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        <title>The Dromesday Book dromed:link</title>
        <description></description>
        <link>http://whoopdedo.org/doku/</link>
        <lastBuildDate>Wed, 08 Sep 2010 15:58:19 -0600</lastBuildDate>
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        <image>
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            <title>The Dromesday Book</title>
            <link>http://whoopdedo.org/doku/</link>
        </image>
        <item>
            <title>AIConversationActor</title>
            <link>http://whoopdedo.org/doku/dromed/link/aiconversationactor</link>
            <description>Link Set-up Info                   From A conversation object                        To An AI object                               Data  A whole number. Conversations only recognise 1 - 6 (inclusive)  

Tells the conversation object which AIs it has under its control. The number in the link data field corresponds to the</description>
        <category>dromed:link</category>
            <pubDate>Fri, 06 Apr 2007 01:16:57 -0600</pubDate>
        </item>
        <item>
            <title>AICurrentPatrol</title>
            <link>http://whoopdedo.org/doku/dromed/link/aicurrentpatrol</link>
            <description>Link Set-up Info         From  An AI object             To  A TrolPt object    Data  None                 

By default this link is created automatically during the game. It links the AI to the next TrolPt in the series (if there is one). The AI will then go to this</description>
        <category>dromed:link</category>
            <pubDate>Fri, 06 Apr 2007 01:20:47 -0600</pubDate>
        </item>
        <item>
            <title>AIPatrol</title>
            <link>http://whoopdedo.org/doku/dromed/link/aipatrol</link>
            <description>Link Set-up Info           From  A TrolPt object            To  Another TrolPt object    Data  None                   

When linked together to form a closed loop, TrolPts linked via AIPatrol links form a patrol route for an AI to follow.  To get the AI to patrol, you must enable AI &gt; Ability Settings &gt; Patrol: Does Patrol on the AI object.  Unless you also use an AICurrentPatrol link to indicate the starting TrolPt on the route, an AI with Does Patrol enabled will (usually) begin from the neare…</description>
        <category>dromed:link</category>
            <pubDate>Fri, 06 Apr 2007 01:24:42 -0600</pubDate>
        </item>
        <item>
            <title>Contains</title>
            <link>http://whoopdedo.org/doku/dromed/link/contains</link>
            <description>Link Set-up Info     From  A marker\AI       To  An object       Data  Depends       

You can use the Contains link for many things including giving Garrett

some starting items to putting loot inside a chest.


When you link, say, a guard to a purse you can click on the Data and change

it to Belt where the purse will now move to stay on the guard’s belt.</description>
        <category>dromed:link</category>
            <pubDate>Tue, 26 Jun 2007 15:42:55 -0600</pubDate>
        </item>
        <item>
            <title>ControlDevice</title>
            <link>http://whoopdedo.org/doku/dromed/link/controldevice</link>
            <description>Link Set-up Info     From  A trigger         To  A trap.         Data  None          

This is one of the most fundamental links used in Dromed.  It is the link which generally transmits TurnOn and/or TurnOff messages from one object to another object.  There must be a script on the ‘From’ object which sends these messages to the ‘To’ object, such as StdButton, StdLever, TrigDoorOpen, TrigRoomPlayer, or TrigWorldFrob.</description>
        <category>dromed:link</category>
            <pubDate>Fri, 06 Apr 2007 01:35:08 -0600</pubDate>
        </item>
        <item>
            <title>Corpse</title>
            <link>http://whoopdedo.org/doku/dromed/link/corpse</link>
            <description>Link Set-up Info                    From Any object (or archetype) which can be slain (not just AI!)     To Any other object (or archetype). Typically a dead version of the From object   Data  None 

Adding a Corpse link from an object to some other object or archetype specifies what object will replace that AI when it is slain.  Note that the object need not be an AI (breaking a window is accomplished via a Corpse link for example), and also that objects can be slain in various ways other than …</description>
        <category>dromed:link</category>
            <pubDate>Fri, 06 Apr 2007 01:38:44 -0600</pubDate>
        </item>
        <item>
            <title>CreatureAttachment</title>
            <link>http://whoopdedo.org/doku/dromed/link/creatureattachment</link>
            <description>Link Set-up Info     From A creature (i.e. an AI)       To The object to be attached to the AI   Data  The location of the object on the AI 

