The Adliberum Engine cover
The Adliberum Engine screenshot
Genre: Role-playing (RPG)

The Adliberum Engine

ADL-ED - PLUS LISTENER.

First test for external editor has been a resounding success!

While using the editor (ADL-ED) it creates files in users/user/adlengine folder.. which if adlengine is open, it will listen for and IF it find them it processes them accordingly.

e.g.

run script.adldata - if adlengine finds this file in the folder, it will read the data, run the script and delete the file.

EDITOR WILL SOON list SCRIPTS & CUSTOM COMMANDS (local / global toggle)

LOCAL:



GLOBAL:



All the data is set to refresh when you perform actions using the data OR navigating using the buttons.

I will update shortly, once I've made a few more tweaks.

Double clicking entitys on the left will no GOTO + EDIT objects, rooms and characters

OR EDIT scripts and custom commands.

-----------------------

[ROOM] = ROOM
[OBJ] = OBJECTS

[CHAR] = Characters (i.e. players)
[NPC] = non-player characters

[SCPT] = SCRIPTS
[CUST] = CUSTOM COMMANDS (if do something then do this and do that)

NB: currently you can only view custom scripts as they are a little more complex to store (once edited) - I will add this functionality shortly.

You could however (for now)
1) double click a custom entry
2) wrap it with if, then + [optional] and.
3) choose the run script option
4... and saved!

i.e.


narrate the barkeep stares blankly at you


to:


if talk to barkeep then narrate the barkeep stares blankly at you;

QUICK UPDATE: ALL NEW EDITOR FUNCTIONALITY!

The built-in editor has been given a whole array of tools to help make editing the world / map even easier.

To open the editor:
editor

You can teleport directly to items in the left list by double clicking OR you can perform actions on the selected item.

You can add a new room, edit rooms, objects, export, run scripts and more. I will try to do a video demonstrating the editor and how to use it.

The right hand side is for scripts and will accept copy and paste, can be exported, run and more! Don't forget to terminate lines with a ;

~ L

ADLENGINE PATCH (NOW 1.1.55.2o) - MAJOR EXITS FIX + QUICK MAP EDITOR + EDIT COMMANDS

This update brings a major fix to the exits, which now should work perfectly!

i.e. build exit e

Using the build room command instead of the build exit command will force move you into the new room...


PLUS - QUICK MAP EDITOR



The all new quick map editor / map. To access the map enter the command map or m for short.

In Creative Mode:

hover over the exit slots and hold ALT + Click Right Mouse Button to toggle exits ON / OFF.

Hold ALT + click Left Mouse Button to toggle an existing exit as OPEN / CLOSED / LOCKED.

Click the Middle Mouse Button over an existing exit to force move in that direction.

In Play Mode:

Double click Left mouse button over an exit to move in that direction.


PLUS - NEW EDIT COMMANDS



The all new edit commands.

You can now edit the raw data behind your world/game using the following commands:

edit config

Allows you to edit settings.

edit session
Allows you to edit exit data / timed events on the fly.

edit map
Allows you to quickly tweak / edit the map.

edit scripts
Allows you to edit scripts that have been stored.

edit custom
Allows you to edit custom scripts that you've created from using the if command.

edit events
Allows you to edit event data. Access events timeline using events

edit inv
Allows you to tweak / edit the players inventory, including equipped and worn items.

edit private
Allows you to edit any private data.

edit lookup
Allows you to edit the lookup data.

edit lang
Allows you to edit the language data.

All changes will be automatically saved every 5 seconds, press the update button to commit the changes and refresh the map (look).

These new commands will help you to make minor tweaks to data rather than always typing out full commands.

The data format is .json which if you understand the structure you could also add / delete your own data manually.


PLUS - ALL NEW ROOM COLOR AS IMAGE OPTIONS.




room image is black
room image is grey
room image is dark grey
room image is red
room image is blue
room image is green
room image is orange
room image is purple
room image is teal

THINK I FINALLY FIGURED OUT THE EXIT/s BUG!

Ok it would appear that IF your location X, Y or Z is in the minuses.. i.e. if you are at say 0,-1,0 it will refuse to create any exits within this data.

It has no issue creating exits in say 1,3,1

I am busy working on a solution. As soon as I have one, I will patch immediately!

~ Liam

EDIT DATA COMMANDS: Coming In Next Version

You will soon be able to edit the raw data behind your world/game using the following commands:

edit config

Allows you to edit settings.

edit session
Allows you to edit exit data / timed events on the fly.

edit map
Allows you to quickly tweak / edit the map.

edit scripts
Allows you to edit scripts that have been stored.

edit custom
Allows you to edit custom scripts that you've created from using the if command.

edit events
Allows you to edit event data. Access events timeline using events

edit inv
Allows you to tweak / edit the players inventory, including equipped and worn items.

edit private
Allows you to edit any private data.

edit lookup
Allows you to edit the lookup data.

edit lang
Allows you to edit the language data.

