
—
gPlayerChar.currentInterlocutor != nil
DMsg(not talking)
gPlayerChar.currentInterlocutor.endConversation(endConvBye)
GoIn
—
GoNear
dobj
getOutermostRoom.travelVia(gActor); **
GoThrough
dobj
canGoThroughMe = nil
cannotGoThroughMsg
GoTo
dobj
GoOut
—
H
Hello
—
Hints
—
gHintManager != nil
DMsg(hints not present)
gHintManager.showHints()
HintsOff
—
gHintManager != nil
DMsg(no hints to disable)
gHintManager.disableHints()
I
Inventory
—
J
Jump
—
DMsg(jump)
JumpOff
dobj
canJumpOffMe = [the actor is on dobj]
cannotJumpOffMsg
gActor.actionMoveInto(location)
JumpOffIntransitive
JumpOver
dobj
canJumpOverMe = nil
cannotJumpOverMsg
K
Kiss
dobj
isKissable = true
cannotKissMsg
report { DMsg(kiss) }
L
Lie
—
askForDobj(LieOn)
LieIn
dobj
asDobjFor(Enter)
cannotEnterMsg
asDobjFor(Enter)
LieOn
dobj
canLieOnMe = isBoardable
cannotLieOnMsg
asDobjFor(Board)
Light
dobj
isLightable = nil
cannotLightMsg
makeLit(true)
Listen
—
ListenTo
dobj
display(&listenDesc);
ListTests
—
—
—
list available test scripts
Lock
dobj
lockability = notLockable **
notLockableMsg
makeLocked(true) **
LockWith
dobj
lockability = notLockable **
notLockableMsg
iobj
canLockWithMe = canUnlockWithMe
cannotLockWithMsg
LookBehind
dobj
canLookBehindMe = true
cannotLookBehindMsg
Look
-
gActor.outermostVisibleParent().lookAroundWithin()
LookIn
dobj
LookThrough
dobj
canLookThroughMe = true
cannotLookThroughMsg
say(lookThroughMsg)
LookUnder
dobj
canLookUnderMe = true
cannotLookUnderMsg
M
Move
dobj
isMoveable = !isFixed
cannotMoveMsg
report { DMsg(move no effect); }
MoveTo
dobj
isMoveable = !isFixed
cannotMoveMsg
makeMovedTo(gIobj)
iobj
canMoveToMe = true
cannotMoveToMsg
MoveWith
dobj
isMoveable = !isFixed
cannotMoveMsg
report { DMsg(move no effect); }
iobj
canMoveWithMe = nil
cannotMoveWithMsg
N
Notify
—
* * *
NotifyOff
—
libGlobal.scoreObj.showNotify.isOn = nil
NotifyOn
—
libGlobal.scoreObj.scoreNotify.isOn = true
O
Open
dobj
isOpenable = nil **
cannotOpenMsg
makeOpen(true) **
P
PlugIn
dobj
isPlugable = nil
cannotPlugMsg
PlugInto
dobj
isPlugable = nil
cannotPlugMsg
iobj
canPlugIntoMe = nil
cannotPlugIntoMsg
Pour
dobj
isPourable = nil
cannotPourMsg
PourInto
dobj
isPourable = nil
cannotPourMsg
iobj
canPourIntoMe = (contType == In || remapIn != nil)
cannotPourIntoMsg
PourOnto
dobj
isPourable = nil
cannotPourMsg
iobj
canPourOntoMe = true
cannotPourOntoMsg
Pull
dobj
isPullable = true
cannotPullMsg
say(pullNoEffectMsg)
Purloin
dobj
!isFixed
cannotTakeMsg
moveInto(gActor)
Push
dobj
isPushable = true
cannotPushMsg
say(pushNoEffectMsg)
PushTravelClimbDown
dobj
canPushTravel = nil
cannotPushTravelMsg
