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  • ...e input prompt and prevents the player from entering keyboard input on the input line. prevent.input();
    1 KB (169 words) - 20:03, 17 April 2019
  • ...t''' command displays the [[input line]] and allows a player to enter text input. accept.input();
    1 KB (181 words) - 11:11, 28 January 2022
  • The '''echo.line''' command adds the previous line of input to the current [[input line]]. ...]]. The '''echo.line''' command re-displays the previous input text on the input line.
    1 KB (212 words) - 13:12, 30 March 2019
  • ...commands provide the "brains" of AGI games. [[Logic]] scripts contain the commands that AGI uses to perform game functions, control game play and manipulate o ==[[:Category:Commands|Commands by Name]]==
    3 KB (484 words) - 19:48, 22 March 2019
  • ...n the screen, and not to use menus, show messages with the '''[[print]]''' commands, or attempt to manipulate graphics. ...een except they do not have a border, and do not clear the screen when the player presses a key.
    3 KB (437 words) - 06:58, 24 April 2019
  • The '''get.num''' command prompts the player to enter a number. ...PT''' as the [[input prompt]] and using the existing [[cursor]] character. Input is limited to three characters.
    2 KB (328 words) - 21:00, 1 April 2019
  • ...creen object]] control mode to program control instead of [[player.control|player control]]. When operating in program control mode, player input will not control [[ego]]. Instead, ego motion can be controlled just like a
    1 KB (174 words) - 21:20, 18 April 2019
  • ...oystick]] is disabled by default when AGI starts. If you want to allow the player to use a joystick, it must be enabled by using the '''init.joy''' command. ...enable and calibrate the joystick, or ESC to cancel, and disable joystick input.
    1 KB (144 words) - 23:24, 8 April 2019
  • ...s used to evaluate the input entered by the player. It returns TRUE if the player entered text that matches the pattern specified by the argument values. Test commands are only valid in an <code>if</code> statement.
    5 KB (776 words) - 12:32, 20 April 2019
  • The '''get.string''' command prompts the player to enter a [[string]] that can be manipulated in logic code. ...location for the prompt and player input, instead of using the existing [[input line]] like the '''[[get.num]]''' command does. Message '''mPROMPT''' is us
    4 KB (609 words) - 15:45, 7 April 2019
  • ...'''parse''' command parses a [[string]] as if it were text entered by the player. ...arsed]], and if all words are valid [[reserved flags|reserved flag]] [[f2 (input received)]] is set to TRUE. If an unknown word is encountered, [[reserved v
    2 KB (235 words) - 06:59, 15 April 2019
  • ...dialogue''' command affects how '''[[get.string]]''' and '''[[get.num]]''' commands operate when AGI is run on a system using a Hercules Graphics Card (HGC). ...te the same way as on other displays, meaning '''get.num''' will use the [[input line]] and '''get.string''' will display the prompt according to the row an
    2 KB (303 words) - 16:36, 30 March 2019
  • Details of mouse input on non-PC systems has not been fully explored. [[Player Input Commands]]<br />
    1 KB (165 words) - 14:07, 11 April 2019
  • ...dialogue''' command affects how '''[[get.string]]''' and '''[[get.num]]''' commands operate when AGI is run on a system using a Hercules Graphics Card (HGC). ...te the same way as on other displays, meaning '''get.num''' will use the [[input line]] and '''get.string''' will display the prompt according to the row an
    2 KB (302 words) - 16:37, 30 March 2019
  • ...command sets the location of the play area ([[visual graphic screen]]), [[input line]] and [[status line]]. ...y INPUTLINE. The default position is row 23, and most Sierra games put the input line at the bottom of the screen, sometimes on row 24.
    4 KB (587 words) - 17:12, 28 March 2019
  • ...e]] and [[Sound|sound]] resources and to receive and act on input from the player, thus determining everything that happens in the game. Each room generally * [[:Category:Logic Commands|Logic Command Reference]]
    1 KB (171 words) - 17:16, 14 April 2019
  • The [[cursor]] character (the character displayed at the end of the player [[input line]]) is set to the first character of the message referenced by argument [[Display Commands]]<br />
    961 bytes (118 words) - 22:19, 20 April 2019
  • ...move in that direction. As soon as the key is released, ego will stop. The player must hold the key down for ego to keep moving. [[Player Input Commands]]<br />
    2 KB (224 words) - 19:41, 8 April 2019
  • ...move in that direction. As soon as the key is released, ego will stop. The player must hold the key down for ego to keep moving. [[Player Input Commands]]<br />
    2 KB (225 words) - 14:35, 19 April 2019
  • [[Player Input Commands]]<br /> [[Category:Commands]]<br />
    1 KB (143 words) - 22:03, 21 April 2019
  • [[Player Input Commands]]<br /> [[Category:Commands]]<br />
    1 KB (147 words) - 19:12, 8 April 2019
  • The '''menu.input''' command brings up the [[menu]] at the beginning of the next [[interprete menu.input();
    2 KB (354 words) - 13:33, 11 April 2019
  • Test commands are only valid in an <code>if</code> statement. [[Test Commands]]<br />
    2 KB (338 words) - 12:03, 14 April 2019
  • ...GI attempts to display a [[AGI Menus|menu]] (after a call to the '''[[menu.input]]''' command with [[reserved flags|reserved]] [[flag]] [[reserved flags#f14 Keep in mind that once '''menu.input''' successfully triggers the [[AGI Menus|menu]], AGI will continue attempti
    2 KB (278 words) - 17:04, 23 March 2019
  • [[Player Input Commands]] [[Category:Commands]]
    1 KB (221 words) - 17:03, 23 March 2019
  • ...xt entries that correspond to the parsed list of words that are typed by a player. Word values are represented in source code by the letter 'w' and their ind ...are compared against the numbers in the words array to determine if player input matches.
