20:57 ST
The Commands Page

Once you’ve created your nodes, commands, and encounters from the main page, it’s time to start making your commands change the adventure. Commands can be accessed via the sidebar, which will take you to a page where you can edit them.

Command This is what the command is called in the sidebar and on the adventure main page. These names are for your reference only, and will not appear in the finished adventure.
Description What the command is called in the adventuring dropdown, and the name the adventurer will see. By default, it is given the same name as the command.
Masked Masking a command means that it will not appear in the adventuring dropdown by default. Generally this is used to prevent players from accessing a command early.

For example!
If you had the commands ‘Find Coin’ and ‘Flip Coin’, you could mask ‘Flip Coin’ so that adventurers would not be able to flip a coin they did not have.
Kerric

Self-Masking Self-masking commands make themselves invisible once they have been clicked on by the adventurer.

For example!
Once the adventurer has clicked on ‘Find Coin’, it could self-mask so that that the adventurer could not pick up another coin.
Kerric

Actions These tell the command what to do when clicked on.
Select Destination This moves the adventure over to a different node.
Post text This is the forum section of the command. When the command runs, a forum post containing this text will be generated. As such, it should describe what happens when the adventurer selects that command.

Did you know?
If you want to use the adventurer’s name within the adventure, you can use {{player}}. The adventure will automatically replace it with the name of the adventuring Mycenean
Kerric

 

Actions

Actions are the backbone of the command, determining what the command does when clicked on. You can have multiple actions per command, allowing your commands to do almost anything you want

Actions to Get You Started
Acquire Item Gives the adventurer the specified item.
Remove Item Removes the specified item from the adventurer’s inventory.
Mask Command Hides a previously visible command from the dropdown.

For example!
If you could only choose one gift, choosing the gift on the left would mask the command to choose the gift on the right.
Kerric

Unmask Command Makes a previously masked command visible.

For example!
Once the adventurer has found their coin, the command would unmask the ‘flip coin’ command, allowing the adventurer to flip their coin.
Kerric

Status Message Relays information about what the command did in a small, bulleted textbox beneath the adventurer’s post. These tend to be short, single sentence updates that do not require their own dedicated post.
Trigger Encounter Starts a randomly selected encounter from within the node. However, if one or more encounters have already been triggered, it will not select those until all other encounters have been triggered.
End Adventure Ends the adventure. Once this action has been run, the adventure becomes a standard forum thread and the automated responses will no longer trigger.

 

The Start Command

Under the category for Global Commands, there’s a link to something called the ‘Start Command’. This is the first command in the adventure, and is not triggered by the adventurer, but rather runs when the adventure starts, moving it to the first node. The introductory text to the adventure goes in this command.