Table of Contents | Actions > Action Reference
Prev: Debugging Commands     Next: Actors    

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

yell Yell
yes SayYes

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

[ImplicitConversationAction]

AskFor

dobj

nil

cannotTalkToMsg

AskForImplicit

[ImplicitConversationAction]

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

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

[Travel]

GoNear

dobj

* * *

getOutermostRoom.travelVia(gActor); **

GoThrough

dobj

canGoThroughMe = nil

cannotGoThroughMsg

GoTo

dobj

* * *

* * *

GoOut

[Travel or GetOff]

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

Key

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

[ImplicitConversationAction]

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

[ImplicitConversationAction]

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

[ImplicitConversationAction]

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

Key

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
Table of Contents | Actions > Action Reference
Prev: Debugging Commands     Next: Actors