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Some notes: This reference contains syntax for a number of the things Inform can do, but is not

meant as a replacement for the manual; it will not be possibl e to understand the nuances of these examples without recourse to the full er documentation. We envision the syntax guide being useful in two contexts: (1) The author has seen a phrase that does what he wants, but ca nnot remember exactly what it was. In that case, the syntax guide may have the relevant information. (The Phrasebook built into the Index c ontains complete information for all defined phrases, but it does not co ver non-phrase syntax.) (2) The author knows roughly what he wants to do and cannot figu re out where to look it up in "Writing with Inform". In this case, the syntax document may be able to provide keywords that could productively be used to search the main manual. In other words, this document is a somewhat unhappy compromise between reference work and index, until such time as Inform is stable enough tha t we can supply it with genuine examples of both. That said, the syntax document is not the only or the best route to find ing material of certain kinds. In general, if the author's question is of th e form "What does this feature/linguistic aspect of Inform do?" -- the Table of Contents for Writing with Inform is likely to be most useful. "How do I phrase this (specific, low-level) thing I want to do?" -the syntax document may be able to help. "How do I accomplish this (larger, more general) behavior in my game?" -- including such things as modifying existing actions, understa nding how room descriptions are printed, handling unusual parser input , and implementing a variety of different challenging-to-create ob jects -the best place to start is the Recipe Book. In addition to the built-in syntax, this reference lists syntax from

a few extensions built into Inform, noting in those cases "(requires extension foo)". To use this syntax, first include the relevant extensio n. ========== action-based rulebook see rulebooks actions defining Understand "whistle" as whistling. Whistling is an action applying to nothing. Check whistling: ... [optional -- a carry out and a report rule are enough for the most basic new actions] Carry out whistling: ... Report whistling: ... Understand "shake [something]" as shaking. Shaking is an action applying to one thing. Check shaking: ... [optional] Carry out shaking: ... Carry out shaking a fragile thing: ... Report shaking: ... Understand "spy on [any thing]" as spying on. Spying on is an action applying to one visible thing. Check spying on: ... [optional] Carry out spying on: ... Carry out spying on something: ... Report spying on: ... Understand "photograph [something]" as photographing. Photographing is an action applying to one visible thing and req uiring light. Check photographing: ... Carry out photographing: ... Carry out photographing something: ... Report photographing: ... Understand "weave [something]" as weaving. Weaving is an action with past participle woven, applying to one thing. Check weaving: ... [optional] Carry out weaving: ... Report weaving: ... Understand "mix [something] with [something]" as mixing it with. Mixing it with is an action applying to two things. Check mixing something with: ... [optional] Carry out mixing something with: ... Carry out mixing something with the liquid: ... Report mixing something with: ... Understand "discuss [text]" as discussing. Discussing is an action applying to one topic. Check discussing: ... Carry out discussing: ...

Carry out discussing "cheese": ... Report discussing: ... Understand "sell [something] for [a price]" as selling it for. Selling it for is an action applying to one price and one thing. Carry out selling something for: ... Carry out selling something for $1.99: ... Carry out selling a valuable thing for $1.99: ... Report selling something for: ... Understand "paint [something] [a color]" as painting it the colo r. Painting it the color is an action applying to one thing and one color. Carry out painting something the color: ... Carry out painting the block the color: ... Carry out painting something the color red: ... Report painting something the color: ... Understand "help" as asking for help. Asking for help is an action out of world. Carry out asking for help: ... Report asking for help: ... [Note: Before, Instead, and After do not work with actions out o f world] defining for a character other than the player Understand "whistle" as whistling. Whistling is an action applying to nothing. Carry out someone trying whistling: ... OR Carry out someone whistling: Carry out a clumsy person trying whistling: ... Carry out someone trying whistling when the person asked can tan go: ... Report someone trying whistling: ... defining for all characters Understand "whistle" as whistling. Whistling is an action applying to nothing. Check an actor whistling: ... Carry out an actor whistling: ... Report an actor whistling: ... defining with action variables The singing action has a text called the lyric sung. Before singing: now the lyric sung is "Destruction of the empty spaces is my one and only crime." The block singing rule is not listed in any rulebook. Carry out singing: say "You cheerfully warble: [quotation mark] [lyric sung][quotation mark][paragraph break]". defining with special clauses The dropping action has an object called the container dropped i nto (matched as "into"). The dropping action has an object called the supporter dropped o nto (matched as "onto"). Rule for setting action variables for dropping:

if the actor is in a container (called C), now the conta iner dropped into is C; if the actor is on a supporter (called C), now the suppo rter dropped onto is C. considering special clauses Instead of dropping something onto something, say "Don't drop th ings onto platforms or ledges." Instead of dropping something into an open container, say "Don't drop things into open containers." causing actions try whistling silently try whistling try shaking the box silently try shaking the box try spying on the stranger silently try spying on the stranger try mixing the wine with the water silently try mixing the wine with the water change the topic understood to "food" try discussing the topic understood causing for try try try a person other than the player Wilma going west Wilma waiting Wilma mixing the vodka with the orange juice

instead of asking Will to try going west try asking Will to try going west existing actions taking inventory taking removing it from dropping putting it on inserting it into waiting going entering exiting getting off looking examining looking under searching consulting it about locking it with unlocking it with switching on switching off opening closing wearing

taking off eating giving it to showing it to waking throwing it at attacking kissing answering it that telling it about asking it about asking it for touching waving pulling pushing turning pushing it to squeezing saying yes saying no burning waking up thinking smelling listening to tasting cutting jumping tying it to drinking saying sorry swearing obscenely swearing mildly swinging rubbing setting it to waving hands buying singing climbing sleeping quitting the game quitting the game saving the game restoring the game restarting the game verifying the story file requesting the story file version switching the story transcript on switching the story transcript off preferring abbreviated room descriptions preferring unabbreviated room descriptions preferring sometimes abbreviated room descriptions requesting the pronoun meanings switching score notification on switching score notification off modifying action rules The block singing rule is not listed in any rulebook.

The block listening rule is not listed in the check listening to rules. The pre-looking rule is listed before the determine visibility c eiling rule in the carry out looking rules. The post-examining rule is listed after the standard examining r ule in the carry out examining rules. The sophisticated report dropping rule is listed instead of the standard report dropping rule in the report dropping rul ebook. referring to noun second noun actor person asked reason the action failed item described if taking something ... every turn when taking something... if the action requires a touchable noun... if the action requires a touchable second noun... if the action requires light... repeated actions Instead of examining the tapestry for four to six turns: ... Instead of examining the Daily for the first time: ... Instead of examining the urn at least twice: ... Instead of going nowhere for the 20th time: ... After waiting for nine turns: ... kinds of action Kissing Mr Carr is unmaidenly behaviour. Doing something to the painting is unmaidenly behaviour. action-processing rules existing rules before rules basic accessibility rule carrying requirements rule instead rules non-player character action rule action-specific rules (rule succeeds) [It is probably wise not to mess with this too much, but if one must:] modifying Procedural rule: ignore the before rules. Procedural rule while wearing the magic reaching glove: ignore the basic accessibility rule. Procedural rule: if the player is strong, ignore the carrying requirement

s rule. The avoiding electrified things rule rule is listed before the b asic accessibility rule in the action-processing rules. activities defining Analysing something is an activity. Assaying is an activity. defining with variables Analysing something is an activity. The analysing activity has a text called first impression. Before analysing: now the first impression is "unremarkable". Rule for analysing someone: now the first impression is "living tissue". After analysing something (called the sample): say "Your professional opinion of [the sample] is that i t is [first impression]." Instead of examining something (called the sample): carry out the analysing activity with the sample. causing carry out the analysing activity with the pitchblende; carry out the assaying activity; existing activities deciding the concealed possessions of something printing the name of something printing the plural name of something listing contents of something grouping together something printing room description details of something printing a refusal to act in the dark printing the announcement of darkness printing the name of a dark room printing the description of a dark room constructing the status line writing a paragraph about listing nondescript items of something deciding the scope of something clarifying the parser's choice of something asking which do you mean supplying a missing noun/second noun reading a command implicitly taking something printing a parser error deciding whether all includes printing the banner text printing the player's obituary amusing a victorious player starting the virtual machine writing rules for Rule for assaying: ... Rule for analysing a metallic substance: ... Rule for printing the name of a rock while assaying: ...

Rule for constructing the status line when the player is blindfo lded: do nothing instead. referring to while printing the name of something... see while adjacent setting [Cannot be set in the form of "The Library is adjacent to the Li ving Room", because this doesn't say in what direction. See directions for how t o make and change map connections.] referring to if the Salon is adjacent to the location... a random room adjacent to the Staircase... adjective defining a settable adjective The cow can be hungry or fed. The cow is fed. A person can be hungry or fed. A person is usually hungry. A scene can be restrictive or free. Texture is a kind of value. The textures are rough, stubbly and smooth. A thing has a texture. Brightness is a kind of value. The brightnesses are dim and blaz ing. The lamp has a brightness. defining a condition The cask is either customs sealed, liable to tax or stolen goods . A fruit can be unripened, ripe, overripe, or mushy (this is its squishiness property). defining a calculated adjective Definition: A supporter is occupied if something is on it. Definition: A room is occupied if a person is in it. Definition: a number is even rather than odd if the remainder af ter dividing it by 2 is 0. Definition: A container is large if its carrying capacity is 10 or more. Definition: A thing is useful: if it is a container, yes; if it unlocks something, yes; no. Definition: a direction (called thataway) is viable if the room thataway from the location is a room. defining a calculated adjective using an I6 routine Definition: a rulebook is empty rather than non-empty if I6 rout ine

"RulebookEmpty" says so (it contains no rules, so that f ollowing it does nothing and makes no decision). [The portion within the parentheses is there for explana tion only and does not affect compilation] Definition: a rulebook is exciting if I6 condition "excitement_array-->*1==1" says so (it is really wild). [The condition is given as a "schema", in which the esca pe "*1" is expanded to the value on which the adjective is being tested. (This i s usually faster than calling a routine, but in case of side-effects, the *1 sho uld occur only once in the condition, just as with a C macro.)] applying an existing adjective to something that currently isn't allowed it The umbrella can be openable. The umbrella is openable. existing adjectives (see the lexicon portion of the phrasebook) adjacent [calculated rather than set] an Inform library animate object an Inform library container an Inform library door an Inform library male an Inform library supporter closed concealed [calculated rather than set] dark described [deprecated] edible empty enterable even female fixed in place going on handled [set by the library] improper-named inedible initially carried [set by the library] invisible [set by the library] lighted lit lockable locked male marked for listing [set by the library] mentioned [set by the library] negative neuter non-empty non-recurring odd off-stage [set by the library] on-stage [set by the library] opaque open openable plural-named portable positive

privately-named [significant only during compilation] proper-named pushable between rooms recurring scenery singular-named switched off switched on touchable [calculated rather than set] transparent unconcealed [calculated rather than set] undescribed [deprecated] unlit unlocked unmarked for listing [set by the library] unmentioned [set by the library] unopenable untouchable [set by the library] unvisited [set by the library] visible [calculated rather than set] visited [set by the library] wearable referring to if the pink door is open if the noun is wearable if the noun is a lockable container if the room is visited etc. [for many more specific examples, see entries for existing adjectives] setting during play now the surface is rough now the cask is customs-sealed [There is no way to set calculated adjectives, for obvious reaso ns] [for many more specific examples, see entries for existing adjec tives] saying, for conditions The printed name of the cask is "wine cask ([cask condition])". saying, for named values The printed name of the surface is "[texture] surface" The printed name of the surface is "[texture of the item describ ed] surface" after adding rules after looking: ... after taking something: ... after going to the Kitchen: ... after going to the Kitchen: say "My, it's warm in here!"; continue the action. the default outcome of an after rule is success, unless we specifically say the action succeeds see also the action index for the names of specific actions

afterlife cancelling death When play ends when the game ended in death: say "Here, try agai n..."; resume the game. see also ending the game. all in commands such as take all see deciding whether all includes, multiple objects list in descriptions such as "all women on the lifeboat" see descriptions, determiner allow access see reachability amusing see amusing a victorious player amusing a victorious player printing amusing text after victory Rule for amusing a victorious player: say "Hmm. You're easily am used." "an interactive fiction" replacing this phrase in the banner see story headline, printing the banner text animal defining explicit Fido is an animal. An animal called Fido is in the basket. The basket contains an animal called Fido. kinds A dog is a kind of animal. A shrimp is a kind of animal which is edible. answering it that adding rules Before answering someone that something: ... Before answering someone that "hello": ... Instead of answering someone that something: ... Instead of answering someone that a topic listed in the Table of Answers: ... Check answering someone that something: ... Carry out answering someone that something: ... After answering someone that something: ... Report answering someone that something: ... existing rules report answering it that (block answering rule) modifying The block answering rule is not listed in the answering it that rules.

any key, waiting for waiting for a key (requires Basic Screen Effects) wait for any key wait for the space key waiting, then clearing the screen (requires Basic Screen Effects) pause the game apostrophe overriding specific marks in quoted text say "[apostrophe]" say "[quotation mark]" arithmetic calculating N + N N - N N * N N / N N plus N N minus N N times N N multiplied by N N divided by N remainder after dividing the current rate by 10 calculating totals total weight of the apples in the sack counting with descriptions number of women who are holding puppies calculating times 5 minutes before the time of day 2 hours after the time of day calculating with units A length times a length specifies an area. The balance platform is in the Weighbridge. "The balance platform is 10m by 8m, giving it an area of [10m multiplied by 8m]." asking a yes/no question which cannot be ignored if the player consents... asking it about adding rules Before asking someone about something: ... Before asking someone about "hello": ... Instead of asking someone about something: ... Instead of asking someone about a topic listed in the Table of A nswers: ... Check asking someone about something: ... Carry out asking someone about something: ... After asking someone about something: ... Report asking someone about something: ... existing rules report asking it about (block asking rule)

modifying The block asking rule is not listed in the report asking it abou t rules. asking it for adding rules Before asking someone for something: ... Instead of asking someone for something: ... Check asking someone for something: ... existing rules check asking it for (asking yourself for something rule) check asking it for (translate asking for to giving rule) modifying The asking yourself for something rule is not listed in the chec k asking it for rules. note that the player will only be able to ask people for things that he can see, by default; this also means not being able to ask for things that the o ther character is concealing. (See concealed for more information.) asking which do you mean rule before Before asking which do you mean: say "Okay, so I'm going to have to ask a question now: y ou've typed something ambiguous, and I don't know which noun you're referring to ." rule for [Probably best not to try to rewrite] rule after After asking which do you mean: say "(Just type a word or two to give me more informatio n.)" rule while Rule for printing the name of the souvenir tower while asking wh ich do you mean: say "souvenir". see also clarifying the parser's choice, does the player mean rules assertion [basic statement establishing features of the game world] creating rooms The Crescent is a room. The Crescent is north of the Garden. North of the Garden is the Crescent. creating other objects The table is in the Crescent. The skull is on the table. There is a skull. There is a man called Joseph. complex assertions A person can be asleep or awake. The Spinning Tower is a room. Sleeping Beauty is a woman who is asleep in the Spinning Tower.

In the Tower is a woman called Sleeping Beauty. see also the various specific kinds, properties, and relations attacking adding rules Before attacking something: ... Instead of attacking something: ... Check attacking something: ... existing rules check attacking (block attacking rule) modifying The block attacking rule is not listed in the check attacking ru les. authorial modesty see extension backdrop defining explicit The The The The sun sun sun sun is is is is a a a a backdrop. backdrop in the outdoor region. backdrop in the Garden and the Forest Path. backdrop. The sun is everywhere.

moving a backdrop based on a condition move the stream backdrop to all wet rooms update backdrop positions kinds A distant item is a kind of backdrop. banner see printing the banner text be adjacent to see adjacent before adding rules Before taking the napkin: say "(first unfolding its delicate origami swan)". Before examining, looking under or searching the desk: ... Before doing something to the cucumber sandwich: ... Before doing something other than examining with the Capricorn K iller: ... Before touching a dangerous thing: say "Come, you're smarter than that."; stop the action. Before removing the key, instead say "It seems to be soldered to the keyhole."

