Player / Project settings
You can find the player and project settings using the drop down menu of the main frame:
Adventure > Player and
Adventure > Project
You can add custom settings by adding new lines following the same scheme (
These are all of default settings. Most of them are self explanatory, but here's a short explanation of what they do.
name- the name the player chooses after rolling his attributes
gold- simply the amount of gold that is displayed in the player stats frame
health- the amount of health the player has; used for battleMaps; this amount of health will be added to the amount the player gets through the character creation (simply the
maxHealth- the maximum amount of health the player can have. Setting the variable
healthto a greater value will result in it snapping back to
location- the current location UID of the player
inventory- the player inventory UID
battleMapImage- the image UID that is being used on the battleMap as player image
globalTalentModifier- modifies the DC of every talent roll by the given value
courage- this and the following values are being overwritten when the player creates his character
These ones get added as soon as the adventure gets played:
holdingMain- what item the player has equipped in his main hand
holdingSecond- what item the player has equipped in his offhand
holdingArmor- what item the player has equipped as armor
These settings define things on a global level that are being used by multiple things. More on the individual settings later.
name- The adventure name (can be different from the file name) (displayed with description, version and author on intro frame)
description- Description of the adventure
version- Custom adventure version string
author- Author of the adventure
image- Adventure image is displayed on intro frame and when player stats is minimized
language- Can be [english;german]
autocomplete- When player taps
tabon main frame of player, these terms can be autocompleted (split by
objectFrameVariables- Defines what variables will be displayed on the object frame (split by
permissions- Permissions the adventure wants
showIntro- [true;false] shows or hides the intro and character creation
debugMode- [true;false] debug mode on or off
debugModeForceable- [true;false] is set to
true, the adventure can be set to debug mode via arguments
password- Password that needs to be entered to be able to open the adventure in the editor
requirePasswordToPlay- Password also needs to be provided when playing (truely encrypts file)
actionEditorOpenDirectlyInExternalEditor- Is only important when editing an adventure. If set to
true, the events will instantly open in your text editor and not in the action editor
Okay, some of these need further explanation:
autocomplete:hello,how are you
You can use this to make it easier for the player to type in the same commands or parameters repeatedly.
The possible permissions are:
web- allows the use of the 'web' variable
fileread- allows reading files from the advfiles fold
filewrite- allows writing files to the advfiles folder
filereadanywhere- allows reading files from the entire system
filewriteanywhere- allows writing files to the entire system
fileopen- allows executing files inside of the advfiles folder
Without these permissions you are not able to use the according features. Before launching the adventure, the player needs to agree that you may use these permissions:
If the player doesn't agree, the adventure cannot be opened:
You can split multiple permissions with
true as parameter activates debug mode, which unlocks a lot of features that make it easier to test and debug the adventure.
- The engine starts logging almost everything that happens. You can see what it logs in the special log frame that opens as soon as the main frame opens. Using the command
log dumpyou can also dump all of the current log into a file.
- You can also execute commands from the debugger or even from the main frame by simply typing them:
Setting a password means that you will need to enter this password every time from now on if you want to edit the adventure.
After closing and reopening the project settings frame, the password will be hashed. If you want to set a new password, simply replace the hashed version through a new password.
You will need to enter the password:
If you somehow forgot your password, you can contact me so that I can help you with recovering your adventure.