    2 KB (267 words) - 15:49, 2 August 2013
  • ...'mA''' to a menu. The menu item is assigned to controller '''cB'''. If the player selects the menu item, the appropriate controller evaluation table entry is [[Player Input Commands]]<br />
    2 KB (365 words) - 14:37, 21 April 2019
  • The very first string (s0) is reserved by AGI as the player [[input prompt]]. [[String Commands]]<br />
    1 KB (214 words) - 20:07, 21 April 2019
  • ...><sup>2</sup>||<code>InputEntered</code>||Input has been received from the player ...input_parsed</code>||<code>InputParsed</code>||The input received from the player has been parsed (the [[Said|said]] command has returned true at some point)
    3 KB (479 words) - 10:11, 11 February 2022
  • [[Player Input Commands]]<br /> [[Category:Commands]]<br />
    1 KB (197 words) - 12:39, 21 April 2019
  • ...have been created with the '''[[set.menu]]''' and '''[[set.menu.item]]''' commands. ...s and [[crash AGI]] if you later try to access the menu with the '''[[menu.input]]''' command.
    2 KB (345 words) - 17:34, 24 April 2019
  • ...cannot be assigned to [[controllers]]. One or more '''[[set.menu.item]]''' commands should follow the '''set.menu''' command. Menus with no items added will be [[Player Input Commands]]<br />
    3 KB (414 words) - 14:15, 21 April 2019
  • Test commands are only valid in an <code>if</code> statement. [[Player Input Commands]]<br />
    2 KB (350 words) - 14:52, 21 April 2019
  • # [[ego]]is set to [[player.control|player control]]; # the [[input line]], if enabled, is redrawn, any text already on the input line before the '''new.room''' call is maintained;
    4 KB (596 words) - 17:56, 12 April 2019
  • [data.html#object The OBJECT file] - list of inventory objects the player can get<br />[data.html#words The WORDS.TOK file] - list of words accepted ...item. When the view is displayed using the show.obj command (i.e. when the player "examines" an object), the first cel of the first loop is displayed on scre
    9 KB (1,550 words) - 16:02, 26 December 2013
  • : [[AGI Specifications: Chapter 2 - Overview#ss2.5|2.5 &nbsp;AGI Commands]] : [[AGI Specifications: Chapter 3 - AGI Internals#parsing|3.8 &nbsp;Player Input Parsing]]
    8 KB (961 words) - 20:33, 2 March 2018
  • ...d by the interpreter, one of which (the object 0) may be controlled by the player using the keyboard; ...age objects, load and unload resources, etc. Further we shall consider the commands in detail.
    33 KB (5,115 words) - 19:35, 2 March 2018
  • the following special commands: <blockquote class="offset">Parameters: picture row, input row, status row.<br />
    48 KB (7,640 words) - 20:18, 28 March 2018
  • [[The Craft of Adventure - A Bill of Player's Rights|3]] | ...fit the game. Another amusing touch is that ranks tend to be named for the player's profession in the game - so, a musician might begin as &quot;Novice&quot;
    18 KB (3,113 words) - 15:49, 26 December 2013
  • ==== Action Commands ==== Normal action commands are specified by the command name followed by brackets which contain the ar
    70 KB (10,906 words) - 19:35, 2 March 2018
  • |align="center"|<code>313-314</code>||<code>Player control (1) / Program control (0)</code> |align="center"|<code>1491-1492</code>||<code>Accept input = 1, Prevent input = 0</code>
    20 KB (3,294 words) - 19:38, 2 March 2018
  • ...f the game) it reads this resource(ie number 0) and follows the actions or commands contained in it. Peter Kelly’s Template game has the system set up sligh ...s of the Template Game. They would only have one room, and one view - the player. This I believe is because it is very easy to work out how to print text,
    15 KB (2,552 words) - 14:27, 24 March 2019
  • ...mmands which help manipulate objects on a 3-D plane. Before looking at the commands, it is important to understand some basic terminology. ...ROOMs. Every ROOM that needs swimming can load a LGC.SWIM which deals with commands like SWIM, and standing ego up when he is no longer in water. It would be a
    24 KB (3,897 words) - 20:53, 29 April 2019
  • ...using key phrases that, naturally, I don't know. ''(He probably means the input in English and he doesn't speak English. --VB)'' No time to guess. Tried to ...the game (no input using error keys or key phrases), the logic numbers and commands are the same, and are mostly tests. So it is like something runs in a cycle
    65 KB (10,734 words) - 19:45, 2 March 2018