["stop the action" and "instead" will both keep the action from going forward.] The default outcome of a before rule is no outcome at all -- action-proc essing continues see also the action index for the names of specific actions bibliographic data setting The story title is "Mansfield Perk". The story author is "Janet Austen". The story headline is "An Interactive Romance". The story genre is "Romance". The release number is 7. The story description is "In Miss Austen's new interactive novel la, Miss Henrietta Pollifax is adopted by the tempestuous landowner Sir Tankerle y Mordant, and must make a new life for herself on the rugged moors." The story creation year is 2005. setting implicitly "Mansfield Perk" by Janet Austen. "Three Men in a Boat" by "Jerome K. Jerome" see also story genre boolean see truth state bracket, saying in quoted text say "[bracket]" say "[close bracket]" break See loops. brief see preferring sometimes abbreviated room descriptions bug testing see testing burning adding rules Before burning: ... Instead of burning: ... Check burning: ... existing rules check burning (block burning rule) modifying The block burning rule is not listed in the check burning rules. buying adding rules Before buying something: ... Instead of buying something: ... Check buying something: ... existing rules

check buying (block buying rule) modifying The block buying rule is not listed in the check buying rules. carry setting at the outset of the game explicitly The player carries a hat. Darcy carries a fishing rod. setting during the game now the player wears the watch now the player carries the watch now the watch is in the location now the watch is in the box [note: "now the player does not carry the watch" won't work, sin ce it's not specific about where the watch would go, in that case.] referring to if the player carries something if the watch is carried by someone if the player has something [includes everything worn or carried ] if the player encloses something [includes everything worn, carr ied, or indirectly contained] see also portable, carrying capacity, player's holdall carry out adding rules carry out taking something: ... carry out inserting something into something: ... carry out putting the gun on something: ... see also the action index for the names of specific actions carrying capacity setting at the beginning of play The carrying capacity of the player is 1. setting during play now the carrying capacity of the basket is 4. change the carrying capacity of the basket to 3. case, changing changing case of output (requires Case Management) say "[item in lower case]" say "foobar" in lower case say "[item in caps]" say "foobar" in caps change setting a named value or property within a rule or phrase [must be previ ously defined] change N to 5; change N to N + 5; change the turn count to 4; change the turn count to the turn count minus 3; change score to 1999;

change change change change change fifties." change change change change

score to score * 2; the time of day to 12:01 AM; the time of day to the time of day plus 15 minutes; selected weight to 5 kg; the description of John to "A system administrator in his the the the the brightness of the lamp to flickering; silver box to open; grey door to locked; dog to angry;

changing the player character change the player to the Grinch; see also arithmetic, decrease, increase, let, now changing case changing case of output (requires Case Management) say "[item in lower case]" say "foobar" in lower case say "[item in caps]" say "foobar" in caps character defining Louisa is a woman in the Rotunda. Larry is a man in the House. Fido is a dog in the Garden. conversation Instead of asking Wilma about "life": ... Instead of asking Wilma about a topic listed in the Table of Wil ma Chat: say "[response entry]" Instead of telling Wilma about "life": try asking Wilma about it . see also asking it about, telling it about, answering it that; examples in recipe index; third-party extensions defining actions for a character other than the player: Understand "whistle" as whistling. Whistling is an action applying to nothing. Carry out someone trying whistling: ... Carry out a clumsy person trying whistling: ... Carry out someone trying whistling when the person asked can tan go: ... Report someone trying whistling: ... causing actions for a person other than the player try Wilma trying going west try Wilma trying waiting try Wilma trying mixing the vodka with the orange juice instead of asking Will to try going west try asking Will to try going west check adding rules check taking something: ...

check inserting something into something: ... see also the action index for the names of specific actions clarifying the parser's choice of something rule for Rule for clarifying the parser's choice of the model tower: say "(The little one, obviously.)" clearing the screen clearing the screen (requires Basic Screen Effects) clear the screen clear only the main screen clear only the status line waiting for a keystroke, then clearing the screen (requires Basic Screen Effects) pause the game climbing adding rules Before climbing something: ... Instead of climbing something: ... Check climbing something: ... existing rules check climbing (block climbing rule) modifying The block climbing rule is not listed in the check climbing rule s. closed setting at the outset of the game The urn is a closed container. The blue door is an open door. setting during the game now the urn is closed. now the urn is open. change the urn to closed. change the urn to closed. by default containers are open and not openable; by default doors are cl osed. closing adding new rules Before closing something: ... Instead of closing something: ... Check closing something: ... Carry out closing something: ... After closing something: ... Report closing something: ... existing rules check closing (can't close unless openable rule) check closing (can't open what's already closed rule) carry out closing (standard closing rule) report closing (standard report closing rule) modifying

The standard report closing rule is not listed in the report clo sing rules. clothing see wearable, examples in the Recipe Index combat see attacking command prompt setting at the beginning of play When play begins: change the command prompt to "?" setting during play change the command prompt to "?" change the command prompt to "[time of day] >" comment in the source text [This is an example of commented text.] [* This comment will be rendered as a footnote if I release the game with source text.] compilation switches see headings conceal a conditional relation; see concealed concealed [applies to parts of objects and things carried by people] determining Rule for deciding the concealed possessions of the Cloaked Villa in: yes. Rule for deciding the concealed possessions of the Cloaked Villa in: if the particular possession is the sable cloak, no; otherwise yes. Rule for deciding the concealed possessions of the coin: if the coin is carried, no; otherwise yes. referring to if the cloak is concealed list of unconcealed things carried by Mr Darcy condition [see also adjectives] defining The cask is either customs sealed, liable to tax or stolen goods . referring to The description of the cask is "A well-caulked Spanish wine cask . [if liable to tax]It really is a shame to have to pay duty on it![end if]" saying The printed name of the cask is "wine cask ([cask condition])".

conditional syntax (note that this can now be done either with Pythonesque inden tation or in the old style) basic Pythonesque if the yellow door is open: now the duckling is happy; unless N is 3: say "N is not 3."; basic old-style if the dog is angry then say "The dog growls."; if the dog is angry, say "The dog growls."; if the dog is angry begin; say "The dog growls."; remove the bone from play; end if. unless the dog is angry, say "The dog wags its tail." unless the dog is angry begin; say "The dog drops the ball at your feet."; move the red ball to the location; end unless. nested Pythonesque if the dog is angry: say "The dog growls."; if the dog has the bone: say ""; remove the bone from play. nested old-style if the dog is angry begin; say "The dog growls."; if the dog has the bone begin; say ""; remove the bone from play; end if; end if. conditions with else/otherwise, Pythonesque if the dog is angry: say "The dog growls."; otherwise: say "The dog wags its tail." if the dog is angry: say "The dog growls."; else: say "The dog wags its tail."; if the dog is angry:

say "The otherwise if the say "The otherwise: say "The

dog growls."; dog is sad: dog whimpers."; dog wags its tail."

unless the yellow door is open: now the duckling is happy; otherwise unless the red door is locked: now the duckling is sad; otherwise: say "The yellow door is closed and the red one unlocked. "; conditions with else/otherwise, old-style if the dog is angry, say "The dog growls."; otherwise say "The dog wags its tail."; if the dog is angry, say "The dog growls."; else say "The dog wags its tail."; if the dog is angry begin; say "The dog otherwise if the dog say "The dog otherwise; say "The dog end if.

growls."; is sad; whimpers."; wags its tail."

inside say phrases [Note: nested ifs in say phrases are not permitted.] say "[if the dog is angry]The dog growls. [end if]" say "The dog [if the dog is angry]growls[otherwise]whimpers[end if]." say "The dog [if the dog is angry]growls[otherwise if the dog is sad]whimpers[otherwise]wags its tail[end if]." (See also switch statement.) consent asking the player a question if the player consents, ... constructing the status line rule for Rule for constructing the status line while the blindfold is wor n: do nothing. rule while Rule for printing the name of the Temple while constructing the status line: say "Temple". consulting something about some text adding rules Before consulting something about something: ... Before consulting something about "fish": ... Instead of consulting something about something: ...

Instead of consulting something about a topic listed in the Tabl e of Info: ... Check consulting something about something: ... Carry out consulting something about something: ... After consulting something about something: ... Report consulting something about something: ... existing rules report consulting (block consulting rule) modifying The block consulting rule is not listed in the report consulting rules. contain setting at the outset of the game explicitly The vase contains a flower. The flower is in the vase. setting during the game now the flower is in the vase now the vase contains the flower referring to if the vase contains something... if the flower is contained by the vase... if the flower is in the vase... if something is in the vase... see also container container defining explicit The basket is a container. [defaults to an open, unopena ble container] A container called a basket is in the Library. An amphora is an openable closed container in the Librar y. A safe is an openable closed locked container in the Lib rary. [locked implies lockable by default] A safe is an openable closed lockable container in the L ibrary. [but not currently locked] implicit A flower is in the basket. The basket contains a flower. kinds An amphora is a kind of container. container in question see reachability conversation asking Instead of asking Wilma about "life": ... Instead of asking Wilma about a topic listed in the Table of Wil ma Chat:

say "[response entry]" Instead of telling Wilma about "life": try asking Wilma about it . see also asking it about, telling it about, answering it that; examples in recipe index; third-party extensions. Numerous possi ble implementations exist. counting see description cover art release along with Release along with cover art cutting adding rules Before cutting: ... Instead of cutting: ... Check cutting: ... existing rules check cutting (block cutting rule) modifying The block cutting rule is not listed in the check cutting rules. daemon see every turn rule. dark [applies to rooms, not things -- for things, use lit/unlit] setting at the outset of the game The Cavernous Abyss is dark. The Football Field is lighted. setting during the game now the Cavernous Abyss is dark now the Cavernous Abyss is lighted now the location is dark now the location is lighted change the Cavernous Abyss to dark change the Abyss to lighted by default, rooms are lighted. see also darkness darkness setting a room to be dark at the outset of the game The Cavernous Abyss is dark. setting a room to be dark during the game now the Cavernous Abyss is dark now the Cavernous Abyss is lighted now the location is dark now the location is lighted change the Cavernous Abyss to dark change the Abyss to lighted referring to

if in darkness... affecting descriptions Rule for printing the description of a dark room: ... printing the announcement of darkness Before printing the announcement of darkness: now all of the gremlins are in the kitchen. Rule for printing the announcement of darkness: say "Ooh-er! It's now very nearly pitch dark in here." i nstead. Rule for printing the announcement of darkness when closing a co ntainer which contains the player: say "Congratulations: now you can't see a thing." instea d. printing the name of a dark room Before printing the name of a dark room, say "Near ". death causing end the game in death end the game saying (some text) cancelling When play ends: say "Here, try again..."; resume the game. following with a message After printing the player's obituary: say "And you visited [numb er of visited rooms] place[s]." referring to if game is in progress ... [new versions of Inform] if game is over ... debugging see testing. decide defining new to decide phrases To decide whether rain falls: ... To decide what number is the lucky number: ... To decide what number is the lucky number of (victim - a person) : ... To To To To decide decide decide decide what what what what thing is the grand prize: ... thing is the reward for (victim - a person): ... room is the safest location: ... price is the best price for (item - a thing): ...

returning results from phrases stop yes decide yes no decide no decide on 4 decide on the dog decide on the Blue Note

decide on $1.99 decide on the current price decide on yellow referring to phrase outcomes if rain falls... if the lucky number is 10... if the lucky number of Sean is 10... if the player carries the grand prize... if the reward for Lucy is visible: ... let N be the best route to the safest location... change the price of the noun to the best price for the noun. deciding the concealed possessions of something rule for The coin is in the Roman Villa. The face and inscription are par ts of the coin. Rule for deciding the concealed possessions of the coin: if the coin is carried, no; otherwise yes. see also concealed deciding the scope of something rule after After deciding the scope of the player while in the Shrine: place the holy grail in scope. After deciding the scope of the player while in darkness: place the location in scope. After deciding the scope of the player while in the Cloakroom: place the Beyond in scope. deciding whether all includes rule for Rule for deciding whether all includes scenery: it does not. Rule for deciding whether all includes the oval roof: it does. demon see every turn rule deny access see reachability description referring to an open container an open container which contains at least three things something which can be seen by Helen something which can be touched by Helen someone who can see the flagpole someone who can touch the moon a visible thing a touchable thing if the noun is an open container if the player carries an open container which contains at least three things Instead of taking something which can be seen by Helen

Rule for printing the name of something which can be touched by Helen [...etc. The potential syntax here is huge, since descriptions c an be plugged into conditions and rules freely] referring to, using randomness a random female animal a random animal which is in the location let the current pet be a random female animal change the pet of choice to a random animal which is in the loca tion referring to, all of a group every woman who is holding a pet every room which contains a person every open door now every open door is closed now every room which contains a person is lighted now every woman who is holding a pet is slightly damp counting with descriptions if two women are carrying animals if at least three visible men are wearing plaid pants if exactly three doors are open if at most three containers are empty if if if if if if if if fewer than 10 portable containers are closed not fewer than six coins are in the box more than 2 women are wearing cloche hats not more than two guards have all-access passes all all not not of the drums are loud but two of the devices are switched on all the doors are open every door is open

if there are three coins in the box [equivalent to "if at least three coins are in the box"] if there are exactly three coins in the box the number of women who are carrying animals the number of open doors the number of closed portable containers the number of switched on devices lists based on descriptions say "[a list of angry women]" [where "angry women" can be any de scription game can calculate -- could also be "dogs visible to the player", "roo ms which enclosed corn stalks", and so on] say "[list of angry women]" say "[the list of angry women]" say "[The list of angry women]" say "[is-are list of angry women]" say "[is-are the list of angry women]" say "[the number of angry women]" say "[the number of angry women in words]" see also determiner description property defining, for rooms

explicit The description of the Library is "Thousands of tiny, ti ghtly-wrapped scrolls..." implicit The Library is a room. "Thousands of tiny, tightly-wrapp ed scrolls..." The Library is a room. The description of it is "Thousan ds of tiny, tightly-wrapped scrolls..." defining, for things The description of the cat is "A fluffy Siamese with more attitu de than sense." defining, for scenery The description of the statue is "A statue of George Washington watches over you." The statue is scenery. The description of it is "A statue of Geo rge Washington..." The statue is scenery. "A statue of George Washington watches ov er you." [Normally this would implicitly set the initial appearance of the item, but scenery has no initial appearance, so the text is used as the description i nstead.] determiner defining [Not possible.] existing determiners all all but all except almost all almost no at least at most each every exactly fewer than less than more than most no none some under half a number alone, as in "three swans" device defining explicit The The The The laser pointer is player carries a laser pointer is laser pointer is a device. device called the laser pointer. a switched on device. a switched off device.

examination, removing "The device is switched on" from descriptions The examine described devices rule is not listed in the carry ou t examining rulebook.

direction defining Turnwise is a direction. The opposite of turnwise is widdershins . Widdershins is a direction. The opposite of widdershins is turnw ise. existing directions north, northwest, west, southwest, south, southeast, east, north east up, down, in, out adding a new name to an existing direction Understand "aft" as south. connections between rooms, two-way The Forest Path is west of the Garden. The Hut is inside from the Garden. [Note the word "from" here -this denotes a room relation, whereas merely "inside" constructs a thing inside a room.] Space is outside from the Shuttle. The Bedroom is above the Living Room. The Dungeon is below the Great Hall. [After which, "it" is const rued to be the first place named: here, "the Dungeon".] Below the Great Hall is the Dungeon. East of the Garden is the Forest Path. Inside from Space is the Shuttle. [After which, "it" is construe d to be the first place named: here, "Space".] The blue door is north of the Living Room and south of the Kitch en. The blue door is a door. connections between rooms, one-way The Forest Path is west of the Garden. East of the Garden is now here. The blue door is a door. It is north of the Living Room. Through it is the Kitchen. [This will make a door object in the Living Room, but not in the Kitchen.] connections between rooms, asymmetrical The Forest Path is west of the Garden. The Garden is northeast o f the Forest Path. changing connections change the west exit of the Library to the Salon change the east exit of the Salon to the Library change the east exit of Stage to nowhere now the Salon is mapped east of the Library now the Library is mapped west of the Salon [Note: "now the Salon is west of the Library." does not work for this purpose and will produce problem messages.] referring to let the new direction be the opposite of north [evaluates to sou th] the opposite of up [down]

disambiguation see clarifying the parser's choice of something, does the player mean ru les displaying a quotation basic quotation display display the boxed quotation "Roses are red" "Violets are blue" displaying a quotation without waiting for a prompt (requires Basic Scre en Effects) show the current quotation [Note: text substitutions and special spacings and fonts do not work in quotations of this kind] does the player mean rules adding rules Does the player mean taking the great Eiffel Tower: it is very u nlikely. Does the player mean throwing the can of shoe polish at the shoe polish vending machine: it is likely. Does the player mean tying the noun to the noun: it is very unli kely. Does the player mean doing something with the cursed dagger of T hog: it is very unlikely. Does the player mean doing something with the cursed dagger of T hog when the player is hypnotized: it is likely. existing rule Does the player mean taking something which is carried by the pl ayer (taking what's already carried rule) named outcomes it is very likely it is likely it is possible it is unlikely it is very unlikely doing something doing something in action rules Before doing something to the cucumber sandwich: ... Before doing something other than examining with the Capricorn K iller: ... door defining The blue door is a door. connections between rooms, two-way The blue door is north of the Living Room and south of the Kitch en. connections between rooms, one-way The blue door is north of the Living Room. Through it is the Kit chen. [This will make a door object in the Living Room, but not in the Kitchen.]

referring to the front side of the blue door [arbitrarily one side of the doo r] the back side of the blue door [arbitrarily the other] the other side of the blue door [meaningful only when we can see one side] drinking adding rules Before drinking: ... Instead of drinking: ... Check drinking: ... existing rules check drinking (block drinking rule) modifying The block drinking rule is not listed in the check drinking rule s. dropping adding rules Before dropping something: ... Instead of dropping something: ... Check dropping something: ... Carry out dropping something: ... After dropping something: ... Report dropping something: ... existing rules (see Action tab of Index) check dropping (can't drop yourself rule) check dropping (can't drop what's already dropped rule) check dropping (can't drop what's not held rule) check dropping (can't drop clothes being worn rule) check dropping (can't drop if this exceeds carrying capacity rul e) carry out dropping (standard dropping rule) report dropping (standard report dropping rule) modifying The can't drop clothes being worn rule is not listed in any rule book. each see determiner eating adding rules Before eating something: ... Instead of eating something: ... Check eating something: ... Carry out eating something: ... After eating something: ... Report eating something: ... existing rules check eating (can't eat unless edible rule) check eating (can't eat clothing without removing it first rule) carry out eating (standard eating rule) report eating (standard report eating rule)

modifying The can't eat clothing without removing it first rule is not lis ted in the check eating rules. edible setting at the outset of the game The cruller is edible. setting during the game now cruller is edible. now the cruller is inedible. change the cruller to edible. change the cruller to inedible. by default, game objects are inedible. else see conditional syntax enclose setting at the outset of the game explicitly [Not permitted because it's not specific enough -- we mu st say "wears", "carries", "supports", "contains", etc.] setting during the game now the player wears the watch now the player carries the watch now the watch is in the location now the watch is on the mantel now the watch is in the box [note: "now the player encloses the watch" won't work, since it' s not specific about where the watch would go, in that case.] referring to if the large nesting doll encloses the miniature nesting doll if the player is enclosed by the cage if the player is enclosed by the Kitchen [== if the location is the Kitchen] ending the game causing end the game in death end the game saying (some text) end the game in victory cancelling When play ends: say "Here, try again..."; resume the game. following with a message After printing the player's obituary: say "And you visited [numb er of visited rooms] place[s]." printing amusing text after victory Rule for amusing a victorious player: say "Hmm. You're easily am used." omitting the score Use the no scoring option. [To omit score permanently in all asp ects of the game] The print final score rule is not listed in any rulebook. [To om

it score only at the end of the game] referring to if the if the if the if the game game game game is in progress ... [new versions of Inform] is over ... ended in death ... ended in victory ...

