TravelConnector¶
Class · class TravelConnector: Thing ·
Source
A traversable entity that can control staging, passage and travel reports.
Audience: author
Superclass: Thing
Subclasses: Door, Passage, StairwayDown, StairwayUp
Declared members¶
- barrierDesc — property; internal
- canPass — property; internal
- connectorStagingLocation — property; internal
- connectorStagingPosture — property; And the posture they have to be in once they are there.
- destination — property; Where it leads. A Door works out its own, from the side you are on.
- hasBarrierDesc — property; internal
- hasTravelDesc — property; internal
- isFixed — property; internal
- onTravel — property; internal
- travelDesc — property; Said as you go through, if anything, and said as it is refused. These are emitting properties: reading one prints it. So a game that supplies one also sets the matching
has...flag, because there is no way to ask whether an emitting property is empty without printing it.
Inherited members¶
- afterTravel from Thing
- allowedPostures from Thing
- allowPourIntoMe from Thing
- beforeTravel from Thing
- bulk from Thing
- bulkCapacity from Thing
- bulkLimit from Thing
- cannotOpenMsg from Thing
- cannotTakeMsg from Thing
- canObjReachSelf from Thing
- contentsListed from Thing
- defaultPosture from Thing
- desc from Thing
- fluidName from Thing
- forget from Thing
- hasSpecialDesc from Thing
- informedOf from Thing
- initiallyKnowsAbout from Thing
- isAttachable from Thing
- isConsultable from Thing
- isContainer from Thing
- isDecoration from Thing
- isDistant from Thing
- isDrinkable from Thing
- isEdible from Thing
- isFamiliar from Thing
- isGenderNeutral from Thing
- isHer from Thing
- isHidden from Thing
- isHim from Thing
- isIntangible from Thing
- isIt from Thing
- isLightSource from Thing
- isLit from Thing
- isLockable from Thing
- isLocked from Thing
- isMassNoun from Thing
- isOpen from Thing
- isOpenable from Thing
- isOutOfReach from Thing
- isPlural from Thing
- isProper from Thing
- isTransparent from Thing
- isWorn from Thing
- keyItem from Thing
- known from Thing
- knowsAbout from Thing
- maxSingleBulk from Thing
- name from Thing
- notifyInsert from Thing
- objPos from Thing
- pcReferralPerson from Thing
- preCond from Thing
- presentation from Thing
- rank from Thing
- refuses from Thing
- remapBehind from Thing
- remapIn from Thing
- remapOn from Thing
- remapUnder from Thing
- roomBeforeAction from Thing
- seen from Thing
- setKnowsAbout from Thing
- specialDesc from Thing
Member details¶
barrierDesc¶
barrierDesc = nil · Source
Internal implementation detail; no supported authoring contract is documented.
canPass¶
canPass = true · Source
Internal implementation detail; no supported authoring contract is documented.
connectorStagingLocation¶
connectorStagingLocation = nil · Source
Internal implementation detail; no supported authoring contract is documented.
connectorStagingPosture¶
connectorStagingPosture = standing · Source
And the posture they have to be in once they are there.
destination¶
destination = nil · Source
Where it leads. A Door works out its own, from the side you are on.
hasBarrierDesc¶
hasBarrierDesc = nil · Source
Internal implementation detail; no supported authoring contract is documented.
hasTravelDesc¶
hasTravelDesc = nil · Source
Internal implementation detail; no supported authoring contract is documented.
isFixed¶
isFixed = true · Source
Internal implementation detail; no supported authoring contract is documented.
onTravel¶
onTravel = nil · Source
Internal implementation detail; no supported authoring contract is documented.
travelDesc¶
travelDesc = nil · Source
Said as you go through, if anything, and said as it is refused. These are emitting properties: reading one prints it. So a game that supplies one also sets the matching has... flag, because there is no way to ask whether an emitting property is empty without printing it.