libGlobalobject | misc.t[571] |
Superclass Tree | Property Summary | Method Summary | Property Details | Method Details |
libGlobal : object
commandLineArgs
curAction
curActor
curCommand
curIssuingActor
exitListerObj
extraDestInfo
extraHintManagerObj
footnoteClass
hintManagerObj
IFID
inventoryTall
lastAction
lastActorForUndo
lastCommand
lastCommandForAgain
lastCommandForUndo
lastLoc
lastTypedOnObj
lastWrittenOnObj
libMessageObj
nameTable_
objectNameTab
parserDebugMode
playerChar
playerCharName
revealedNameTab
scoreObj
thoughtManagerObj
totalTurns
addExtraDestInfo
getCommandSwitch
setRevealed
setUnrevealed
commandLineArgs | misc.t[702] |
curAction | misc.t[663] |
curActor | misc.t[661] |
curCommand | misc.t[666] |
curIssuingActor | misc.t[662] |
exitListerObj | misc.t[675] |
extraDestInfo | misc.t[757] |
extraHintManagerObj | misc.t[681] |
footnoteClass | misc.t[618] |
hintManagerObj | misc.t[678] |
IFID | misc.t[689] |
inventoryTall | misc.t[851] |
lastAction | misc.t[669] |
lastActorForUndo | misc.t[652] |
lastCommand | misc.t[672] |
lastCommandForAgain | misc.t[655] |
lastCommandForUndo | misc.t[643] |
Note that if the player directed a series of commands to an NPC with a single command line, only the first command on such a command line is retained here, because it is only the first such command that counts as a player's turn in terms of the game clock. Subsequent commands are executed by the NPC's on the NPC's own time, and do not count against the PC's game clock time. The first command counts against the PC's clock because of the time it takes the PC to give the command to the NPC.
lastLoc | misc.t[749] |
lastTypedOnObj | misc.t[838] |
lastWrittenOnObj | misc.t[835] |
libMessageObj | misc.t[593] |
This message object isn't generally used for parser messages or action replies - most of those come from the objects given by the current actor's getParserMessageObj() or getActionMessageObj(), respectively.
By default, this is set to libMessages. The library never changes this itself, but a game can change this if it wants to switch to a new set of messages during a game. (If you don't need to change messages during a game, but simply want to customize some of the default messages, you don't need to set this variable - you can simply use 'modify libMessages' instead. This variable is designed for cases where you want to *dynamically* change the standard messages during the game.)
nameTable_ | misc.t[844] |
objectNameTab | misc.t[829] |
parserDebugMode | misc.t[627] |
playerChar | misc.t[598] |
playerCharName | misc.t[601] |
revealedNameTab | misc.t[824] |
scoreObj | misc.t[609] |
thoughtManagerObj | misc.t[832] |
totalTurns | misc.t[621] |
addExtraDestInfo (source, dirn, dest) | misc.t[766] |
getCommandSwitch (s) | misc.t[722] |
t3run mygame.t3 -name=MyGame -user=Bob
Searching for '-name=' would return 'MyGame', and searching for '-user=' would return' Bob'.
If the switch is found but has no value attached, the return value is an empty string. If the switch isn't found at all, the return value is nil.
setRevealed (tag) | misc.t[800] |
(Games and library extensions can use 'modify' to override this and store more information in the table entry. For example, you could store the time when the information was first revealed, or the location where it was learned. If you do override this, just be sure to set the revealedNameTab entry for the tag to a non-nil and non-zero value, so that any code testing the presence of the table entry will see that the slot is indeed set.)
We put the revealedNameTab table and the setRevealed method here rather than on conversationManager so that it's available to games that don't include actor.t.
setUnrevealed (tag) | misc.t[813] |
We put the revealedNameTab table and the setRevealed method here rather than on conversationManager so that it's available to games that don't include actor.t.