quitting the game without asking the player a question (requires Basic S creen Effects) stop the game abruptly enterable setting at the outset of the game The hammock is an enterable supporter. The barrel is an enterable container. setting during the game now the hammock is enterable now the barrel is enterable change the hammock to enterable change the barrel to enterable entering adding rules about Before entering something: ... Instead of entering something: ... Check entering something: ... Carry out entering something: ... After entering something: ... Report entering something: ... existing rules check entering (convert enter door into go rule) check entering (convert enter compass direction into go rule) check entering (can't enter what's already entered rule) check entering (can't enter what's not enterable rule) check entering (can't enter closed containers rule) check entering (determine common ancestor for entering rule) check entering (can't enter something carried rule) check entering (implicitly pass through other barriers rule) carry out entering (standard entering rule) report entering (standard report entering rule) report entering (describe contents entered into rule) modifying The can't enter something carried rule is not listed in the carr y out entering rules. see also enterable EPS see map errors parser errors see printing a parser error even if the number guessed is even...

events scheduling, the the the flexibly timer rings in 3 turns from now timer rings at 3:00 PM timer rings in 15 minutes from now

At the time when timer rings: ... scheduling, at fixed times At 3:00 PM: say "The firework explodes!" every see determiner every turn adding new rules Every turn: say "The trees rustle." Every turn when the location is the Blue Room: say "Something is dripping from the ceiling." An every turn rule on kissing Clark: say "Lois glares in your direction." examining adding rules Before examining something: ... Instead of examining something: ... Check examining something: ... Carry out examining something: ... After examining something: ... Report examining something: ... existing rules carry out examining (examine undescribed containers rule) carry out examining (examine undescribed devices rule) carry out examining (examine undescribed things rule) carry out examining (standard examining rule) carry out examining (examine described devices rule) report examining (report other people examining rule) modifying The examine described devices rule is not listed in the carry ou t examining rulebook. exclamation point removing from the player's command (requires Punctuation Removal) After reading a command: remove exclamation points exiting adding rules about Before exiting: ... Instead of exiting: ... Check exiting: ... Carry out exiting: ... After exiting: ... Report exiting: ... existing rules

check exiting (convert exit into go out rule) check exiting (can't exit when not inside anything rule) check exiting (can't exit closed containers rule) carry out exiting (standard exiting rule) report exiting (standard report exiting rule) report exiting (describe room emerged into rule) modifying The describe room emerged into rule is not listed in the report exiting rules. extension including Include Locksmith by Emily Short. Include version 2 of the Ducking Action by Graham Nelson. starting The Ducking Action by Graham Nelson begins here. Version 1/040426 of the Ducking Action by Graham Nelson begins h ere. Version 2 of Basic Screen Effects (for Z-Machine version 5 or 8 only) by Emily Short begins here. authorial modesty [if in an extension, makes the extension not list itse lf in credits; in a game, suppresses mention of the author's own extensions] Use authorial modesty. specifying "An action for ducking one's head." [as the third line after "be gins here" and a blank line.] specifying with extra version information Version 1 of Banana and Mango Peeling by Jesse McGrew begins her e. "Allows banana splits." "based on War and Peace by Leo Tolstoy, translated by Donald Rum sfeld" saying the list of say "[list of extension credits]" say "[complete list of extension credits]" closing The Ducking Action ends here. documenting ---- DOCUMENTATION ---Example: ** We Must Perform a Quirkafleeg - Ducking to avoid arr ows as one proceeds east across battlements. Chapter: Pesky Meddling Kids Section: Dog Food [allows us to create a table of contents for l ong documentation] *: "We Must Perform a Quirkafleeg" [the *: creates a paste butto n so that the example may be pasted into the source window easily.] external files

see files, external female setting at the outset of the game Lola is a female person in the House. [usually use 'is a woman' instead.] setting during the game now Tip is female change Tip to female figure-name defining a global variable containing a figure-name The turn card image is a figure-name that varies. defining a local variable containing a figure-name let current-figure be the figure of cover art. defining a property containing a figure-name A room has a figure-name called the room image. defining a new Figure Figure [Note: ompare tables.] figure of Woodlands is the file "Woodlands.png". 2 is the file "Red Admiral Butterfly.png". the name of a figure must begin with the word "Figure"; c

displaying display Figure 2 display the Figure of the Joker one time only files, external defining a global variable containing an external-file The notebook file is a external-file that varies. defining a local variable containing an external-file let external-file be the Figure of Boundaries. defining a property containing a external-file A room has a external-file called the room text. defining a new file The File of Glaciers is called "ice". The file of Spectral Sequences (owned by project "4122DDA8-A153-46BC-8F57-42220F9D8795") is called "adams ". The file of Boundaries (owned by another project) is called "mil nor". The binary File of Glaciation Data is called "icedata". checking the status of a file if the file of Invariants exists... if ready to read the file of Invariants... changing the readiness of a file mark the file of Invariants as ready to read mark the file of Invariants as not ready to read reading and writing tables to files write File of Preferences from the Table of Preference Settings

if the File of Ghosts exists, read File of Ghosts into the Table of Ghostly Presences reading and writing text to files write "Jackdaws love my big sphinx of quartz." to the file of Ab ecedary Wisdom append "Jinxed wizards pluck ivy from the big quilt." to the fil e of Abecedary Wisdom fixed in place setting at the outset of the game The chair is fixed in place. The chair is portable. setting during the game now the chair is fixed in place. now the chair is portable. change the chair to fixed in place. change the chair to portable . by default, most items are portable; exceptions are rooms, doors, scener y, and supporters. fonts changing font say "[bold type]" say "[italic type]" say "[roman type]" say "[fixed letter spacing]" say "[variable letter spacing]" changing the background color (requires Basic Screen Effects and z-machi ne) turn the background black; [or red, green, yellow, blue, white, magenta, cyan] clear the screen. changing the font color (requires Basic Screen Effects and z-machine) say "[red letters]" [or black, green, yellow, blue, white, mage nta, cyan] say "[default letters]" changing color and justification in Glulx (requires Glulx Text Effects) say first custom style say second custom style Table of User Styles (continued) style name justification obliquity indentation first-line indentation boldness fixed width relative size special-style-2 left-right-justified italic-obliquity 15 -4 light-weight proportional-font 0 footnote in released source text [* This comment will be rendered as a footnote if I release the game with source text.] full score [There is no direct equivalent to Inform 6's full score feature, but see the Recipe Book for several sample implementations of more complex score] gender

defining people with genders see man, woman, animal, male, female, neuter genre, story setting The story genre is "Romance". existing genres Comedy Erotica Fairy Tale Fantasy Fiction Historical Horror Mystery Non-Fiction Other Romance Science Fiction Surreal getting off adding rules [unnecessary, generally, since this action is mostly a stub] existing rules check getting off (convert get off to exit where possible rule) check getting off (can't get off things rule) giving it to adding rules Before giving something to someone: ... Instead of giving something to someone: ... Check giving something to someone: ... Carry out giving something to someone: ... After giving something to someone: ... Report giving something to someone: ... existing rules check giving it to (can't give what you haven't got rule) check giving it to (can't give to yourself rule) check giving it to (can't give to a non-person rule) check giving it to (block giving rule) carry out giving it to (standard giving rule) report giving it to (standard report giving rule) modifying The block giving rule is not listed in the check giving it to ru les. Glulx see virtual machine going a direction adding rules about Instead of going west: ... Instead of going west from the Front Stacks: ... Before going to the Catalogue Room: ... After going to a safe room: ...

After going from the Kitchen: ... Before going through the green baize door: ... Instead of going to the Front Stacks by the trolley: ... Instead of going from the Office with the trolley: ... Instead of going nowhere from the Front Stacks: ... Instead of going nowhere: ... existing rules check going (can't travel in what's not a vehicle rule) check going (determine map connection rule) check going (can't go through undescribed doors rule) check going (can't go through closed doors rule) check going (can't go that way rule) carry out going (move player and vehicle rule) carry out going (move floating objects rule) carry out going (check light in new location rule) report going (describe room gone into rule) modifying The move floating objects rule is not listed in the carry out go ing rules. grammar see understanding grouping together something grouping similar items when making lists Before listing contents: group angry women together group angry women together giving articles group angry women together as "angry women" rule before: Before grouping together Scrabble pieces, say "the tiles ". rule for: Rule for grouping together utensils: say "the usual utensils". Rule for grouping together brushes: say "[listing group size in words] brushes". rule after: After grouping together Scrabble pieces, say " from a Scrabble s et". rule while: Before printing the name of a Scrabble piece while not grouping together, say "tile ". After printing the name of a Scrabble piece while not grouping t ogether, say " from a Scrabble set". see also listing, printing the number of, listing group size handled referring to if the apple is handled...

if the apple is not handled... have setting at the outset of the game [Not permitted because it's not specific enough -- we must say " wears" or "carries"] setting during the game now the player wears the watch now the player carries the watch [note: "now the player has the watch" won't work, since it's not specific about where the watch would go, in that case.] referring to if the player has something if someone has the watch if the player encloses something [includes everything worn, carr ied, or indirectly contained] headings heading levels Volume Book Part Chapter Section as in Volume 1 - The beginning special headings affecting compilation Section 1 - Debugging verbs - Not for Section 2.3G (for Glulx only) Section 2.3Z (for Z-machine only) Section 2.3Z (for Z-machine version 5 Section 2.3Z (for Z-machine version 6 Section 2.3Z (for Z-machine version 8 release only) only) only)

Chapter 2a (for use with Locksmith by Emily Short) Chapter 2b (for use without Locksmith by Emily Short) Section 6 - Hacked locking (in place of Section 1 - Regular lock ing in Locksmith by Emily Short) help for the player including introductory booklet Release along with the introductory booklet using the Basic Help Menu extension [requires the extension be installed ] adding content to basic help menu Table of Basic Help Options (continued) title description "Contacting the author" "If you have any difficulties... " changing a line

When play begins: choose row 1 in Table of Basic Help Options; change description entry to "Shaggy Dog Story". holder referring to the holder of the fish next thing held after the fish first thing held by Lady Margaret hyperlinks [The hyperlink ability in Glulx is currently not well supported.] if see conditional syntax ifdef see headings ifndef see headings illustrations defining a new Figure Figure [Note: ompare tables.] figure (in Glulx only) of Woodlands is the file "Woodlands.png". 2 is the file "Red Admiral Butterfly.png". the name of a figure must begin with the word "Figure"; c

displaying a figure (in Glulx only) display Figure 2 display the Figure of the Joker one time only displaying a figure centered on the screen (requires Glulx Image Centeri ng) display figure of small cover centered releasing with cover art Release along with cover art see also figure-name images see illustrations implicitly taking rule for Rule for implicitly taking the curare: say "Ordinarily you'd pick up the curare in order to be able to do that, but this seems like a good moment for caution." in stead. Rule for implicitly taking something (called target): try silently taking the target; if the player carries the target, say "You appropriate [the target] first, of cour se. [run paragraph on]" Rule for implicitly taking the noun when the second noun is a th

ing and the second noun is not carried by the player: try silently taking the noun; try silently taking the second noun; say "(first taking both [the noun] and [the second noun] )[line break]" Rule for implicitly taking something which is carried by the pla yer when the person asked is Clark: say "'I don't see how I'm supposed to do that when you'r e holding [the noun],' remarks Clark sulkily." instead. implies see relation improper-named see proper-named in the presence of action rules Instead of eating something in the presence of Lady Bracknell including extensions Include Locksmith by Emily Short. Include version 2 of the Ducking Action by Graham Nelson. Inform 6 code Include (- ... -). Include (- ... -) before "Flowers.i6t". Include (- ... -) instead of "Flowers.i6t". Include (- ... -) after "Rhizomes" in "Flowers.i6t". Include (- ... -) after "I6 Inclusions" in "Output.i6t". [this i s where I6 inclusions usually go] Include (- ... -) after "Definitions.i6t". [this is where I6 inc lusions most often need to go if they need to appear before other library elemen ts] a template file Include (- {-segment:MyStuff.i6t} -). incorporation relation see part of indefinite article setting at the beginning of the game The indefinite article of the water is "some". The indefinite article of the vicar is "your local". Understand "your local" or "your" or "local" or "my local" as the vicar. setting during play change the indefinite article of the vicar to "your local". now the indefinite article of the vicar is "your local". indexed text defining a global variable containing indexed text The current remark is indexed text that varies defining a local variable containing indexed text let N be indexed text;

let N be "no"; defining a property containing indexed text The battery has some indexed text called the brand name. defining a table column containing indexed text Table of Responses remark (indexed text) "..." used in to-decide phrases To decide what indexed text is (T - text) doubled: decide on "[T][T]". allocating memory Use dynamic memory allocation of at least 16384. Use maximum indexed text length of at least 2000. calculations to do with indexed text character number N in WHATEVER number of characters in WHATEVER word number N in WHATEVER number of words in WHATEVER punctuated word number N in WHATEVER number of punctuated words in WHATEVER unpunctuated word number N in WHATEVER number of unpunctuated words in WHATEVER line number N in WHATEVER number of lines in WHATEVER paragraph number N in WHATEVER number of paragraphs in WHATEVER controlling casing if WHATEVER is in lower case if WHATEVER is in upper case WHATEVER WHATEVER WHATEVER WHATEVER in in in in lower case upper case sentence case title case

matching text and regular expressions if WHATEVER matches the text FIND, ... if the printed name of the location matches the text "the", case insensitively: ... number of times WHATEVER matches the text FIND number of times WHATEVER matches the text FIND, case insensitive ly WHATEVER exactly matches the text FIND WHATEVER exactly matches the text FIND, case insensitively WHATEVER matches the regular expression FIND WHATEVER matches the regular expression FIND, case insensitively WHATEVER exactly matches the regular expression FIND WHATEVER exactly matches the regular expression FIND, case insen sitively number of times WHATEVER matches the regular expression FIND

number of times WHATEVER matches the regular expression FIND, ca se insensitively replacements replace replace replace replace replace replace replace replace replace ively replace replace replace replace the the the the text "a" in V with regular expression regular expression regular expression "z" "\d+" in V with "roughly \0" "(\w+) (.*)" in V with "\2, \1" "\b(\w)(\w*)" in X with "\u1\l2"; character number N in V with NEW word number N in V with NEW punctuated word number N in V with NEW unpunctuated word number N in V with NEW line number N in V with NEW the text FIND in V with NEW the text FIND in V with NEW, case insensitively the regular expression FIND in V with NEW the regular expression FIND in V with NEW, case insensit

After reading a command: let T be indexed text; let T be the player's command; replace the text "\p" in T with ""; change the text of the player's command to T. introductory booklet release along with Release along with the introductory booklet inedible see edible initial appearance setting at the beginning of the game explicitly The tripod is in the Kitchen. The initial appearance is "A tripod has been set up in the center of the room." implicitly The tripod is in the Kitchen. "A tripod has been set up in the middle of the room." setting during play now initial appearance of the dog is "A very angry dog waits her e." referring to if the initial appearance of the noun is not "", ... inserting something into something adding rules Before inserting something into something: ... Instead of inserting something into something: ... Check inserting something into something: ... Carry out inserting something into something: ... After inserting something into something: ... Report inserting something into something: ... existing rules (see Action tab of Index) check inserting something into something (convert insert to drop

where possible rule) check inserting something into something (can't insert what's no t held rule) check inserting something into something (can't insert something int itself rule) check inserting something into something (can't insert into clos ed containers rule) check inserting something into something (can't insert into what 's not a container rule) check inserting something into something (can't insert clothes b eing worn rule) check inserting something into something (can't insert if this e xceeds carrying capacity rule carry out inserting something into something (standard inserting rule) report inserting something into something (standard report inser ting rule) modifying The new insertion rule is listed instead of the standard inserti ng rule in the carry out inserting it into rules. The standard report inserting rule is not listed in the report i nserting it into rules. instead of adding rules instead instead . instead instead instead instead instead instead instead r: ...

of examining the player: say "Very handsome." of eating something in the presence of Lady Bracknell:.. of of of of of of of inserting something into the box: ... inserting the chicken into something: ... putting the gun on the mantel: ... putting the gun on something: ... putting something on the mantel: ... doing something to Lady Bracknell: ... doing something when Lady Bracknell can see the playe

the default outcome of an instead rule is failure, unless we specificall y say the action succeeds see also the action index for the names of specific actions inventory setting at the beginning of the game The player carries a rubber chicken, an onion, and an olive. setting during play now the player carries the watch now everything carried by the player is in the room adjusting the names of things in inventory listings Rule for printing the name of the chicken while taking inventory : say "ugly rubber chicken" not treating the last item of inventory as "it" The use inventory to set pronouns rule is not listed in the carr y out taking inventory rules. [OR] Use Manual Pronouns. (requires Plurality)

actions relevant to inventory taking something taking inventory dropping something see also listing contents invisible see visible it does see deciding whether all includes it does not see deciding whether all includes it is very likely see does the player mean rules it is likely see does the player mean rules it is possible see does the player mean rules it is unlikely see does the player mean rules it is very unlikely see does the player mean rules JPEG see illustration jumping adding rules Before jumping: ... Instead of jumping: ... Check jumping: ... existing rules check jumping (block jumping rule) modifying The block jumping rule is not listed in the check jumping rules. key see unlock keystroke, waiting for waiting for a key (requires Basic Screen Effects) wait for any key wait for the space key waiting, then clearing the screen (requires Basic Screen Effects) pause the game kind defining kinds of thing A cake is a kind of thing.