doPushTravel(Down) **
iobj
canClimbDownMe = nil
cannotPushDownMsg
PushTravelClimbUp
dobj
canPushTravel = nil
cannotPushTravelMsg
doPushTravel(Up)
**
iobj
isClimbable = nil
cannotPushUpMsg
PushTravelDir
dobj
canPushTravel = nil
cannotPushTravelMsg
PushTravelEnter
dobj
canPushTravel = nil
cannotPushTravelMsg
iobj
isEnterable
cannotPushIntoMsg
* * *
PushTravelGetOutOf
dobj
canPushTravel = nil
cannotPushTravelMsg
* * *
iobj
* * *
* * *
* * *
PushTravelThrough
dobj
canPushTravel = nil
cannotPushTravelMsg
doPushTravel(Through)
**
iobj
canGoThroughMe = nil
cannotPushThroughMsg
PutBehind
dobj
!isFixed **
cannotTakeMsg
iobj
canPutBehindMe = (contType == Behind) **
cannotPutBehindMsg
gDobj.actionMoveInto(self) **
PutIn
dobj
!isFixed **
cannotTakeMsg
iobj
canPutInMe = (contType == In) **
cannotPutInMsg
gDobj.actionMoveInto(self) **
PutOn
dobj
!isFixed **
cannotTakeMsg
iobj
contType == On **
cannotPutOnMsg
gDobj.actionMoveInto(self) **
PutUnder
dobj
!isFixed **
cannotTakeMsg
iobj
canPutUnderMe = (contType == Under) **
cannotPutUnderMsg
gDobj.actionMoveInto(self) **
Q
Query
—
[ImplicitConversationAction]
QueryAbout
—
nil
cannotTalkToMsg
QueryVague
—
[MiscConvAction]
Quit
—
throw new QuittingException
R
Read
dobj
isReadable = propType(&readDesc) != TypeNil
cannotReadMsg
display(&readDesc);
Record
—
* * *
RecordEvents
—
* * *
RecordOff
—
* * *
Remove
dobj
isRemoveable = isTakeable
cannotRemoveMsg
removeDoer:doInstead(Take|Doff)
Replay
—
* * *
Restart
—
throw new RestartSignal
Restore
—
askAndRestore()
S
Save
—
* * *
Say
—
SayNo
—
[MiscConvAction]
SayTo
dobj
nil
cannotTalkToMsg
SayYes
—
[MiscConvAction]
Screw
dobj
isScrewable = nil
cannotScrewMsg
ScrewWith
dobj
isScrewable = nil
cannotScrewMsg
iobj
canScrewWithMe = nil
cannotScrewWithMsg
Search
dobj
asDobjFor(LookIn)
asDobjFor(LookIn)
Set
dobj
isSettable = nil
cannotSetMsg
SetTo
dobj
canSetMeTo = nil
cannotSetToMsg
makeSetting(gLiteral)
Sit
—
askForDobj(SitOn)
SitIn
dobj
asDobjFor(Enter)
cannotEnterMsg
asDobjFor(Enter)
SitOn
dobj
canSitOnMe = isBoardable
cannotSitOnMsg
asDobjFor(Board)
Score
—
libGlobal.scoreObj.showScore()
ScriptOff
—
* * *
ScriptOn
—
* * *
ShowTo
dobj
iobj
nil
cannotShowToMsg
ShowToImplicit
dobj
* * *
* * *
gPlayerChar.currentInterlocutor.handleTopic(&showTopics, [self])
Sleep
—
DMsg(no sleeping)
Smell
—
SmellSomething
dobj
isSmellable = true
cannotSmellMsg
display(&smellDesc);
Stand
—
replaceAction(GetOff, gActor.location) | DMsg(already standing)
StandIn
dobj
asDobjFor(Enter)
cannotEnterMsg
asDobjFor(Enter)
StandOn
dobj
canStandOnMe = isBoardable
cannotStandOnMsg
