The Adliberum Engine (ADLENGINE) Guide

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[TUTORIAL] – GETTING STARTED

Overview

This tutorial will get you started in ADLENGINE.Learn the basics, including creating a new map, building rooms and exits, your first objects and interaction.

CREATING A NEW MAP

When you launch ADLENGINE it will load the demo map.

To start a new map:

new map

It will start you at 0,0,0 and will automatically create an empty room that you start in.

CHANGING THE MAP NAME

New maps start with the name “game”. This is because if ADLENGINE detects a game.adlengine file it will be loaded at startup.

You may want to create a separate game or a map to transition to, you can do so by changing the map name.

To change the name of the map:

map name is newname i.e. map name is dungeon

When you download the map it will download the file as a .adlengine file with the filename the same as the map name. i.e. dungeon.adlengine

CREATING ROOMS

You can build rooms in the following directions.

  • n / e / s / w
  • ne / nw / se / sw
  • u / d

Building a room will only build a room IF a room doesn’t already exist in that direction (to prevent overwriting rooms)

It will also automatically build exits leading into the room and back out.

To build a room:

build room n

The above command will build a room to the north, along with an exit into the room (north) and an exit back out (south).

The location data reads, X, Y, Z
x = east / west
y = north / south
z = up / down (i.e. floors)

EDITING ROOMS

To change the name of a room:

room name is newname i.e. room name is dungeon

To change the description of a room:

room description is newdescription i.e. room description is A dark, dingy, dungeon.

CREATING EXITS

To create an exit it works similar to building rooms.

build exit n

The above command will build an exit to the north and automatically build an exit back into your current location (south).

DELETING ROOMS / EXITS

To delete a room or exit:

delete room ne

This will delete the room to the north east.

delete exit s

This will delete the exit to the south. The exit back into the room will remain. This is useful for one-way exits.

USING OBJECTS as EXITS

First create an exit.

build exit n

Next create an object (such as a door)

build steel door.exit

Set the steel door as a controller for the exit north, this mirrors any action taken on the door with the exit north.

steel door controls n

Then if the user opens the door it will also open the exit n etc. When first setting up the door, you will need to manually mirror the doors initial state.

exit n is closed steel door is closed exit n is locked steel door is locked

To make the door require a key…

steel door requires steel key

CREATING OBJECTS

To create an object:

build objectname i.e. build box

This will create a static object called box.

CREATING OBJECTS (WITH CLASSES)

To create an object (using a class)

build object.obj i.e. build key.obj

This will create a static object called box with the object class (.obj). This makes the object takeable.

CLASSES AVAILABLE:

  • .obj
    builds an object that starts as takeable.

  • .hidden
    builds an object that starts hidden.

  • .food
    builds an object that can be eaten.

  • .drink
    builds an object that can be drunk.

  • .rope
    builds an object that can be attached to / detached from other objects.

  • .exit
    builds an object that represents an exit, e.g. a steel door.

  • .container
    builds an object that acts as a container.

  • .ai
    builds an AI controlled character.

DELETING OBJECTS

To delete an object:

delete objectname i.e. delete box

EDITING OBJECTS

Change an objects’ name:

object.name is newname i.e. box.name is wooden box (box remain the interactable name)

Change an objects’ description:

object.description is new description i.e. box.description is a sturdy wooden box

OBJECT INTERACTION

You can define an object by assigning it roles and states which control how they can be interacted with.

Let’s make an object takeable:

box is takeable

Let’s make an object hidden:

key is hidden

We can also specify an objects location:

key.is inside box

STATES AVAILABLE:

  • is visible / is hidden
  • is open / is closed
  • is locked / is unlocked

ROLES AVAILABLE:

  • is takeable / is not takeable
  • is droppable / is not droppable
  • is a container / is not a container
  • is eatable / is not eatable
  • is drinkable / is not drinkable
  • is equipable / is not equipable
  • is unequipable / is not unequipable
  • is openable / is not openable
  • is lockable / is not lockable
  • is readable / is not readable
  • is wearable / is not wearable
  • is removable / is not removable

The “is not” while it is largely the same as not giving it the property at all is a good way to turn off a role of the object. e.g. a curse item is no longer removable / droppable.

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