A cake is a kind of thing which is edible. A cake is a kind of thing. A cake is usually edible. defining kinds of value A color is a kind of value. The colors are blue and red. [defaul t blue] A color is a kind of value. The colors are blue, green, yellow, and red. [default blue] defining kinds of action Kissing Mr Carr is unmaidenly behaviour. Doing something to the painting is unmaidenly behaviour. kissing adding rules Before kissing someone: ... Instead of kissing someone: ... Check kissing someone: ... existing rules check kissing (kissing yourself rule) check kissing (block kissing rule) modifying rules The block kissing rule is not listed in the check kissing rules. left hand status line see status line let setting a named value within a rule or phrase let N be 5; let current time be 4:59 AM; let sample text be "blank"; let N be the age of the player plus 2; see also arithmetic, change, now library card see bibliographic data library messages overriding individual pieces of standard output see report rules, activities overriding large amounts of standard output several extensions allow replacement of large parts of the defau lt library response -- see the Inform website for current versions lighted see dark limbo see ending the game. liquid indefinite articles for mass nouns The water is in the pool. The indefinite article of the water is "some".

in general, liquids are complex to model, but several sample models are included in the Recipe Index list [as in "the contents is a list of objects" -- for printing a list, see list ing] defining a global variable containing a list The pursuing animals is a list of objects that varies. The current size is a number that varies. The current size is 5. defining a local variable containing a list let N be a list of numbers let the chosen selection be a list of objects let L be {"apple", "pear", "loganberry"}; let L be {{1, 2}, {6, 7, 8}}; defining a property containing a list The safe has a list of numbers called the true combination. The true combination is { 4, 5, 9 }. defining a new list The true combination is a list of numbers that varies. The true combination is { 4, 5, 9 }. The list of prohibited items is a list of objects that varies. T he list of prohibited items is {the firework, the stink bomb}. checking the contents of a list if V is listed in L, ... if V is not listed in L, ... the number of entries of L entry 2 of L adding to the contents of a list add 2 to L; add V to L, if absent; add V at entry 3 in L; add V at entry 3 in L, if absent; add {60, 168} to L; add {60, 168} at entry 2 in L; modifying specific entries in a list change entry 7 of L to "Spain"; removing from a list remove 2 from L; remove 2 from L, if present; remove entry 3 from L; remove entries 4 to 6 from L; let L be {2, 3, 7}; remove {3, 7} from L; expanding or truncating a list change L to have 21 entries; truncate L to 8 entries; truncate L to the last 4 entries; extend L to 80 entries; sorting, rotating, and reversing a list sort L; sort L in reverse order; sort L in random order;

sort L in P order; [where P is some property of the objects in L ] sort L in reverse P order; rotate L; rotate L backwards; reverse L; saying lists say "[L2]" say "[L2 in brace notation]" say "[L2 with definite articles]" say "[L2 with indefinite articles]" looping through lists repeat with item running through L begin; ...; end repeat; see also multiple objects list listening to adding rules Before listening to: ... Instead of listening to: ... Check listening to: ... existing rules check listening to (block listening rule) modifying The block listening rule is not listed in the check listening to rules. listing generating special content lists list the contents of the sack, with newlines, indented, as a sen tence, including contents, including all contents, giving inven tory information, giving brief inventory information, using t he definite article, listing marked items only, prefacing with is/ar e, not listing concealed items, suppressing all articles, with extra indentation: ... say "[contents of the name of something]" say "[the contents of the name of something]" lists based on descriptions say "[a list of angry women]" [where "angry women" can be any de scription game can calculate -- could also be "dogs visible to the player", "roo ms which enclosed corn stalks", and so on] say "[A list of angry women]" say "[list of angry women]" say "[the list of angry women]" say "[The list of angry women]" say "[is-are list of angry women]"

say "[is-are the list of angry women]" say "[the number of angry women]" say "[the number of angry women in words]" grouping group angry women together group angry women together giving articles group angry women together as "angry women" omit contents in listing see also the included Complex Listing extension for special options; listing contents of something activity listing contents of something rule before Before listing contents while taking inventory: group utensils t ogether. Utensil is a kind of thing. The knife, the fork and the spoon ar e utensils. Before listing contents: group utensils together as "utensils". rule while Rule for printing the name of the wrapper while listing contents of a room: say "discarded sweet wrapper". existing rule Rule for listing contents of something (standard contents listin g rule) listing group size see printing the number of something, grouping together listing nondescript items of something rule before Before listing nondescript items: if the watch is marked for listing begin; say "The watch catches your eye."; change the watch to not marked for listing; end if. rule for Rule for listing nondescript items of the Distressingly Messy Ro om: say "Strewn carelessly on the floor"; list the contents of the Distressingly Messy Room, as a sentence, tersely, listing marked items only, prefacing wi th is/are, including contents and giving brief inventory in formation; say "." lists see list. lit [applies to things, not rooms -- for rooms, use lighted/dark] setting at the outset of the game

The match is lit. The flashlight is unlit. setting during the game now the match is lit. now the match is unlit. change the match to lit. change the match to unlit. by default, things in the game are unlit. see also dark, darkness. location defining explicitly The Library is a room. The player is in the Library. The Library is a room. The brown leather chair is in the Library. The player is in the brown leather chair. implicitly The Library is a room. [The first room defined in the ga me is understood to be the player's location, barring other information] changing move the player to the Salon; [does not consult movement rules] try going west. [performs a normal movement action] referring to if the location is the Salon... [Note: if the player is in the Salon will only evaluate to true if the player is not in any intervening vehicles, supporters, or containers] lockable setting at the outset of the game explicitly The basket is a lockable container in the Library. implicitly The basket is a locked container in the Library. [Everyt hing locked is presumed to be lockable.] setting during the game now the safe is now the safe is change the safe change the safe locked setting at the outset of the game The safe is a closed locked container in the Library. The blue k ey unlocks the safe. The basket is a closed unlocked lockable container in the Librar y. setting during the game now the safe is now the safe is change the safe change the safe locking adding rules locked unlocked to locked to unlocked lockable not lockable to lockable to not lockable

Before locking something with something: ... Instead of locking something with something: ... Check locking something with something:... Carry out locking something with something: ... After locking something with something: ... Report locking something with something: ... existing rules check locking (can't lock without a lock rule) check locking (can't lock what's already locked rule) check locking (can't lock what's open rule) check locking (can't lock without the correct key rule) carry out locking (standard locking rule) report locking (standard report locking rule) modifying The can't lock without a lock rule is not listed in the check lo cking it with rules. looking adding rules Before looking: ... Instead of looking: ... Check looking: ... Carry out looking: ... After looking: ... Report looking: ... existing rules carry out carry out carry out carry out e) carry out looking (check new arrival rule) report looking (report other people looking rule) modifying The new paragraph rule is listed instead of the room description paragraphs about objects rule in the carry out looking rules. The check new arrival rule is not listed in the carry out lookin g rules. looking under adding rules Before looking under something: ... Instead of looking under something: ... Check looking under something: ... Carry out looking under something: ... After looking under something: ... Report looking under something: ... existing rules carry out looking under (standard looking under rule) report looking under (report other people looking rule) modifying The standard looking under rule is not listed in the carry out l ooking under rulebook. looking looking looking looking (determine visibility ceiling rule) (room description heading rule) (room description body text rule) (room description paragraphs about objects rul

loops while while Rome is burning repeatedly try fiddling. while Rome is burning, try fiddling. while Rome is burning begin; say "La la la."; if a random chance of 1 in 3 succeeds, stop; end while. repeat repeat with index running from 1 to 10 begin; say "Woof."; end repeat. repeat with pest running through visible dogs begin; say "[The pest] tries to bite your ankle!"; end repeat. repeat with X running from 1 to 10: if X is 4, next; say "[X] "; if X is 7, break; [Here 'next' means 'skip on to the next iteration of the loop', and 'break' means 'stop the loop entirely'] repeat, through a table repeat through Table of Quips begin; say "[retort entry]"; end repeat; repeat through Table of Quips in reverse order begin; say "[retort entry]"; end repeat. repeat through Table of Quips in quip-text order begin; say "[retort entry]"; end repeat. repeat through Table of Quips in reverse quip-text order begin; say "[retort entry]"; end repeat. now now now now now now now now every room is lighted every lamp is blazing Wilfred admires every woman every good woman is in the Salon everything carried by the player is in the impound the player carries every thing which is in the tomb the table supports every stripper who is in New Jersey

lower case, printing in (requires Case Management) say "[item in lower case]" say "foobar" in lower case male setting at the outset of the game Lot is a male person in the House. [usually use 'is a man' inste ad.] setting during the game now Ozma is male change Ozma to male man defining Darcy is a man. map defining connections between rooms, two-way The Forest Path is west of the Garden. The Hut is inside from the Garden. Space is outside from the Shuttle. The Bedroom is above the Living Room. The Dungeon is below the Great Hall. [After which, "it" is const rued to be the first place named: here, "the Dungeon".] Below the Great Hall is the Dungeon. East of the Garden is the Forest Path. Inside from Space is the Shuttle. [After which, "it" is construe d to be the first place named: here, "Space".] The blue door is north of the Living Room and south of the Kitch en. The blue door is a door. defining connections between rooms, one-way The Forest Path is west of the Garden. East of the Garde n is nowhere. The blue door is a door. It is north of the Living Room. Through it is the Kitchen. [This will make a door object in the Living Room, bu t not in the Kitchen.] defining connections between rooms, asymmetrical The Forest Path is west of the Garden. The Garden is nor theast of the Forest Path. pathfinding best route from the location to the Salon best route from the location to the Salon, using doors best route from the location to the Salon, using even locked doo rs best route from best route from number of moves number of moves number of moves d doors number of moves from the Drawbridge to the Keep through visited rooms the room west from the Library the Drawbridge to the Drawbridge to from the location from the location from the location the Keep through visited rooms the Keep through small rooms to the Salon to the Salon, using doors to the Salon, using even locke

a random adjacent room [a room adjacent to the location] a random room which is adjacent to the Study Use fast route-finding. [to control the algorithm used to determ ine this] Use slow route-finding. [The best route may turn out to be nothing, so we should check t his before using the direction.] changing connections change the west exit of the Library to the Salon change the east exit of the Salon to the Library now the Salon is mapped east of the Library now the Library is mapped west of the Salon [Note: "now the Salon is west of the Library." does not work for this purpose and will produce problem messages.] referring to the location [refers to the player's location if not otherwise s pecified] the location of Lady Davenport the location of the lost keys if in darkness... releasing with a map Index map with EPS file. correcting the indexed map Index map with Didcot mapped southeast of Abingdon. Index map with Beach Hut Interior mapped west of Sweeping Sands. Index map with room-size set to 36 and room-size of level 2 set to 28 and room-size of the Hall of Kings set to 52. Index map with title set to "Oxford and its Environs". Index map with subtitle of level -1 set to "Tunnels and Sewers". Index map with name of Radcliffe Camera set to "Library". [A huge number of special map options are possible which are not listed here -- see the Publishing chapter for a full list] see also region map region see region marked for listing setting at the outset of the game [Pointless, since Inform uses this adjective for bookkeeping] setting during the game Before listing nondescript items: now the wardrobe is marked for listing. now the wardrobe is unmarked for listing. change the wardrobe to marked for listing. change the wardrobe to unmarked for listing. mass nouns indefinite articles for The water is in the goblet. The indefinite article of the water

is "some". matched text see snippet maximum score setting at the outset of the game The maximum score is 12. setting during the game [This is not currently allowed, for reasons going back to Inform 6.] mentioned referring to Rule for writing a paragraph about Mr Wickham: say "Mr Wickham looks speculatively at [list of unmentio ned women in the location]." Inform keeps track of the mentioned adjective on its own, to determine t he behavior of the writing a paragraph about activity. menu creating a menu (requires Menus extension) Table of Options title subtable description toggle "Introduction to [story title]" a table-name "This is a simple demons tration [story genre] game." a rule "About the Author" -"[story author] is too reclusive to wish to disseminate any information. Sorry." moving moving things remove the handgun from play move the handgun to the mantel moving the player move the player to the Salon [does not consult movement rules] move the player to the Salon, without printing a room descriptio n move the player to the Salon, printing an abbreviated room descr iption try going west [performs a normal movement action] moving a backdrop based on a condition move the stream backdrop to all wet rooms update backdrop positions multimedia see images, sound multiple objects list setting a list of objects to be the objects included in a TAKE ALL actio n let L be the multiple object list; revising the list of objects included in TAKE ALL action alter the multiple object list to L;

see also deciding whether all includes name defining extra names for things Understand "fruit" as the apple. Understand "man" as the man. named outcomes defining named and default outcomes for rulebooks The does the player mean rules have outcomes it is very likely, it is likely, it is possible, it is unlikely and it is very unlikely. Visibility rules have outcomes there is sufficient light (failur e) and there is insufficient light (success). Audibility rules have outcomes high background noise (failure), low background noise (success - the default) and absolute silence (success) existing for pre-defined rulebooks (see the Rules tab of the Index) deciding whether all includes it does it does not does the player mean it is very likely it is likely it is possible it is unlikely it is very unlikely persuasion persuasion succeeds persuasion fails reaching inside allow access deny access reaching outside allow access deny access visibility there is insufficient light there is sufficient light negative if the number understood is negative, ... neuter setting at the outset of the game Pat is a neuter person in the House. setting during the game now Pat is neuter change Pat to neuter next See loops. non-player character

see character nothing equality if the current observer is nothing, ... in relations if nothing is in the box, say "Nothing is in the box."; if the box contains nothing, say "Nothing is in the box."; now setting a named value or property within a rule or phrase [must be previ ously defined] now N is 5 now N is N + 5 now the turn count is 4 now the turn count is the turn count minus 3 now score is 1999 now score is score * 2 now the time of day is 12:01 AM now the time of day is the time of day plus 15 minutes now selected weight is 5 kg now the description of John is "A system administrator in his fi fties." now the brightness of the lamp is flickering now the silver box is open now the grey door is locked now the dog is angry setting relations now the dog is in the manger now the spoon is in the drawer now the gun is on the mantel now the zipper is part of the gown now the invoice is carried by Darcy now the tax-man carries the gold now the hat is worn by the king now the commoner wears the crown now the chip unlocks the safebox loops now every room is lighted now every lamp is blazing now Wilfred admires every woman now every good woman is in the Salon now everything carried by the player is in the impound now the player carries every thing which is in the tomb now the table supports every stripper who is in New Jersey [but not valid: now the carrying capacity of every flimsy table is 1] randomness now a random woman is in the Salon now the player wears a random humiliating hat [but be careful: "now every woman wears a random gown" will not distribute random gowns to each woman; for actions involving two groups of thing s, rather than one group of things and an individual thing, we must still loop e xplicitly] changing the player character

now the player is the Grinch NPC see character number defining a global variable containing a number The current size is a number that varies. [default to 0.] The current size is a number that varies. The current size is 5. defining a local variable containing a number let N be 5 ['let N be a number' is not allowed.] let N be a random number between 1 and 50 defining a property containing a number The battery has a number called charge. [default to 0] defining a new number [Not possible.] calculating number of women N + N N - N N * N N / N N plus N N minus N N times N N multiplied by N divided by N remainder after total weight of object defining [Not possible: 'object' is too unspecific. We must create a room , thing, direction or region: or else make an entirely new kind of object, and t hen make one of those.] defining a global variable containing an object The recent object is an object that varies. [Note: objects are very low-level, and mostly we need to refer to them o nly when writing a phrase that must be able to apply to both rooms and things.] writing phrases about To burn (O - an object) to the ground: ... object-based rulebook see rulebooks object tree referring to the holder of the fish next thing held after the fish first thing held by Lady Margaret [Note: in general "holder" and "held by" are clumsy construction s and we can avoid using them most of the time. They're primarily useful when we want to do the same thing with supporters and containers, without having to wri te separately phrased rules.] who are holding puppies

N dividing the current rate by 10 the apples in the sack

if the orange is off-stage if the orange is on-stage removing things from remove the orange from play see also part of odd if the chosen number is odd... off-stage setting at the outset of the game [Inform determines what is "off-stage" -- not inside any room -by itself. But we can declare things that start out of play just by not giving them a location.] The basket is a thing. [If the thing is declared in a location, though, it is "on-stage "] The basket is a thing in the Library. changing during the game move the basket to the location [makes the basket on-stage] remove the basket from play omit contents in listing use Rule for printing the removing: if the bottle otherwise say omit contents on-stage see off-stage opaque see transparent open see closed openable setting at the outset of the game The basket is an openable container in the Library. [defaults to open] The basket is an openable closed container in the Library. setting during the game now the jug is openable now the jug is not openable now the jug is unopenable change the jug to openable change the jug to not openable change the jug to unopenable opening adding new rules

name of the bottle while not inserting or contains sand, say "bottle of sand"; "empty bottle"; in listing.

