Creating/Editing Automatic Actions

The Actions/Events system is the most intricate part of crafting your own adventure, and being able to master these will make or break your fledgling game. In general, these actions are what will set your game apart from others, and give it it's unique characteristics. To create Automatic Actions, click on 'Automatic Actions' from the main menu.

To create a new Automatic Action, start by entering a new, unique ID (or clicking the "+" button). Next, you'll want to enter a short comment about this action to help you remember which actions are meant for what. Enter your comments into the 'Comment' box.

Next, you'll need to decide what conditions need to be met in order to trigger. These may include having a specific object, being in a certain location, and previously completing some other task (by checking a variable). For a complete list of the conditions supported, check the Conditions Overview.

The last step is telling the game what to do when the command entered was input, and the conditions were met. This is where you'll script the Actions section. They may include creating and/or destroying objects, moving the player, printing messages, or even ending the game. For a complete list of the actions supported, check the Actions Overview.

Once you've got everything in place, click the 'Add/Update Action' button. Assuming there's nothing bad with your command, it will create the new Automatic Action for you. (If there's a problem with the inputs, the text areas won't blank out so you can try identifying and correcting the problem).

To edit a previously entered Automatic Action, select the action from the "Current System Actions" dropdown box, then click 'Edit Action'. Make the changes necessary, then click 'Add/Update Action'.

To remove a previous Automatic Action, select the action from the dropdown box and click 'Delete Action'.

There's also a 'Reference' button that will open a reference window, giving you the conditions and actions supported, along with all of your locations, items, and messages (so that you can reference them by their ID).

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