Attaches an object to an AI. The object will always match the orientation of the joint, so if the AI rotates, the object will also rotate. However this is not the case with</description>
        <category>dromed:link</category>
            <pubDate>Fri, 13 Jul 2007 15:43:57 -0600</pubDate>
        </item>
        <item>
            <title>Links</title>
            <link>http://whoopdedo.org/doku/dromed/link/index</link>
            <description>*  :T1: :T2: :SS2: AIAttack
	*  :T1: :T2: :SS2: AIAwareness
	*  :T1: :T2: :SS2: AICamera
	*  :T1: :T2: :SS2: AIConversationActor
	*  :T1: :T2: :SS2: AICurrentPatrol
	*  :T1: :T2: :SS2: AIDefendObj
	*  :T1: :T2: :SS2: AIDoor
	*  :T1: :T2: :SS2: AIFleeDest
	*  :T1: :T2: :SS2: AIFleeSource
	*  :T2: AIFleeTo
	*  :T1: :T2: :SS2: AIFollowObj
	*  :T1: :T2: :SS2: AIInvest
	*  :T1: :T2: :SS2: AINoFlee
	*  :T1: :T2: :SS2: AIPatrol
	*  :T1: :T2: :SS2: AIProjectile
	*  :T1: :T2: :SS2: AIPtDibs
	*  :T1: :T2:…</description>
        <category>dromed:link</category>
            <pubDate>Tue, 26 Jun 2007 15:42:58 -0600</pubDate>
        </item>
        <item>
            <title>Lock</title>
            <link>http://whoopdedo.org/doku/dromed/link/lock</link>
            <description>Link Set-up Info         From  A door or object that is controlled by an external lock     To  A lockbox, or some other type of external lock   Data  Optional. Very useful for a door with two lockboxes 

This link is used to make an object (like a door) only open when it’s lock (like a lockbox) is unlocked.</description>
        <category>dromed:link</category>
            <pubDate>Mon, 28 Jun 2010 18:56:37 -0600</pubDate>
        </item>
        <item>
            <title>PhysAttach</title>
            <link>http://whoopdedo.org/doku/dromed/link/physattach</link>
            <description>Link Set-up Info          From  A sub-object             To  A base-object          Data  X, Y, Z  

Connects one object to another. Think of the ‘base-object’ as the one that’s in control, and the ‘sub-object’ does what it’s told.

Whatever happens to the base object, the sub object will always maintain the the rotation values assigned to it in Dromed.

The link Data values can be used to offset the object. The default values of</description>
        <category>dromed:link</category>
            <pubDate>Mon, 08 Mar 2010 07:51:35 -0600</pubDate>
        </item>
        <item>
            <title>PlayerFactory</title>
            <link>http://whoopdedo.org/doku/dromed/link/playerfactory</link>
            <description>Link Set-up Info     From  Starting Point    To  Garrett         Data  None          

When placing Garrett into the game world you must make a marker

and add a link from that marker to Garrett (literally you use

“Garrett” in the To field).  The flavor being PlayerFactory.</description>
        <category>dromed:link</category>
            <pubDate>Tue, 26 Jun 2007 15:43:00 -0600</pubDate>
        </item>
        <item>
            <title>ScriptParams</title>
            <link>http://whoopdedo.org/doku/dromed/link/scriptparams</link>
            <description>A multi-purpose link flavor. The purpose of a ScriptParams link depends on the scripts used by the object. The link can have arbitrary data associated with it, but the data length is limited to 15 characters.</description>
        <category>dromed:link</category>
            <pubDate>Fri, 06 Feb 2009 17:54:22 -0600</pubDate>
        </item>
        <item>
            <title>TPath</title>
            <link>http://whoopdedo.org/doku/dromed/link/tpath</link>
            <description>Link Set-up Info                     From  A TerrPt object                       To  Another TerrPt object               Data  Speed, Pause, Path Limit? 

Defines the next TerrPt that an elevator is to travel to if that elevator is linked to this path.</description>
        <category>dromed:link</category>
            <pubDate>Fri, 06 Apr 2007 01:48:40 -0600</pubDate>
        </item>
        <item>
            <title>TPathInit</title>
            <link>http://whoopdedo.org/doku/dromed/link/tpathinit</link>
            <description>Link Set-up Info         From  An elevator object       To  A TerrPt object    Data  None                 

Determines which path the elevator will travel along, and at which TerrPt it will be at when the game starts. It will be in the exact location of this</description>
        <category>dromed:link</category>
            <pubDate>Fri, 06 Apr 2007 01:51:41 -0600</pubDate>
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