Before opening something: ... Instead of opening something: ... Check opening something: ... Carry out opening something: ... After opening something: ... Report opening something: ... existing rules check opening (can't open unless openable rule) check opening (can't open what's locked rule) check opening (can't open what's already open rule) carry out opening (standard opening rule) report opening (reveal any newly visible interior rule) report opening (standard report opening rule) modifying The reveal any newly visible exterior rule is not listed in the report opening rules. opposite [of directions] referring to let the flight direction be the opposite of the direction last t raveled. otherwise see conditional syntax otherwise if see conditional syntax paragraphs controlling say say say say spacing in saying "[line break]" "[conditional paragraph break]" "[paragraph break]" "[run paragraph on]"

parentheses in Inform default output choice clarification such as "(the red key)" see clarifying the parser's choice of something implicit actions such as "(first taking the key)" see implicitly taking something after the names of items in room descriptions and inventory listings see printing the room description details, omit contents in list ing parse_name see understanding parsing disambiguation see asking which do you mean, clarifying the player's choice of something, does the player mean rules modifying input before parsing see player's command, reading a command, supplying a missing nou n/second noun

parsing new kinds of input see understand part of setting at the outset of the game explicitly The handle is part of the table. The box incorporates the knob. A button is part of every device. setting during the game now the button is part of the laser pointer now the box incorporates the knob now the button is not part of the laser pointer now the player carries the button [removes the button from part relationships] now the button is in the box [removes the button from part relat ionships] now the button is on the mantel [removes the button from part re lationships] referring to if the handle is part of something if something is part of the laser pointer if the laser pointer incorporates something pathfinding through the map best route from the location to the Salon best route from the location to the Salon, using doors best route from the location to the Salon, using even locked doo rs best route from the Drawbridge to the Keep through visited rooms best route from the Drawbridge to the Keep through small rooms number of moves from the location to the Salon number of moves from the location to the Salon, using doors number of moves from the location to the Salon, using even locke d doors number of moves from the Drawbridge to the Keep through visited rooms the room west from the Library a random adjacent room [a room adjacent to the location] a random room which is adjacent to the Study Use fast route-finding. Use slow route-finding. [The best route may turn out to be nothing, so we should check t his before using the direction.] through relations the next step via the overlooking relation from the location to the Sundial Plot the number of steps via the friendship relation from George Bush to Saddam Hussein Overlying relates various garments to various garments with fast route-finding.

particular possession see concealed pausing the game waiting for a key (requires Basic Screen Effects) wait for any key wait for the space key waiting, then clearing the screen (requires Basic Screen Effects) pause the game person defining explicitly Louise is a person. [Rare that we'd want to do this rath er than using 'man', 'woman', or 'animal', though] implicitly Louise wears a hat. Louise carries a flower. person reaching see reachability persuasion adding rule Persuasion rule: persuasion succeeds. Persuasion rule for asking people to try going: persuasion succe eds. Persuasion rule for asking Will to try going west: persuasion su cceeds. Persuasion rule for asking Will to try doing something when Will is not bribed: persuasion fails. named outcomes persuasion succeeds persuasion fails persuasion fails see persuasion persuasion succeeds see persuasion photographs see illustrations phrase option see phrases phrases defining To wash the horse: ... To elevate (king - a person): ... To elevate (king - Charlemagne): ... [pending future versions of Inform] To count to (N - a number): ... To count to (N - 45): ...

To hunt the wumpus, fiendishly: if fiendishly, say "Hunting fiendishly."; if not fiendishly, say "Hunting normally." to say see say to decide see decide picture see illustrations player defining explicitly [There is currently a bug affecting this, but in general it should be possible to make the player be another character at the start of t he game.] implicitly [By default the player is defined as "yourself".] positioning at the start of play explicitly The player is on the lounge chair. The player is in the Ferrari. The player is in the Zoo. implicitly [By default the player is put in the first room defined. ] changing change the player to (the name of something) moving move the player to the Salon [does not consult movement rules] move the player to the Salon, without printing a room descriptio n move the player to the Salon, printing an abbreviated room descr iption try going west [performs a normal movement action] player-character [abolished as of 4W37.] player's command comparing if if if if changing replace the matched text with "Howdy, pardner" cut the matched text reject the player's command referring to the player's command

the the the the

player's player's player's player's

command command command command

matches "get axe"... does not match "get axe"... includes "hello"... does not include "hello"...

the topic understood the matched text modifying with indexed text After reading a command: let T be indexed text; let T be the player's command; replace the text "\p" in T with ""; change the text of the player's command to T. player's holdall defining The large sack is a player's holdall. plural where duplicate items exist setting printed plural name at the beginning of play A goose is a kind of animal. The printed plural name of a goose is usually "geese". setting during the game now the printed plural name of a goose is "ge-ge-geese". overriding with activity Rule for printing the plural name of a goose: say "assor ted fowl". defining plurals in the source The plural of ox is oxen. [This must be done before the ox kind is created.] understanding plural names Understand "paintings" as the plural of the Van Gogh. Understand "geese" as the plural of a goose. defining a single item with plural number Some flowers are in the Garden. defining a mass noun The water is in the pool. The indefinite article of the water is "some". defining an item that could be treated as singular or plural (requires P lurality) The pair of socks is ambiguously plural. referring to if the noun is plural-named if the noun acts plural (in Plurality, with ambiguously plural t hings) plural-named setting at the outset of the game The socks are plural-named. The jug is singular-named. [the default is singular-named] setting during the game now the socks are plural-named now the socks are singular-named change the socks to plural-named

change the socks to singular-named PNG see illustration portable see fixed in place positive if the number understood is positive, ... possession see have preferring abbreviated room descriptions adding rules Check preferring abbreviated room descriptions: ... Carry out preferring abbreviated room descriptions: ... Report preferring abbreviated room descriptions: ... existing rules carry out preferring abbreviated room descriptions (prefer abbre viated room descriptions rule) checking the status of if set to abbreviated room descriptions: ... preferring sometimes abbreviated room descriptions adding rules Check preferring sometimes abbreviated room descriptions: ... Carry out preferring sometimes abbreviated room descriptions: .. . Report preferring sometimes abbreviated room descriptions: ... existing rules carry out preferring sometimes abbreviated room descriptions (pr efer sometimes abbreviated room descriptions rule) checking the status of if set to sometimes abbreviated room descriptions: ... preferring unabbreviated room descriptions adding rules Check preferring unabbreviated room descriptions: ... Carry out preferring unabbreviated room descriptions: ... Report preferring unabbreviated room descriptions: ... existing rules carry out preferring unabbreviated room descriptions (prefer una bbreviated room descriptions rule) checking the status of if set to unabbreviated room descriptions: ... printed name setting at the beginning of play The Kitchen is a room. The printed name of the Kitchen is "Messy Kitchen". The basket is a container with printed name "twisty basket". [by default, the name used in the source will be printed, if no

printed name is supplied; so in this case the Kitchen would by default be called "Kitchen".] setting during the game now the printed name of the Kitchen is "Messy Kitchen". change the printed name of the Kitchen to "Messy Kitchen". overriding with activity Rule for printing the name of the chicken: say "rubber chicken". Rule for printing the name of a room: say "Strange Room". Rule for printing the name of the chicken while taking inventory : say "your favorite rubber chicken". see also printed plural name printed plural name setting at the beginning of play A goose is a kind of animal. The printed plural name of a goose is usually "geese". setting during the game now the printed plural name of a goose is "ge-ge-geese". overriding with activity Rule for printing the plural name of a goose: say "assorted fowl ". by default, Inform's best guess of the plural name of a kind will be use d; one can override this within the source (rather than the printing alone) with The plural of ox is oxen. [This must be done before the ox kind is created.] printing see say printing a parser error rule for Rule for printing a parser error when parser error is I beg your pardon: say "What's that? Speak up, speak up." instead. Rule for printing a parser error: say "That's a rum thing to say, and no mistake." instead . rule after After printing a parser error: say "If you are new to interactive fiction, you may like to try typing HELP." referring to if the if the if the if the if the if the parser parser parser parser parser parser error error error error error error is is is is is is didn't understand... only understood as far as... didn't understand that number... can't see any such thing... said too little... aren't holding that...

if if if if if if if if if . if if if if .

the the the the the the the the the the the the the

parser parser parser parser parser parser parser parser parser parser parser parser parser

error error error error error error error error error error error error error

is is is is is is is is is is is is is

can't use multiple objects... can only use multiple objects... not sure what it refers to... excepted something not included... can only do that to something animate... not a verb I recognise... not something you need to refer to... can't see it at the moment... didn't understand the way that finished.. not enough of those available... nothing to do... I beg your pardon... noun did not make sense in that context..

printing a refusal to act in the dark rule for Rule for printing a refusal to act in the dark: if we are examining something, say "It's too dim for close-up examination." ins tead. printing the announcement of darkness rule before Before printing the announcement of darkness: now all of the gremlins are in the kitchen. rule for Rule for printing the announcement of darkness: say "Ooh-er! It's now very nearly pitch dark in here." i nstead. rule when Rule for printing the announcement of darkness when closing a co ntainer which contains the player: say "Congratulations: now you can't see a thing." instea d. printing the announcement of light rule before Before printing the announcement of darkness: remove the ghost from play. rule for Rule for printing the announcement of darkness: say "Finally you can see again." instead. rule when Rule for printing the announcement of light when opening a conta iner which contains the player: say "Whew, that's better."; try looking instead. printing the banner text rule before Before printing the banner text: display figure of cover art. rule for Rule for printing the banner text: say "Welcome." instead.

Rule for printing the banner text: if the player is not carrying the shell, do nothing inst ead. rule after After printing the banner text, say "DRM authentication code: 13 S-451-2034u75y65u%%a1248." causing the activity to occur say "[banner text]" printing the description of a dark room rule for Rule for printing the description of a dark room: say "Your eyes can barely make anything out." instead. printing the name of a dark room rule before Before printing the name of a dark room, say "Near ". printing the name of something rule before A novel is a kind of thing. Dr Zhivago and Persuasion are novels . Before printing the name of a novel, say "[italic type]". After printing the name of a novel, say "[roman type]". rule for Rule for printing the name of the pen while taking inventory: say "useful pen". rule after After printing the name of the wrist watch while taking inventor y: say " (time: [the time of day])". rule while Rule for printing the removing: if the bottle otherwise say omit contents name of the bottle while not inserting or contains sand, say "bottle of sand"; "empty bottle"; in listing.

existing rule Rule for printing the name of something (standard name printing rule) printing the number of something rule before Before printing a number of something: say "about ". rule for Rule for printing a number of blocks when the listing group size is 3: say "all three blocks". Rule for printing a number of something (called target) when the listing group size is greater than 10:

say "lots of "; carry out the printing the plural name activity with the target. printing the player's obituary rule after After printing the player's obituary: say "And you visited [number of visited rooms] place[s]. " existing rules for printing the player's obituary (print obituary headline rule ) for printing the player's obituary (print final score rule) for printing the player's obituary (display final status line ru le) modifying Procedural rule: ignore the print final score rule. The print final score rule is not listed in the for printing the player's obituary rules. printing the plural name of something rule for Rule for printing the plural name of rings: say "gold rings". printing room description details rule for Rule for printing room description details of a person: say " (at last, someone to talk to)" instead. Rule for printing room description details: stop. privately-named setting at the outset of the game The spork is privately-named. setting during the game Meaningless, because this attribute determines how the object's name is determined at compilation procedural rule Procedural rule about someone trying taking the hat: ignore the can't take people's possessions rule. pronouns making an item be the item understood as "it"/"him"/"her" (requires Plur ality) have the parser notice the locket overriding Inform's automatic pronoun assignment (requires Plurality) Use Manual Pronouns. actions applying to pronouns requesting the pronoun meanings proper-named setting at the outset of the game John is proper-named.

The jug is improper-named. [the default is determined by the use of articles when first defining an object] setting during the game now John is improper-named; now John is proper-named; change John to improper-named; change John to proper-named; property defining, for things properties which are things The box has a thing called the lid. [Defaults to first a vailable thing.] The box has a thing called the lid. The lid of the box i s the wood plank. [Note: in general, it makes more sense to use a relation to express the way one object relates to another. The syntax for manipulating r elations is more flexible.] properties which are conditions The box can be intact or damaged. properties which are values, using a predefined The battery has a number called charge. The battery has a number called charge. The battery has a number called charge. is 5. The battery has a number called charge. The charge of th e battery is 5. The battery has some text called the enclosed descriptio n. The enclosed description of the battery is "It looks nearly drained." properties which are values, using a new kind of unit value Price is a kind of value. $1.99 specifies a price. The b attery has a price. [now called "the price of the battery"] Price is a kind of value. $1.99 specifies a price. The s hoe has a price called the new price. The shoe has a price called the used price . properties which are values, using a new kind of enumerated valu e Color is a kind of value. The colors are he shoe has a color. [Defaults to blue.] Color is a kind of value. The colors are he shoe has a color. The shoe is red. Color is a kind of value. The colors are he shoe has a color. The color of the shoe is red. Color is a kind of value. The colors are he shoe has a color called the upper color. The shoe has a color color. blue and red. T blue and red. T blue and red. T blue and red. T called the sole kind of value [default to 0] The charge is 5. The charge of it

defining, for values properties which are things A scene has a thing called trigger object. properties which are conditions A scene can be thrilling or dull. properties which are values, using a predefined kind of value

A scene has a text called cue speech. Colour is a kind of value. The colours are red, blue and green. A colour has a number called frequency. The frequency of a colour is usu ally 130. defining, for kinds properties which are things A container has a thing called the lid. A container has a thing called the lid. The lid of a con tainer is usually the wood plank. properties which are values, using a predefined kind of value A container has a number called depth. A container has a number called depth. The depth of a co ntainer is usually 2. A container has some text called the internal descriptio n. The internal description of a container is usually "It's cramped in here." properties which are values, using a new kind of unit value Price is a kind of value. $1.99 specifies a price. A thi ng has a price. [Defaults to $0.00] Price is a kind of value. $1.99 specifies a price. A thi ng has a price. The price of a thing is usually $1.99. Price is a kind of value. $1.99 specifies a price with p arts dollars and cents (optional, preamble optional). A thing has a price. The p rice of a thing is usually $3. properties which are values, using a new kind of enumerated valu e Color thing has a color. [Defaults Color thing has a color. The color referring to ...the ...the ...the ...the ...the if the pulling adding rules Before pulling something: ... Instead of pulling something: ... Check pulling something: ... Carry out pulling something: ... After pulling something: ... Report pulling something: ... existing rules check pulling (can't pull what's fixed in place rule) check pulling (can't pull scenery rule) check pulling (can't pull people rule) report pulling (report pulling rule) modifying The can't pull people rule is not listed in the check pulling ru is to is of a kind of value. The colors are blue and red. A blue.] a kind of value. The colors are blue and red. A a thing is usually red.

lid of the box... charge of the battery... new price of the shoe... used price of the shoe... color of the shoe... angry man provides the property description...

les. punctuation removing from the player's command (requires Punctuation Removal) After reading a command: remove exclamation points remove question marks remove quotes remove stray punctuation pushable between rooms setting at the outset of the game The wheelbarrow is pushable between rooms. setting during the game now the wheelbarrow is now the wheelbarrow is change the wheelbarrow change the wheelbarrow pushing adding rules Before pushing something: ... Instead of pushing something: ... Check pushing something: ... Carry out pushing something: ... After pushing something: ... Report pushing something: ... existing rules check pushing (can't push what's fixed in place rule) check pushing (can't push scenery rule) check pushing (can't push people rule) report pushing (report pushing rule) modifying The can't push people rule is not listed in the check pushing ru les. pushing something to adding rules see going somewhere with something existing rules check pushing it to (block pushing in directions rule) see also pushable between rooms putting something into something see inserting putting something on something adding rules Before putting something on something: ... Instead of putting something on something: ... Check putting something on something: ... Carry out putting something on something: ... After putting something on something: ... Report putting something on something: ... pushable between rooms. not pushable between rooms. to pushable between rooms. to not pushable between rooms.

existing rules (see Action tab of Index) check putting something on something (convert put to drop where possible rule) check putting something on something (can't put what's not held rule) check putting something on something (can't put something on its elf rule) check putting something on something (can't put onto what's not a supporter rule) check putting something on something (can't put onto something b eing carried rule) check putting something on something (can't put clothes being wo rn rule) check putting something on something (can't put if this exceeds carrying capacity rule) carry out putting something on something (standard putting rule) report putting something on something (standard report putting r ule) modifying The standard report putting rule is not listed in the report put ting it on rule. quality assurance see testing question, asking the player a yes/no question see yes/no question question mark removing from the player's command (requires Punctuation Removal) After reading a command: remove question marks quitting the game adding rules Check quitting the game: ... Carry out quitting the game: ... Report quitting the game: ... existing rules carry out quitting the game (quit the game rule) quitting the game without asking the player a question (requires Basic S creen Effects) stop the game abruptly quotation, displaying see displaying a quotation quotation mark overriding specific marks in quoted text say "[apostrophe]" say "[quotation mark]" removing from the player's command (requires Punctuation Removal) After reading a command: remove quotes

randomness referring to a random person random person a random number from 1 to 10 a random number between 1 and 10 a random color a random price a random price between $0.50 and $1.55 if a random chance of 2 in 3 succeeds ... choose a random row in the Table of Designer Shoes removing randomness for testing seed the random-number generator with 1234 rankings table of rankings Table 1 - Rankings Score Rank 0 "Beginner" 25 "Amateur Adventurer" 350 "Master Adventurer" reachability determining A rule for reaching inside open containers: say "Your hands seem enigmatically too large for [the co ntainer in question]."; deny access. A rule for reaching inside the flask: say "Your hand passes through the glass as if it were no t there."; allow access. A rule for reaching inside something: if the person reaching is Kitty, allow access. referring to the person reaching the container in question existing reaching inside rules can't reach inside rooms rule can't reach inside closed containers rule existing reaching outside rules can't reach outside closed containers rule modifying Procedural rule: ignore the can't reach outside closed containers rule. Procedural rule while striking someone with lightning: ignore the can't reach inside rooms rule. The can't reach inside rooms rule is not listed in any rulebook. named outcomes allow access

deny access reaching inside defining reaching inside rules A rule for reaching inside open containers: say "Your hands seem enigmatically too large for [the co ntainer in question]."; deny access. A rule for reaching inside the flask: say "Your hand passes through the glass as if it were no t there."; allow access. A rule for reaching inside something: if the person reaching is Kitty, allow access. existing reaching inside rules can't reach inside rooms rule can't reach inside closed containers rule modifying Procedural rule while striking someone with lightning: ignore the can't reach inside rooms rule. The can't reach inside rooms rule is not listed in any rulebook. named outcomes allow access deny access referring to the person reaching the container in question reaching outside existing reaching outside rules can't reach outside closed containers rule modifying Procedural rule: ignore the can't reach outside closed containers rule. named outcomes allow access deny access referring to the person reaching the container in question react_after action rules After eating something in the presence of Lady Bracknell react_before action rules Instead of eating something in the presence of Lady Bracknell reading a command rule before

Before reading a command while the turn count is 1: say "(This is your chance to say what the protagonist should do next. After the '>', try typing 'take inventor y'.)" rule for [This would allow you to rewrite parsing, but require proficienc y with the Inform 6 layer. Use with extreme caution.] rule after After reading a command: if the player's command includes "please" begin; say "Please do not say please."; reject the player's command; end if. After reading a command: if the player's command matches "grab", replace the player's command with "take all". using to remove punctuation (requires Punctuation Removal) After reading a command: remove stray punctuation. see also snippet, player's command region defining The underworld is a region. Lethe and the Poppy Field are in the underworld. referring to if Lethe is in the underworld if the location is in the underworld Instead of waiting in the Underworld the map region of Lethe... [use with care -- if Lethe is in seve ral nested regions, this produces the smallest, innermost one] relation defining relations, static Marriage relates one person to another. Marriage relates one person to another (called the spouse). Revenge relates one person to various people. Pet-ownership relates various animals to one person. Pet-ownership relates various animals to one person (called the owner). Awareness relates various people to various people. Meeting relates people to each other. Nationality relates people to each other in groups. defining relations with special route-finding Overlying relates various garments to various garments with fast route-finding. defining relations, conditional Contact relates a thing (called X) to a thing (called Y) when X is part of Y or Y is part of X. Nearness relates a room (called A) to a room (called B) when the number of moves from B to A is less than 3.