asDobjFor(Board)
Strike
dobj
asDobjFor(Attack)
SwitchOff
dobj
isSwitchable
notSwitchableMsg
makeOn(nil)
SwitchOn
dobj
isSwitchable
notSwitchableMsg
makeOn(true)
SwitchVague
dobj
isSwitchable
notSwitchableMsg
makeOn(!isOn)
T
TalkAbout
dobj
nil
cannotTalkToMsg
TalkAboutImplicit
—
TalkTo
dobj
nil
cannotTalkToMsg
Take
dobj
isTakeable = !isFixed **
cannotTakeMsg
actionMoveInto(gActor) **
TakeFrom
dobj
isTakeable = !isFixed **
cannotTakeMsg
actionDobjTake()
iobj
Taste
dobj
isTasteable = true
cannotTasteMsg
display(&tasteDesc);
TellAbout
nil
cannotTalkToMsg
TellAboutImplicit
—
TellTo
Think
—
DMsg(think)
ThinkAbout
—
libGlobal.thoughtManagerObj.handleTopic(cmd.dobj.topicList)
Throw
dobj
isThrowable = !isFixed
cannotThrowMsg
moveInto(getOutermostRoom)
ThrowAt
dobj
verifyDobjThrow()
iobj
canThrowAtMe = true
cannotThrowAtMsg
gDobj.moveInto(getOutermostRoom)
ThrowDir
dobj
isThrowable = !isFixed
cannotThrowMsg
moveInto(getOutermostRoom)
ThrowTo
dobj
verifyDobjThrow()
iobj
canThrowToMe = nil
cannotThrowToMsg
Topics
—
otherActor != nil
DMsg(no interlocutor)
otherActor.showSuggestions(true)
Travel
—
Turn
dobj
isTurnable = true
cannotTurnMsg
report{ say(turnNoEffectMsg) }
TurnTo
dobj
canTurnMeTo = nil
cannotTurnToMsg
makeSetting(gLiteral)
TurnWith
dobj
isTurnable = true
cannotTurnMsg
report{ say(turnNoEffectMsg) }
iobj
canTurnWithMe = nil
cannotTurnWithMsg
Type
—
askForIobj(TypeOn)
TypeOn
dobj
canTypeOnMe = nil
cannotTypeOnMsg
TypeOnVague
dobj
canTypeOnMe = nil
cannotTypeOnMsg
U
Unplug
dobj
isUnplugable = isPlugable
cannotUnplugMsg
UnplugFrom
dobj
isUnplugable = isPlugable
cannotUnplugMsg
iobj
canUnplugFromMe = canPlugIntoMe
cannotUnplugFromMsg
Undo
—
undo()
>
Unfasten
dobj
isUnfastenable = nil
cannotUnfastenMsg
UnfastenFrom
dobj
isUnfastenable = nil
cannotUnfastenMsg
iobj
canUnfastenFromMe
cannotUnfastenFromMsg
Unlock
dobj
lockability = notLockable **
notLockableMsg
makeLocked(nil) **
UnlockWith
dobj
lockability = notLockable **
notLockableMsg
iobj
canUnlockWithMe
cannotUnlockWithMsg
Unscrew
dobj
isUnscrewable = isScrewable
cannotUnscrewMsg
UnscrewWith
dobj
isUnscrewable = isScrewable
cannotUnscrewMsg
iobj
canUnscrewWithMe = canScrewWithMe
cannotUnscrewWithMsg
V
VagueTravel
—
DMsg(vague travel)
Verbose
—
gameMain.verbose = true
Version
—
foreach ModuleID.showVersion()
W
Wait
—
DMsg(wait)
Wear
dobj
isWearable = true
cannotWearMsg
makeWorn(true)
Write
—
askForIobj(WriteOn)
WriteOn
dobj
canWriteOnMe = nil
cannotWriteOnMsg
Y
Yell
—
DMsg(yell)
adv3Lite Library Manual
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Actions > Action Reference