All changes will be automatically saved every 5 seconds, press the update button to commit the changes and refresh the map (look).

These new commands will help you to make minor tweaks to data rather than always typing out full commands.

The data format is .json which if you understand the structure you could also add / delete your own data manually.

ADLENGINE BUILD 1.1.55.2n... PART 2...

Also in the last update (forgot to mention)...

LOCAL SCRIPTs defined in the .verbase collection file will default their location to X|Y|Z| (off the grid) until they are assigned.

They can be assigned with:
use script scriptname
i.e. use script triggertrap


This will then assign a local script of trigger trap in your current location (and only usable / callable at the specified location)

-----------------------------------

NEW COMMAND: Export.


export entityname
i.e. export gate


This command will (in time) automagically work out what type of object you mean, such as room, object or character. It will then export any entity you specify as .verbose script format. It will also store the data in the editor (should you require). Currently it exports objects.

The output will be a list of the descriptive equivalents of the data, e.g.

"0|0|0|OBJ-NOTE-OBJ":"NOTE","0|0|0|OBJ-NOTE-NAME":"Tattered Note","0|0|0|OBJ-NOTE-DESC":"The note is torn, tattered and soiled.","0|0|0|OBJ-NOTE-ISVISIBLE":"n","0|0|0|OBJ-NOTE-ISUSEABLE":"y","0|0|0|OBJ-NOTE-ISTAKEABLE":"y","0|0|0|OBJ-NOTE-ISREADABLE":"y","0|0|0|OBJ-NOTE-MESSAGE":"It appears to be a poster from some faction. The only words legible; From dust shall we rise. On the back, some one has scrawled DO NOT ENTER THE BUNKER, in what appears to be BLOOD!.","0|0|0|OBJ-NOTE-ID":"NOTE01"

Will be converted to the following:
build note;
note.name is Tattered Note;
note.description is The note is torn, tattered and soiled.;
note is hidden;
note is usable;
note is takeable;
note is readable;


Next update I will also be adding an Edit command that can be used to edit any entity, which will automatically launch the editor with the specified entities data ready for exporting / storing etc.

------------------------------------------

NEW COMMAND: Ignore
ignore any,words,you,want
i.e. ignore the,a


This is currently experimental. Be careful what you ignore as it may well break commands. I will be adding in a failsafe for words that form part of a command (so they are not ignored).

Currently, to prevent say; "the" from the word theme being ignored it searches for " the " not "the".

---------------------------------------

ADLENGINE BUILD 1.1.55.2n... NOW LIVE!

Some big changes in this update.

Most notably the ability to use .verbase scripts, which are a collection of .verbose scripts.

A new folder userlib is now available to house all your script data. An example .verbase file has been added; detailed below.


cd userlib/example/;
add class woodenbox.adlclass;
run buildbox.verbose;
private script poison.verbose;
local script soundtest.verbose;
global script heal.verbose;


To include a .verbase file in your project...
include [optional folder\s]\filename.verbase
i.e. include userlib\example2.verbase



special commands for .verbase files.
cd
e.g. cd userlib/dungeon/;

Required. Changes the current directory to whatever you set it to, to allow you to process scripts from different directories.

private script
e.g. private script poison.verbose;

Creates a script only accessible by the player. Is not shared over multiplayer.

local script
e.g. local script portal.verbose;

Creates a script accessible in the room its assigned to.

global script
e.g. global script healing.verbose;

Creates a script accessible anywhere.

add class
e.g. add class melee.adlclass;

Adds a class file that can be called to make building objects quicker and lighter.

run script
e.g. run script heal.verbose;

Runs the script specified.

---------------------------

SCRIPT EDITOR: add as .class option.
Buttons swapped for drop down action list.

---------------------------

NEW COMMAND: log
allows you to see the past command history.

---------------------------

UPDATED COMMANDS: association / synonym commands.

north/move north/move n/go north/go n/walk north/walk n<->n

Command for command association.


grab/pick up/pickup/lift/carry-->take

Complex Command Association.

Separators accepted: , (comma) or / (either slash) \

---------------------------

OTHER / MINOR CHANGES:

Room images now default to blank.jpg
Debug / Log / Editor better arranged

NEW COMMAND: IGNORE (coming to 1.1.55.3)

The ignore command (confirmed working) gives control of the parser to ignore dud words.

e.g.
ignore the,and,a

Typing:

take the box

Will become:

take box

This will be available in 1.1.55.3 (next big update)

UPDATE: care needs to be taken to ensure commands aren't broken..
e.g
if do this then do that and do the other...
I will have to write some clever code to detect if its part of any sys commands, and if so, NOT to ignore...

[NEW TUTORIAL] - Getting Started Guide

You can access it at: http://steamcommunity.com/sharedfiles/filedetails/?id=1127933647

I will create a set of these guides as development continues to coincide with new stuff as its added.