Materiality relates a thing (called X) to a material (called Y) when Y is the material of X. Divisibility relates a number (called N) to a number (called M) when remainder after dividing M by N is 0. defining relation verbs The verb to suspect (he suspects, they suspect, he suspected, it is suspected, he is suspecting) implies the suspecting relation. The verb to be suspicious of implies the suspecting relation. The verb to be able to approach implies the approachability rela tion. The verb to be embedded in implies the reverse incorporation rel ation. existing relations to be - equality relation to have - possession relation to contain - containment relation to support - support relation to carry - carrying relation to wear - wearing relation to unlock - unlocking relation to conceal - concealment relation to be part of - incorporation relation to be adjacent to - adjacency relation to hold - a special containment relation to enclose - indirect containment consulting the object tree directly holder of the fish next thing held after the fish first thing held by Lady Margaret calculating steps through the next step via the overlooking relation from the location to the Sundial Plot the number of steps via the friendship relation from George Bush to Saddam Hussein referring to if the handle is part of the trunk... if the dog carries the bone... somebody who suspects Colonel Hotchkiss somebody suspicious of Colonel Hotchkiss a random woman who owns a lapdog referring to, when the "able to..." form was used to define the relation if the dog able to see the princess if the kitten is unable to smell the dragon if the lizard is able to be seen by the zookeeper if the leprechaun is unable to been by Iris setting during the game now the noun wears the crushed fedora; now every woman hates Darcy; now Lucy hates every man; now the letter does not incriminate Hercule;

now nothing incriminates Hercule; now no one hates the player; release release along with Release along with cover art. Release along with the introductory booklet. Release along with a website. Release along with a "Platinum" website. Release along with a file of "Collegio magazine". Release along with the source text. Release along with a solution. Release along with an existing story file. Release along with cover art, a "Platinum" website, a file of "C ollegio magazine" called "Collegio.pdf" and a file of "The mating call of the gr een wyvern" called "Mating Wyverns.mp3". web template keywords [TITLE] becomes the story title [AUTHOR] becomes the author's name [YEAR] becomes the story creation year [BLURB] becomes the story description [RELEASE] becomes the release number [COVER] becomes the cover art (the small 120x120 cover image) [DOWNLOAD] becomes the download link [AUXILIARY] becomes the list of feelie-like files, if any [IFID] becomes the IFID headings controlling compilation Section 1 - Debugging verbs - Not for Section 2.3G (for Glulx only) Section 2.3Z (for Z-machine only) Section 2.3Z (for Z-machine version 5 Section 2.3Z (for Z-machine version 6 Section 2.3Z (for Z-machine version 8 setting release number The release number is 7. see also bibliographic data, map, website release number setting The release number is 7. changing appearance in the banner see printing the banner text actions involving release number requesting the story file version removing an item from play remove the orange from play referring to the absence of an item from play if the orange is on-stage if the orange is off-stage removing something from something release only) only) only)

[The removing action is usually converting to taking if successful, and it's generally wisest to intervene in the taking action rather than to write rul es for removing that might not be observed in all the cases one desires.] repeat See loops. repeated actions Instead of examining the tapestry for four to six turns: ... Instead of examining the Daily for the first time: ... Instead of examining the urn at least twice: ... Instead of going nowhere for the 20th time: ... After waiting for nine turns: ... report adding rules report taking something: ... report inserting something into something: ... report putting the gun on something: ... see also the action index for the names of specific actions republishing releasing an old story file with fresh bibliographic data Release along with an existing story file. requesting the pronoun meanings adding rules Check requesting the pronoun meanings: ... Carry out requesting the pronoun meanings: ... Report requesting the pronoun meanings: ... existing rules carry out requesting the pronoun meanings (announce the pronoun meanings rule) restarting the game adding rules Check restarting the game: ... Carry out restarting the game: ... Report restarting the game: ... existing rules carry out restarting the game (restart the game rule) restoring the game adding rules Check restoring the game: ... Carry out restoring the game: ... Report restoring the game: ... existing rules carry out restoring the game (restore the game rule) quitting the game adding rules Check quitting the game: ... Carry out quitting the game: ... Report quitting the game: ...

existing rules carry out quitting the game (announce the score rule) regexp see indexed text regular expressions see indexed text requesting the story file version adding rules Check requesting the story file version: ... Carry out requesting the story file version: ... Report requesting the story file version: ... existing rules carry out requesting story file version (announce the story file version requesting the pronoun meanings) requiring light see visibility returning returning results from phrases stop yes decide yes no decide no decide on 4 decide on the dog decide on $1.99 decide on the current price decide on yellow returning results from rules make no decision rule succeeds rule fails rule fails with result 4 rule fails with result dog rule fails with result red rule fails with result $1.99 rule succeeds with result 4 [etc] if if if if rule rule rule rule succeeded ... succeeded with result 5... failed ... failed with result dog..

right hand status line see status line room defining explicitly The Library is a room. implicitly The Library is north of the Reptile House.

South of the Reptile House is the Library. more detailed example The Library is a room. "Stacks of scrolls line both walls." The Library contains some scrolls and a bench. room description description of a room see description property description of objects in a room see writing a paragraph about, listing nondescript items of, pri nting room description details actions applying to room description style preferring abbreviated room descriptions preferring unabbreviated room descriptions preferring sometimes abbreviated room descriptions route-finding see pathfinding rubbing adding rules Before rubbing: ... Instead of rubbing: ... Check rubbing: ... existing rules check rubbing (block rubbing rule) modifying The block rubbing rule is not listed in the check rubbing rules. rule defining This is the large objects rule: ... A carry out throwing rule (this is the large objects rule): ... The large objects rule is listed in the carry out throwing rules : ... defining with variables The every turn rulebook has a number called accumulated bonus. referring to follow the large objects rule consider the large objects rule abide by the large objects rule follow the large objects rule for the desk consider the large objects rule for the desk abide by the large objects rule for the desk result of the rule outcome of the rulebook returning results from rules make no decision rule succeeds rule fails rule fails with result 4

rule rule rule rule if if if if

fails with result dog fails with result red fails with result $1.99 succeeds with result 4 [etc] succeeded ... succeeded with result 5... failed ... failed with result dog..

rule rule rule rule

scheduling timer rings in 3 turns from now. At the time when timer rings: . .. timer rings at 3:00 PM. At the time when timer rings: ... timer rings in 15 minutes from now. At the time when timer rings : ... moving and replacing ignore the large objects rule reinstate the large objects rule reject the result of the large objects rule accept the result of the large objects rule substitute the large objects rule for the small objects rule restore the original the large objects rule move the large objects rule to before the small objects rule move the large objects rule to after the small objects rule The collapsing bridge rule is listed first in the instead rules. The collapsing bridge rule is listed last in the instead rules. My darkness rule is listed before the can't act in the dark rule in the visibility rules. My darkness rule is listed instead of the can't act in the dark rule in the visibility rules. My darkness rule is listed after the can't act in the dark rule in the visibility rules. The can't act in the dark rule is not listed in the visibility r ules. The can't remove from people rule is not listed in any rulebook. see also rulebook rulebook defining, action-based The judgment rules are a rulebook. defining, object-based The flotation rules are an object-based rulebook. defining named and default outcomes The does the player mean rules have outcomes it is very likely, it is likely, it is possible, it is unlikely and it is very unlikely. Visibility rules have outcomes there is sufficient light (failur e) and there is insufficient light (success). Audibility rules have outcomes high background noise (failure), low background noise (success - the default) and absolute silence (success) creating rules for, action-based A judgment rule for listening to the music: say "Oh, Mozart is r eally too tedious to endure."

A judgment rule about Kent Taylor trying kissing the player: say "Well, he's no Clark Gable, let's put it that way." Judgment rule on eating Kraft dinner: say "Bright orange and in no way related to real cheeses." creating rules for, A flotation A flotation A flotation object-based rule for the cork: rule succeeds. rule for an inflated thing: rule succeeds. rule: rule fails.

existing rulebooks before instead after check taking, carry out taking, report taking and three similar rulebooks for each of the 90 or so actions persuasion unsuccessful attempt reaching inside reaching outside visibility does the player mean when play begins when play ends every turn when Confrontation Scene begins when Confrontation Scene ends and two similar rulebooks for each scene we create, if any before printing the name of for printing the name of after printing the name of and three similar rulebooks for each of the 20 or so activities procedural action-processing rules turn sequence rules saving the game adding rules Check saving the game: ... Carry out saving the game: ... Report saving the game: ... existing rules carry out saving the game (save the game rule) say defining a To To To To listing list the contents of the sack, with newlines, indented, as a sen tence, say say say say say phrase a good excuse: ... the age of (victim - a person): ... (N - a number) steps: ... (chosen text - some text) for (N - a number) times: ...

including contents, including all contents, giving inven tory information, giving brief inventory information, using t he definite article, listing marked items only, prefacing with is/ar e, not listing concealed items, suppressing all articles, with extra indentation: ... say "[contents of the name of something]" say "[the contents of the name of something]" standard saying phrases (see Phrasebook) say (some text with substitutions) say "[a value of some sort]" say "[s]" say "[a time in words]" say "[the time of day]" say "[the time of day in words]" say "[the time of day to the nearest five minutes in words]"; say "[a number in words]" say "[the a number in words]" say "[a the name of something]" say "[an the name of something]" say "[A the name of something]" say "[An the name of something]" say "[the the name of something]" say "[The the name of something]" saying phrases involving descriptions say "[a list of angry women]" [where "angry women" can be any de scription game can calculate -- could also be "dogs visible to the player", "roo ms which enclosed corn stalks", and so on] say "[list of angry women]" say "[the list of angry women]" say "[The list of angry women]" say "[is-are list of angry women]" say "[is-are the list of angry women]" say "[the number of angry women]" say "[the number of angry women in words]" say special say say say say pieces of text "[the player's surroundings]" "[list of extension credits]" "[complete list of extension credits]" "[banner text]"

say a list variable say "[L2]" say "[L2 in brace notation]" say "[L2 with definite articles]" say "[L2 with indefinite articles]" say conditions say "[if a condition]" say "[unless a condition]" say "[end if]" say "[end unless]" say "[otherwise]" say "[otherwise if a condition]" say "[otherwise unless a condition]"

say "[else]" say "[else if a condition]" say "[else unless a condition]" say variations say "[one say "[one say "[one say "[one say "[one say "[one say "[one say spacing say say say say say special say say say say of]...[or]...[at random]" of]...[or]...[purely at random]" of]...[or]...[sticky random]" of]...[or]...[stopping]" of]...[or]...[cycling]" of]...[or]...[in random order]" of]...[or]...[as decreasingly likely outcomes]"

"[line break]" "[conditional paragraph break]" "[paragraph break]" "[run paragraph on]" marks "[bracket]" "[close bracket]" "[apostrophe]" "[quotation mark]"

say unicode characters say "[unicode Latin capital letter L with stroke]odz Churchyard" say "Dr Zarkov unveils the new [unicode Hebrew letter alef] Noug ht drive." say "Omar plays 4[unicode black spade suit] with an air of trium ph." say font changes say "[bold type]" say "[italic type]" say "[roman type]" say "[fixed letter spacing]" say "[variable letter spacing]" changing the font color (requires Basic Screen Effects and z-machine) say "[red letters]" [or black, green, yellow, blue, white, mage nta, cyan] say "[default letters]" changing case of output (requires WHATEVER to be some previously-defined indexed text) say "[WHATEVER in lower case]" say "[WHATEVER in upper case]" say "[WHATEVER in sentence case]" say "[WHATEVER in title case]" displaying a quotation display the boxed quotation "Roses are red" "Violets are blue" images display Figure 2 display the Figure of the Joker one time only

saying text centered on the screen (requires Basic Screen Effects) center "The Merchant of Venice" saying pronouns and inflected text (requires Plurality) say "[that-those]" say "[Cap that-those]" say "[it-they]" say "[Cap it-they]" say "[it-them]" say "[Cap it-them]" say "[its-their]" say "[Cap its-their]" say "[its-theirs]" say "[Cap its-theirs]" say "[possessive]" say "[Cap possessive]" say say say say say say say say say say say say "[that-those of item]" "[Cap that-those of item]" "[it-they of item]" "[Cap it-they of item]" "[it-them of item]" "[Cap it-them of item]" "[its-their of item]" "[Cap its-their of item]" "[its-theirs of item]" "[Cap its-theirs of item]" "[possessive of item]" "[Cap possessive of item]"

say "[that-those item]" say "[Cap that-those item]" say say say say "[is-are]" "[has-have]" "[is-are of item]" "[has-have of item]"

say "The [the number of things carried by the player in words] t hing[s] in your arms [numerical is-are] heavy." say "[The item] stab[s] the griffin in the flank." say "[The viewer] sp[ies] the castle at a distance." say "You see [the number of flies] fl[ies] buzzing around the tr ash can." say "[The inspector group] fax[es] the document to HQ." changing color and justification in Glulx (requires Glulx Text Effects) say first custom style say second custom style Table of User Styles (continued) style name justification obliquity indentation first-line indentation boldness fixed width relative size special-style-2 left-right-justified italic-obliquity 15 -4 light-weight proportional-font 0 saying no adding rules Before saying no: ...

Instead of saying no: ... Check saying no: ... existing rules check saying no (block saying no rule) modifying The block saying no rule is not listed in the check saying no ru les. saying sorry adding rules Before saying sorry: ... Instead of saying sorry: ... Check saying sorry: ... existing rules check saying sorry (block saying sorry rule) modifying The block saying sorry rule is sorryt listed in the check saying sorry rules. saying yes adding rules Before saying yes: ... Instead of saying yes: ... Check saying yes: ... existing rules check saying yes (block saying yes rule) modifying The block saying yes rule is not listed in the check saying yes rules. scene defining a global variable containing a scene The current scene is a scene that varies. [default currently mes sy, but will be better in future versions of Inform] defining a local variable containing a scene let current scene be Train Stop ['let N be a scene' is not allow ed.] defining a property containing a scene The actor has a scene called major scene. defining a new scene Train Stop is a scene. Hourly Patrol is a recurring scene. scene beginnings Train Stop begins when the player is in the Station for the thir d turn. Train Stop begins when the time of day is 2:00 PM. When Train Stop begins: ... scene endings

Train Stop ends when the time since Train Stop began is 3 minute s. Train Stop ends happily when the mysterious stranger is friendly . Train Stop ends sadly when the mysterious stranger is not visibl e. When Train Stop ends: ... When Train Stop ends sadly: ... referring to if Train Stop is happening ... if Train Stop is not happening ... if Train Stop has happened ... if Train Stop has not happened ... if Train Stop has ended ... if Train Stop has not ended ... if Train Stop ended in Happiness, ... if Hindenburg Ride did not end disastrously, ... [Note that this last is true only when the scene has ended, but ended differently.] calculating time since Train Stop began ... time when Train Stop began ... scenery setting at the outset of the game The wardrobe is scenery in the House. setting during the game now the wardrobe is now the wardrobe is change the wardrobe change the wardrobe scope moving things into After deciding the scope of the player: place the apple in scope; place the Library in scope; place the Library in scope, but not its contents. changing scope for a single action Understand "discuss [any subject-matter]" as discussing. Understand "go to [any visited room]" as approaching. score changing award 10 points; change the score to 10; increase the score by 1; decrease the score by 1. maximum score The maximum score is 12. [This cannot be changed during play, an d is automatically set from the rankings table if one is present.] ranking table Table 1 - Rankings Score Rank scenery not scenery to scenery to not scenery

