An assignment defines a set of "objectives" to be met by the player. Objectives can be met by completing tasks or completed directly using the Motive ObjectiveCompleter resource.
An objective in an assignment.
A condition that is met when an objective is linked to a task that can be completed, usually a "put" or "exchange" task for which the player has the required items.
A condition that is met when a task can be completed, usually a "put" or "exchange" task for which the player has the required items.
A condition that is met when the player has the required items in their inventory to craft the specified collectibles.
A condition that is met when a player can execute a recipe, meaning they have the ingredients in their inventory and meet the input requirements.
Represents an NPC.
A message from a character.
A baked-in response to a character message.
A task telling the user to take an action with a character.
Represents an item that can be collected. Collectibles end up in the player's Inventory.
Represents a number of collectibles.
A condition that is met if the specified collectible has an activated recipe that can be used to craft it.
Represents an amount of a currency.
Defines one way to activate an active entity.
An action that an entity can take or absorb, along with the options required to take the action.
Base class for response quiz answer types.
A quiz that takes a freeform response.
Interface actions let you add customized instructions to your app that you can control through Motive.
Used to script a limit on a particular inventory item.
Add or remove items from a player's inventory.
A condition that monitors the player's inventory.
A free response answer that allows a certain number of incorrect characters in the answer.
A quiz that takes multiple choice anwers.
Multiple choice quiz response.
Activates (or unhides) a hidden objective.
Completes an objective with a Motive script.
Represents content that will be "played" directly.
Adds or removes the given valuables along with a reward pop-up.
Base class for all tasks.
Attributes that effect the behavior of tasks.
Base class for quiz minigames.
Base class for quiz responses.
Used by the crafting system to define the inputs and outputs for crafting items.
Condition that is met when the specified recipe has been activated.
Activates a recipe.
Deactivates a recipe.
Saves the current state of the game so that it can be resumed later.
Represents a message pushed to the screen.
Response to a screen message.
A free response answer that requires an exact match.
An objective to be completed as part of an assignment.
A condition that is met when the given objective has been completed.
Base class for responses that take text, media, and an image.
A free response answer that specifies text that must exist in the answer.
A collection of collectibles and currencies.
A condition that can monitor the currencies held in the player's wallet.
Adds or removes currency from a player's wallet.
Set a limit on a particular currency in the player's wallet.
Valuables collection with an optional weight. Used, for example, by LocationValuables to randomly place valuables at certain locations.