0 25 350

"Beginner" "Amateur Adventurer" "Master Adventurer"

removing from the game Use the no scoring option. removing only from the death message The print final score rule is not listed in any rulebook. actions applying to score quitting the game switching score notification on switching score notification off screen effects clearing the screen (requires Basic Screen Effects) clear the screen clear only the main screen clear only the status line waiting for a key (requires Basic Screen Effects) wait for any key wait for the space key waiting, then clearing the screen (requires Basic Screen Effects) pause the game saying text centered on the screen (requires Basic Screen Effects) center "The Merchant of Venice" getting screen dimensions (requires Basic Screen Effects) if the screen width is less than 75... changing the background color (requires Basic Screen Effects and z-machi ne) turn the background black; [or red, green, yellow, blue, white, magenta, cyan] clear the screen. changing the font color (requires Basic Screen Effects and z-machine) say "[red letters]" [or black, green, yellow, blue, white, mage nta, cyan] say "[default letters]" centered status line (requires Basic Screen Effects) Rule for constructing the status line: center "[location]" at row 1; rule succeeds. multi-line status line (requires Basic Screen Effects) Table of Fancy Status left central right " [location]" "[time of day]" "[score]" " [hair color of the suspect]" "[eye color of the suspect]" "[cash]" Rule for constructing the status line: fill status bar with Table of Fancy Status;

rule succeeds. When play begins: change right alignment depth to 30. creating a menu (requires Menus extension) Table of Options title subtable description toggle "Introduction to [story title]" a table-name "This is a simpl e demonstration [story genre] game." a rule "About the Author" -"[story author] is too reclusive to wish to disseminate any information. Sorry." see also displaying a quotation, fonts, images searching adding rules Before searching something: ... Instead of searching something: ... Check searching something: ... Carry out searching something: ... After searching something: ... Report searching something: ... existing rules check searching (can't search unless container or supporter rule ) check searching (can't search closed opaque containers rule) report searching (standard search containers rule) report searching (standard search supporters rule) report searching (report other people searching rule) modifying The standard searching rule is not listed in the carry out searc hing rulebook. see, to be able to see visible serial number see printing the banner text, bibliographic data setting it to adding rules Before setting something to: ... Instead of setting something to: ... Instead of setting the dial to "yellow": ... Check setting something to: ... existing rules check setting it to (block setting to rule) modifying The block setting to rule is not listed in the check setting it to rules. showing it to adding rules Before showing something to someone Instead of showing something to someone

Check showing something to someone Carry out showing something to someone After showing something to someone Report showing something to someone existing rules check showing it to (can't show what you haven't got rule) check showing it to (convert show to yourself to examine rule) check showing it to (block showing rule) modifying The standard block showing rule is not listed in the carry out s howing it to rules. singing adding rules Before singing: ... Instead of singing: ... Check singing: ... existing rules check singing (block singing rule) modifying The block singing rule is not listed in the check singing rules. singular-named see plural-named sleeping adding rules Before sleeping: ... Instead of sleeping: ... Check sleeping: ... existing rules check sleeping (block sleeping rule) modifying The block sleeping rule is not listed in the check sleeping rule s. smelling adding rules Before smelling: ... Instead of smelling: ... Check smelling: ... existing rules check smelling (block smelling rule) modifying The block smelling rule is not listed in the check smelling rule s. supplying a missing noun The ambient odour rule snippet defining a global variable containing a snippet

The quoted text is a snippet that varies. defining a local variable containing a snippet let the quoted text be the player's command. defining a property containing a snippet A thing has a snippet called last reference. comparing if if if if changing replace the matched text with "Howdy, pardner" cut the matched text referring to the player's command the topic understood the matched text sound defining a global variable containing a sound-name The alarming noise is a sound-name that varies. defining a local variable containing a sound-name let sound-name be the sound of silence. defining a property containing a sound-name A room has a sound-name called the ambient sound. defining a new sound Sound of rustling leaves is the file "Rustling leaves.ogg". playing play the sound of rustling leaves; play the sound of rustling leaves, one time only; source text releasing with the game Release along with the source text. adding footnotes [* This comment will be rendered as a footnote if I release the game with source text.] headings Volume Book Part Chapter Section as in Volume 1 - The beginning special headings affecting compilation the the the the player's player's player's player's command command command command matches "get axe"... does not match "get axe"... includes "hello"... does not include "hello"...

Section Section Section Section Section Section spacing

1 - Debugging verbs - Not for 2.3G (for Glulx only) 2.3Z (for Z-machine only) 2.3Z (for Z-machine version 5 2.3Z (for Z-machine version 6 2.3Z (for Z-machine version 8

release only) only) only)

saying breaks say "[line break]" say "[conditional paragraph break]" say "[paragraph break]" say "[run paragraph on]" squeezing adding rules Before squeezing something: ... Instead of squeezing something: ... Check squeezing something: ... Carry out squeezing something: ... After squeezing something: ... Report squeezing something: ... existing rules check squeezing (innuendo about squeezing people rule) report squeezing (report squeezing rule) modifying The new report squeezing rule is listed instead of the report sq ueezing rule in the report squeezing rules. starting the virtual machine rule before Before starting the virtual machine: change the left hand status line to ""; change the right hand status line to "". status line setting at the beginning of play When play begins: change the left hand status line to "[location ]". setting during play change the left hand status line to "[time of day]"; change the right hand status line to "[score]/[turn count]" constructing the status line Rule for constructing the status line while the blindfold is wor n: do nothing. Rule for printing the name of the Temple while constructing the status line: say "Temple". centered status line (requires Basic Screen Effects) Rule for constructing the status line: center "[location]" at row 1; rule succeeds.

multi-line status line (requires Basic Screen Effects) Table of Fancy Status left central right " [location]" "[time of day]" "[score]" " [hair color of the suspect]" "[eye color of the suspect]" "[cash]" Rule for constructing the status line: fill status bar with Table of Fancy Status; rule succeeds. When play begins: change right alignment depth to 30. stored action defining a global variable containing a stored action The best idea yet is a stored action that varies. The best idea yet is the action of pushing the button. defining a local variable containing a stred action. let C be the action of pushing the button. let C be the current action. defining a property containing a stored action The light-source has a stored action called the activation actio n. triggering stored actions try the current action try silently the current action silently try the current action silently try the action of taking the button try asking Biggles about "aircraft" constituent parts action-name part of S noun part of S second noun part of S actor part of S calculating if the current action involves the ripe avocado story author setting explicitly The story author is "Janet Austen". implicitly "Mansfield Perk" by Janet Austen. story creation year setting The story creation year is 2005. story description setting The story description is "In Miss Austen's new interactive novel la, Miss Henrietta Pollifax is adopted by the tempestuous landowner Sir Tankerle y Mordant, and must make a new life for herself on the rugged moors."

story genre setting The story genre is "Romance". existing genres Comedy Erotica Fairy Tale Fantasy Fiction Historical Horror Mystery Non-Fiction Other Romance Science Fiction Surreal story headline setting The story headline is "An Interactive Romance". story title setting explicitly The story title is "Mansfield Perk". implicitly "Mansfield Perk" "Mansfield Perk" by Janet Austen. string see text, indexed text string-of-text [a defunct, revoked type] subtitle see story headline superbrief see preferring abbreviated room descriptions supplying a missing noun/second noun rule for Rule for supplying a missing noun while listening (this is the a mbient sound rule): change the noun to the location. Rule for supplying a missing second noun while unlocking: if the skeleton key is carried, change the second noun t o the skeleton key; otherwise say "You will have to specify what to unlock [ the noun] with." existing supplying a missing... rules for supplying a missing noun while smelling (ambient odour rule) for supplying a missing noun while listening (ambient sound rule

) for supplying a missing noun while going (block vaguely going ru le) support setting at the outset of the game explicitly The table supports a vase. The vase is on the table. setting during the game now the vase is on the table now the table supports the vase referring to if the table supports something... if the vase is supported by the table... if the vase is on the table... if something is on the table... see also supporter supporter defining explicit The table is a supporter. A supporter called a table is in the Library. implicit A flower is on the table. The table supports a flower. swearing mildly adding rules Before swearing mildly: ... Instead of swearing mildly: ... Check swearing mildly: ... existing rules check swearing mildly (block swearing mildly rule) modifying The block swearing mildly rule is not listed in the check sweari ng mildly rules. swearing obscenely adding rules Before swearing obscenely: ... Instead of swearing obscenely: ... Check swearing obscenely: ... existing rules check swearing obscenely (block swearing obscenely rule) modifying The block swearing obscenely rule is not listed in the check swe aring obscenely rules. swinging adding rules

Before swinging: ... Instead of swinging: ... Check swinging: ... existing rules check swinging (block swinging rule) modifying The block swinging rule is not listed in the check swinging rule s. switch statement using Pythonesque style if N is: -- 1: say "1."; -- 2: say "2."; -- otherwise: say "Else."; if the dangerous item is: -- the electric hairbrush: say "Mind your head."; -- the silver spoon: say "Steer clear of the cutlery drawer." using conditions, old-style if the dog is angry begin; say "The dog otherwise if the dog say "The dog otherwise; say "The dog end if.

growls."; is sad; whimpers."; wags its tail."

using a table choose row with a mood of the current attitude in the Table of D oggy Responses; say "[reaction entry]". Table of Doggy Responses mood reaction angry "The dog growls." sad "The dog whimpers." calm "The dog wags its tail." switched off setting at the outset of the game The laser pointer is a switched off device in the Library. The laser pointer is a switched on device in the Library. setting during the game now the laser pointer is switched off. now the laser pointer is switched on. change the laser pointer to switched off. change the laser point er is switched on. by default devices are switched off. switched on

see switched off switching on adding rules Before switching on something: ... Instead of switching on something: ... Check switching on something: ... Carry out switching on something: ... After switching on something: ... Report switching on something: ... existing rules check switching on (can't switch on unless switchable rule) check switching on (can't switch on what's already on rule) carry out switching on (standard switching on rule) report switching on (standard report switching on rule) modifying The standard switching on rule is not listed in the carry out sw itching on rules. switching off adding rules Before switching off something: ... Instead of switching off something: ... Check switching off something: ... Carry out switching off something: ... After switching off something: ... Report switching off something: ... existing rules check switching off (can't switch off unless switchable rule) check switching off (can't switch off what's already off rule) carry out switching off (standard switching off rule) report switching off (standard report switching off rule) modifying The standard switching off rule is not listed in the carry out s witching off rules. switching the score notification off adding rules Check switching the score notification off: ... Carry out switching the score notification off: ... Report switching the score notification off: ... existing rules carry out switching the score notification off (switch the score notification off rule) switching the score notification on adding rules Check switching the score notification on: ... Carry out switching the score notification on: ... Report switching the score notification on: ... existing rules carry out switching the score notification on (switch the score notification on rule)

switching the story transcript off adding rules Check switching the story transcript off: ... Carry out switching the story transcript off: ... Report switching the story transcript off: ... existing rules carry out switching the story transcript off (switch the story t ranscript off rule) switching the story transcript on adding rules Check switching the story transcript on: ... Carry out switching the story transcript on: ... Report switching the story transcript on: ... existing rules carry out switching the story transcript on (switch the story tr anscript on rule) synonyms defining extra names for things Understand "fruit" as the apple. Understand "red fruit" as the apple. Understand "man" as a man. Understand "birds" as the plural of the robin. Understand "birds" and "ruddy ducks" as the plural of a duck. [W here duck is a kind.] defining synonyms for commands Understand the command "grab" as "get". defining synonyms for topic tokens Understand "red" or "crimson" or "scarlet" as "[red]". table defining a new table Table of Bridget's Opinions topic remark "Mark Darcy" "'V. v. annoying man.'" [defining a table is in fact fairly complex, since we need to de fine the columns as well -- see the chapter on tables for more detail.] continuing a table from earlier in source Table of Rude Remarks (continued) remark "..." amending a table from earlier in the source [to replace lines that alrea dy appeared] Table of Semi-Precious Minerals (amended) mineral jasper ... referring to number of rows in Table of Quips number of blank rows in Table of Quips

number of filled rows in Table of Quips if there is quip-text ... if there is no quip-text ... looping through repeat through Table of Quips begin; say "[retort entry]"; end repeat. repeat through Table of Quips in reverse order begin; say "[retort entry]"; end repeat. repeat through Table of Quips in quip-text order begin; say "[retort entry]"; end repeat. repeat through Table of Quips in reverse quip-text order begin; say "[retort entry]"; end repeat. selecting from choose choose choose choose sorting sort Table of Quips in random order sort Table of Quips in quip-text order sort Table of Quips in reverse quip-text order changing [only after a row has been selected already] change quip-text to "Hi there!" delete quip-text blank out the whole row see also table-name, files table-name defining a global variable containing a table-name The current conversation table is a table-name that varies. defining a local variable containing a table-name let current-chat be the Table of Bridget's Opinions defining a property containing a table-name A person has a table-name called the opinion-table. The opiniontable of Bridget is the Table of Bridget's Opinions. see also table. taking adding rules Before taking something: ... Instead of taking something: ... row 2 in Table of Quips row with quip-text of "Hi!" in Table of Quips a blank row in Table of Quips a random row in Table of Quips

Check taking something: ... Carry out taking something: ... After taking something: ... Report taking something: ... existing rules (see Action tab of Index) check taking (avoid unnecessary implicit taking rule) check taking (can't take yourself rule) check taking (can't take other people rule) check taking (can't take component parts rule) check taking (determine common ancestor for taking rule) check taking (can't take people's possessions rule) check taking (can't take what you're inside rule) check taking (can't take what's already taken rule) check taking (can't take scenery rule) check taking (can't take what's fixed in place rule) check taking (use player's holdall to avoid exceeding carrying c apacity rule) check taking (can't exceed carrying capacity rule) carry out taking (standard taking rule) report taking (don't report successful implicit takes rule) report taking (standard report taking rule) modifying The can't take other people rule is not listed in the check taki ng rules. The new taking rule is listed instead of the standard taking rul e in the carry out taking rules. The fancy reporting rule is listed before the standard report ta king rule in the report taking rules. taking inventory adding rules Before taking inventory: ... Instead of taking inventory: ... Check taking inventory: ... Carry out taking inventory: ... existing rules (see Action tab of Index) carry out taking inventory (print empty inventory rule) carry out taking inventory (print standard inventory rule) carry out taking inventory (use inventory to set pronouns rule) report taking inventory (report other people taking inventory ru le) modifying The use inventory to set pronouns rule is not listed in the carr y out taking inventory rules. taking off adding rules Before taking off something: ... Instead of taking off something: ... Check taking off something: ... Carry out taking off something: ... After taking off something: ... Report taking off something: ... existing rules check taking off (can't take off what's not worn rule)

carry out taking off (standard taking off rule) report (standard report taking off rule) modifying The standard taking off rule is not listed in the carry out taki ng off rules. talking to other characters many options; see asking it about, telling it about, answering it that; examples in recipe index; third-party extensions tasting adding rules Before tasting: ... Instead of tasting: ... Check tasting: ... existing rules check tasting (block tasting rule) modifying The block tasting rule is not listed in the check tasting rules. telling it about adding rules Before telling someone about something: ... Before telling someone about "hello": ... Instead of telling someone about something: ... Instead of telling someone about a topic listed in the Table of Answers: ... Check telling someone about something: ... Carry out telling someone about something: ... After telling someone about something: ... Report telling someone about something: ... existing rules check telling it about (telling yourself rule) report telling it about (block telling rule) modifying The telling yourself rule is not listed in the check telling it about rules. template file see including testing Inform 7 testing commands actions relations rules scenes showme [shows the current room and all its contents] showme the hat Inform 6 debugging commands that sometimes work [support not guaranteed; see the DM4] showobj orange showverb take purloin orange

gonear orange removing randomness for testing seed the random-number generator with (a number) test command defining Test balloon with "get balloon / blow balloon / drop bal loon". Test all with "test balloon / test door". Test balloon with "get balloon / blow balloon / drop bal loon" holding the balloon. Test jam with "get jam / taste jam / eat jam" in the Kit chen. Test jam with "get jam / taste jam / eat jam" in the Kit chen holding the jam. using in play test jam actions useful in testing switching the story transcript on switching the story transcript off see also the skein tab of the program text defining a global variable containing text The current comment is some text that varies. defining a local variable containing text let last remark be "Sigh." defining a property containing text A person has some text called the secret name. The secret name o f a person is usually "Ged". defining new text [Not possible.] See also "say". there is in assertions There is a room called the Shadow World. There is a box in the Shadow World. There is a jigsaw puzzle in the box. A coin is a kind of thing. There are two coins on the crate. Incrimination relates various things to various people. The verb to incriminate (he incriminates, they incriminate, he incriminated, it is incriminated, he is incriminating) implies the incrimination rel ation. There is a man called Mr Darcy. There is a pair of boxer shorts which incriminates Mr Darcy. There is a fishing rod incriminating Mr D

arcy. for conditions during play if there is a man, ... if there are vehicles, ... if there is nothing in the box, ... if there are three coins in the box, ... if there are exactly three coins in the box, ... if there are at least three coins in the box, ... if there is something incriminating Mr Darcy, ... if there is nothing incriminating Mr Darcy, ... if there are fewer than two things which incriminate Mr Darcy, . there is insufficient light see visibility there is sufficient light see visibility thing defining explicitly The ball of twine is a thing. The player carries a thing called a ball of twine. A thing called a ball of twine is in the Library. implicitly A ball of twine is in the Library. The ball of twine is carried by the player. ... [etc., in any assertion that doesn't otherwise make it clear that the thing has to be of some specific kind] thinking adding rules Before thinking: ... Instead of thinking: ... Check thinking: ... existing rules check thinking (block thinking rule) modifying The block thinking rule is not listed in the check thinking rule s. throwing it at adding rules Before throwing something at something: ... Instead of throwing something at something: ... Check throwing something at something: ... existing rules check throwing it at (check thrown at rule) check throwing it at (implicitly remove thrown clothing rule) check throwing it at (futile to throw things at inanimate object s rule) check throwing it at (block throwing at rule) modifying The block throwing at rule is not listed in the check throwing i

t at rules. time defining a global variable containing a time The time of day is a time that varies. [default is 9:00 AM] defining a local variable containing a time let current-time be 9:03 PM defining a property containing a time A bus transfer has a time called the expiration time. The expira tion time of a bus transfer is usually 7:05 PM. defining a new time [Not possible.] existing times the time of day referring to the time of day to the nearest 10 minutes minutes part of the time of day hours part of the time of day 10 minutes 2 hours comparing if if if if the time of day is before 2:00 PM ... the time of day is after 2:00 PM ... it is before 2:00 PM ... [refers to the current time] it is after 2:00 PM ...

calculating 5 minutes before the time of day 2 hours after the time of day scheduling events flexibly timer rings in 3 turns from now. At the time when timer rings: . .. timer rings at 3:00 PM. At the time when timer rings: ... timer rings in 15 minutes from now. At the time when timer rings : ... scheduling events at fixed times At 3:00 PM: say "The firework explodes!" number of times, specifying repeated actions Instead of examining the tapestry for four to six turns: ... Instead of examining the Daily for the first time: ... Instead of examining the urn at least twice: ... Instead of going nowhere for the 20th time: .... see also scenes, ending the game touch, to be able to see touchable touchable determining A rule for reaching inside the flask:

say "Your hand passes through the glass as if it were no t there."; allow access. A rule for reaching inside open containers: say "Your hands seem enigmatically too large for [the co ntainer in question]."; deny access. referring to if the apple is touchable if the player can touch the apple if the dog can touch the bone if the apple is untouchable if the dog can not touch the bone something able to be touched by Helen something which can be touched by Helen touching adding rules Before touching something: ... Instead of touching something: ... Check touching something: ... Carry out touching something: ... After touching something: ... Report touching something: ... existing rules report touching (report touching yourself rule) report touching (report touching other people rule) report touching (report touching things rule) modifying The report touching yourself rule is not listed in the report to uching rules. translates [useful only where we need to create a means of communication between Inform 7 and the I6 layer] properties The open property translates into I6 as "open". objects The yourself object translates into I6 as "selfobj". rules The adjust light rule translates into I6 as "ADJUST_LIGHT_R". actions Quitting the game is an action, out of world and applying to not hing. The quitting the game action translates into I6 as "Quit". see also use options transparent setting at the outset of the game The vase is a transparent container. The jug is an opaque container. [the default is opaque] setting during the game now the jug is transparent

now the jug is opaque change the vase to transparent change the vase to opaque truth state [can be true or false; default false] defining a global variable containing a truth state started printing is a truth state that varies; defining a local variable containing a truth state let N be true; defining a property containing a truth state A person has a truth state called the historicity. turn count referring to if the turn count is greater than 3, ... turn sequence existing rules (consider the scene changing rules) (consider the every turn rules) reset parser disambiguation rule timed events rule advance time rule update chronological records rule (consider the scene changing rules) adjust light rule note object acquisitions rule modifying Procedural rule when examining: ignore the advance time rule. The adjust light rule is not listed in the turn sequence rules. The timed events rule is not listed in any rulebook. [Stops cons ulting the schedule of events] The fast time rule is listed instead of the advance time rule in the turn sequence rules. turning adding rules Before turning something: ... Instead of turning something: ... Check turning something: ... Carry out turning something: ... After turning something: ... Report turning something: ... existing rules check turning (can't turn what's fixed in place rule) check turning (can't turn scenery rule) check turning (can't turn people rule) report turning (report turning rule) modifying The can't turn people rule is not listed in the check turning ru les. turns

referring to the turn count if the turn count is greater than 3, ... repeated actions on consecutive turns: Instead of examining the tapestry for four to six turns: ... After waiting for nine turns: ... see also turn sequence tying it to adding rules Before tying something to something: ... Instead of tying something to something: ... Check tying something to something: ... existing rules check tying it to (block tying rule) modifying The block tying something to something rule is not listed in the check tying it to rules. unconcealed see concealed understand understanding actions Understand "stand" as standing. Understand "stand up" as standing. Understand "hurry [direction]" as going. Understand "mix [something]" as mixing. Understand "mix [something] with [something]" as mixing it with. Understand "mix [something] with/in/into [something]" as mixing it with. Understand "mix [colour] paint" as mixing paint when the locatio n is the Workshop. Understand "shake [something preferably held]" as shaking. Understand "shake [something preferably held] at [something]" as shaking it at. Understand "fill [an open container] with [something]" as insert ing it into (with nouns reversed). Understand Understand Understand Understand Understand serting it into. "wear [something preferably held]" as wearing. "take [things]" as taking. "drop [things preferably held]" as dropping. "take [things inside] from [something]" as removing. "put [other things] in/inside/into [something]" as in

Understand "wait until [time]" as waiting until. [where the "tim e" will later become "the time understood"] Understand "wait for [a time period]" as waiting for. [where "ti me" will become "the time understood", but will refer to a duration such as 4 mi nutes, rather than an absolute time such as 11:35 AM] Understand "write [text]" as writing. [where the "text" will lat er be called "the topic understood"] Understand "rotate [something] to [a number]" as rotating it to. [where the "something" will later be called "noun", and the number "the number

understood"] Understand "paint [something] [a color]" as painting it the colo r. [where the "something" will later be called "noun", and the color "the color understood", assuming a color kind has been enumerated] Understand "sell [something] for [price]" as selling it for. [wh ere the "something" will later be called "noun", and the price "the price unders tood", assuming a price unit has been defined] understanding any Understand "discuss [any subject-matter]" as discussing. Understand "go to [any visited room]" as approaching. understanding as something new Understand "get" as something new. [Note: Understand "get [something]" as something new does not wo rk; it is not currently possible to override individual lines of grammar in that way.] understanding mistakes Understand "look angry" as a mistake ("Facial expressions are un necessary in this game."). Understand "look angry at [text]" as a mistake ("Facial expressi ons are unnecessary in this game."). understanding names of things Understand "fruit" as the apple. [where apple is a thing] Understand "red fruit" as the apple. [where the phrase is only u nderstood if intact] Understand "fruit" as a fruit. [where fruit is a kind] Understand "red" as the apple when the apple is red. Understand "mute" as a person when the item described is mute. Understand "your" as a thing when the item described is held by the person asked. understanding properties Understand the color property as referring to an apple. Understand the color property as describing an apple. An aspect ratio is a kind of value. 16:9 specifies an aspect rat io. A television is a kind of thing. A television has an aspect rati o. Understand the aspect ratio property as referring to a televisio n. understanding relations Understand "box of [something related by containment]" as a box. Understand "box in [something related by reversed containment]" as a box. understanding synonyms Understand the command "rise" as "stand". Understand "red fruit" as the apple. Understand "fruit" as the apple. Understand "man" as a man. Understand "red" or "crimson" or "scarlet" as "[red]". understanding tokens Understand "red" or "crimson" or "scarlet" as "[red]". Understand "[red] bird" as the parrot.

Understand "turn [red]" as getting angry. understanding names and values as commands on their own Understand "[any room]" as approaching. Understand "[a number]" as selecting item. [from a menu, perhaps ] understanding using I6 tokens (likely to be useful only for extensions a nd fairly esoteric input) The Understand token a time period translates into I6 as "RELATI VE_TIME_TOKEN". unicode characters saying say "[unicode Latin capital letter L with stroke]odz Churchyard" say "Dr Zarkov unveils the new [unicode Hebrew letter alef] Noug ht drive." say "Omar plays 4[unicode black spade suit] with an air of trium ph." units defining Price is a kind of value. $1.99 specifies a price. [default $0.0 0] Price is a kind of value. $1.99 specifies a price with parts dol lars and cents. Price is a kind of value. $1.99 specifies a price with parts dol lars and cents (optional, preamble optional). An aspect ratio is a kind of value. 16:20 specifies an aspect ra tio with parts width and height. An elevation is a kind of value. -100 cubits specifies an elevat ion. [specifying with an initial negative means that negative values are permitt ed; otherwise they are not] referring to if the price of the apple is more than $5.00, ... decrease the price of the apple by $0.50 dollars part of the price of the apple cents part of the price of the apple understanding Understand "sell [something] for [price]" as selling it for. referring to understood units if the price understood is less than $0.50... unlit see lit unlock setting at the outset of the game The red key unlocks the red door. setting during the game now the red key unlocks the red door now the red key does not unlock the red door referring to if the red key unlocks the red door

if the red door is unlocked by the red key if the player carries something which unlocks the red door [NB: there is a known bug currently involving setting this relation at r untime. The syntax should work as described when the bug is fixed.] unlocked see locked unlocking adding rules Before unlocking something with something: ... Instead of unlocking something with something: ... Check unlocking something with something:... Carry out unlocking something with something: ... After unlocking something with something: ... Report unlocking something with something: ... existing rules check unlocking (can't unlock without a lock rule) check unlocking (can't unlock what's already unlocked rule) check unlocking (can't unlock without the correct key rule) carry out unlocking (standard unlocking rule) report unlocking (standard report unlocking rule) modifying The standard report unlocking rule is not listed in the report u nlocking it with rules. unmarked for listing see marked for listing unmentioned see mentioned unopenable see openable unsuccessful attempt adding rules Unsuccessful attempt by Will trying going: say "Will blunders around going nowhere, as usual." Unsuccessful attempt by Will trying going: if the reason the action failed is the can't go through closed doors rule, say "Will looks doubtful and mumbles about doors ."; otherwise say "Will blunders around going nowhere, as us ual." referring to the person asked reason the action failed untouchable see touchable unvisited see visited

upper case, printing in (requires Case Management) say "[item in caps]" say "foobar" in caps use options defining Use Elven script translates as (- Constant DIALECT_ELVEN; -). [p robably not necessary except in extensions] setting Use the serial comma. Use American dialect. Use memory economy. Use no scoring. Use full-length room descriptions. Use abbreviated room descriptions Use undo prevention. Use MAX_ZCODE_SIZE of 60000. [or other compiler settings as inst ructed when errors arise] Use undo prevention and no scoring. [or any other combination we like] Use dynamic memory allocation of at least 16384. Use maximum indexed text length of at least 2000. Use fast route-finding. Use slow route-finding. referring to if using the serial comma option... if using the elven script option... value enumerated kinds of value defining A color is a kind of value. The colors are blue and red. [default blue] A color is a kind of value. The colors are blue, green, yellow, and red. [default blue] referring to the color of the apple the color after red the color before red a random color understanding Understand "paint [something] [a color]" as painting it the color. referring to understood values if the color understood is red... saying values say "[the color understood]" say "[the color of the apple]" units defining A price is a kind of value. $1.99 specifies a price. [de fault $0.00]

A price is a kind of value. $1.99 specifies a price with parts dollars and cents. An aspect ratio is a kind of value. 16:20 specifies an a spect ratio with parts width and height. referring to if the price of the apple is more than $5.00, ... decrease the price of the apple by $0.50 dollars part of the price of the apple cents part of the price of the apple a random price a random price between $0.50 and $150.00 understanding Understand "sell [something] for [price]" as selling it for. referring to understood units if the price understood is less than $0.50... saying units say "[the price understood]" say "[the price of the apple]" variable defining a global variable, to default value The murderer is a person that varies. The prevailing wind is a direction that varies. The location is a room that varies. The last remark is some text that varies. The alien count is a number that varies. The conversation table is a table-name that varies. The turn card image is a figure-name that varies. The current bid is a price that varies. The sky color is a color that varies. defining a global variable, to specified value The murderer is a person that varies. The murderer is Linda. The prevailing wind is a direction that varies. The prevailing w ind is south. The current location is a room that varies. The current location is the Kitchen. The last remark is some text that varies. The last remark is "Ar gh." The alien count is a number that varies. The alien count is 5. The conversation table is a table-name that varies. The conversa tion table is the Table of Bridget's Opinions. The turn card image is a figure-name that varies. The turn card image is the Figure of the Joker. The current bid is a price that varies. The current bid is $57.8 2. The sky color is a color that varies. The sky color is red. defining a local variable, to default value [Not possible.] defining a local variable, to specified value let the angry person be Linda let the dangerous direction be north let the next location be the Garden

let let let let let let

the the the the the the

rude noise be "Blat!" shoe count be 46 current chat table be the Table of Louisa's Opinions hidden card image be Figure 12 next bid be $58.92 pollution color be red

changing a global variable change the murderer to Linda now the murderer is Linda increase the alien count by 3 decrease the alien count by 3 change the sky color to the color before the sky color change the sky color to the color after the sky color changing a local variable change the angry person to Linda let the angry person be Linda now the angry person is Linda change the temporary count to the temporary count divided by 4 increase the temporary count by 3 decrease the temporary count by 3 change the current color to the color before the current color change the current color to the color after the current color existing global variables (aka named values) (see the Contents tab of th e Index) location player score maximum score turn count time of day noun second noun person asked reason the action failed item described person reaching container in question particular possession player's command matched text number understood time understood topic understood command prompt left hand status line right hand status line see also arithmetic, properties, randomness vehicle defining The car is a vehicle.

verbose see preferring unabbreviated room descriptions verbs used by the player in the game see actions used by the author in writing source see relations verifying story file adding rules Check verifying story file: ... Carry out verifying story file: ... Report verifying story file: ... existing rules carry out verifying story file (verify the story file rule) victory causing end the game in victory end the game saying "Hooray!" printing amusing text after victory Rule for amusing a victorious player: say "Hmm. You're easily am used." virtual machine special headings affecting compilation Section 2.3G (for Glulx only) Section 2.3Z (for Z-machine only) Section 2.3Z (for Z-machine version 5 only) Section 2.3Z (for Z-machine version 6 only) Section 2.3Z (for Z-machine version 8 only) starting the virtual machine Before starting the virtual machine: change the left hand status line to ""; change the right hand status line to "". [This activity also provides a hook for other extensions to do m ultimedia things in Glulx.] visible determining After deciding the scope of the player while in the Shrine: place the apple in scope; place the Library in scope; place the Library in scope, but not its contents. After deciding the scope of the player while in darkness: place the location in scope. actions applying to visible things Photographing is an action applying to one visible thing. [The default is touchable.] referring to if the apple is visible

if the player can see the apple if the dog can see the bone if the apple is invisible if the dog can not see the bone something able to be seen by Helen something which can be seen by Helen visibility adding a rule to the rulebook Visibility rule when in darkness: if examining the book begin; say "You have to squint. Still..."; there is sufficient light; end if; there is insufficient light. existing rules can't act in the dark rule named outcomes there is sufficient light there is insufficient light creating actions with visibility restrictions Photographing is an action requiring light. visited referring to if the if the Before if the Kitchen is visited... location is visited... going to an unvisited location... Kitchen is unvisited...

visual effects see screen effects waiting adding rules Before waiting: ... Instead of waiting: ... Check waiting: ... Carry out waiting: ... After waiting: ... Report waiting: ... existing rules (see Action tab of Index) report waiting (standard report waiting rule) modifying The standard report waiting rule is not listed in the report wai ting rules. waiting for a keystroke waiting for a key (requires Basic Screen Effects) wait for any key wait for the space key waiting, then clearing the screen (requires Basic Screen Effects) pause the game

waking adding rules Before waking someone Instead of waking someone Check waking someone existing rules check waking (block waking rule) modifying The block waking rule is not listed in the check waking rules. waking up adding rules Before waking up: ... Instead of waking up: ... Check waking up: ... existing rules check waking up (block waking up rule) modifying The block waking up rule is not listed in the check waking up ru les. waving adding rules Before waving something: ... Instead of waving something: ... Check waving something: ... Carry out waving something: ... After waving something: ... Report waving something: ... existing rules check waving (can't wave what's not held rule) report waving (report waving things rule) modifying The can't wave what's not held rule is not listed in the check w aving rules. waving hands adding rules Before waving hands: ... Instead of waving hands: ... Check waving hands: ... existing rules check waving hands (block waving hands rule) modifying The block waving hands rule is not listed in the check waving ha nds rules. wear setting at the outset of the game explicitly Darcy wears a hat. The player wears a watch.

setting during the game now the player wears the watch now the player carries the watch now the watch is in the location now the watch is in the box [note: "now the player does not wear the watch" won't work, sinc e it's not specific about where the watch would go, in that case.] referring to if the player wears something if the watch is worn by someone if the player has something [includes everything worn or carried ] if the player encloses something [includes everything worn, carr ied, or indirectly contained] see also wearable, wearing wearable setting at the outset of the game explicitly The sock is a wearable thing. implicitly The player wears a sock. Mr Darcy wears a hat. setting during the game now the sock is wearable. now the sock is not wearable. change the sock to wearable. change the sock to not wearable. wearing adding new rules Before wearing something: ... Instead of wearing something: ... Check wearing something: ... Carry out wearing something: ... After wearing something: ... Report wearing something: ... existing rules check wearing (can't wear what's not clothing rule) check wearing (can't wear what's not held rule) check wearing (can't wear what's already worn rule) carry out wearing (standard wearing rule) report wearing (standard report wearing rule) modifying The standard report wearing rule is not listed in the report wea ring rules. website releasing Release Release Release Release along along along along with with with with a website. a "Platinum" website. the source text. the introductory booklet.

web template keywords

[TITLE] becomes the story title [AUTHOR] becomes the author's name [YEAR] becomes the story creation year [BLURB] becomes the story description [RELEASE] becomes the release number [COVER] becomes the cover art (the small 120x120 cover image) [DOWNLOAD] becomes the download link [AUXILIARY] becomes the list of feelie-like files, if any [IFID] becomes the IFID welcome text see bibliographic data, printing the banner text when as a condition on rules Before taking the apple when Joanne can see the player: ... Instead of attacking the dog when the dog is angry: ... After looking when at least three people are hungry: ... defining rules when play begins when play ends when Train Stop begins [a scene] when Train Stop ends when Train Stop ends badly when play begins adding rules When play begins: ... existing rules consider the scene changing rules which see descriptions while as a condition on rules Rule for printing the name of something while taking inventory: ... Rule for printing the name of Darcy while writing a paragraph ab out: ... creating loops while Rome is burning repeatedly try fiddling while Rome is burning, try fiddling while Rome is burning begin; say "La la la."; if a random chance of 1 in 3 succeeds, stop; end while who see descriptions winning see victory woman

defining Louisa is a woman. writing a paragraph about rule for Rule for writing a paragraph about Mr Wickham: say "Mr Wickham looks speculatively at [list of women in the location]." yes/no question asking the player if the player consents... z-machine see virtual machine

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