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Contents Page
Volume - Inclusions, programming variables and tricks
Book - Dressing up the Person Class
monster
Book - Combat Round Preliminaries
Chapter - The pressing relation
Chapter - Setting up the Combat Round
Chapter - Taking Actions (part I)
Chapter - Taking Actions (part II)
weapon
Section - Reset combat variables
Section - Whether attack modifiers apply
Section - Attack modifier melee
Section - Show results of attack roll
Section - Whether the attack hits
Section - Report no final damage
Chapter - Calculating the final damage
Chapter - Receiving health after a kill
Book - Standard Combat Actions
Book - Artificial Intelligence
Section - Blanking out the Tables
Chapter - First Stage - Choosing a Person
Chapter - Second Stage - Choosing a Weapon
Chapter - Third Stage - Choosing an Action
Section - Standard select rules
Section - Calculating the chance to win
Chapter - Standard attacker AI
Chapter - General AI definitions
natural weapon, your natural weapon
Section - Natural weapons as a fallback option
Section - Reloading and choosing a weapon
sword
dagger
sawed-off shotgun
Arena, Karl, Karl's natural weapon
List of extensions included (About these )
Standard Rules version 2/090402
Plurality by Emily Short version 6
Dice-lock by S John Ross version 1/080522
List of named values (About these )
Situation
player ... person
location ... an object
score ... a number
last notified score ... a number
maximum score ... a number
turn count ... a number
time of day ... a time
darkness witnessed ... something which is either true or false
Current action
noun ... an object
second noun ... an object
person asked ... an object
reason the action failed ... the name of a rule
item described ... an object
Used when ruling on accessibility
person reaching ... an object
container in question ... an object
supporter in question ... an object
particular possession ... thing
Used when understanding typed commands
player's command ... a snippet
matched text ... a snippet
number understood ... a number
time understood ... a time
topic understood ... a snippet
truth state understood ... something which is either true or false
current item from the multiple object list ... an object
Presentation on screen
command prompt ... some text
left hand status line ... some text
right hand status line ... some text
listing group size ... a number
Verbs
prior named noun
... thing
Saying things
numbers boolean ... something which is either true or false
global actor ... person
Global variables
first dummy ... a number
second dummy ... a number
third dummy ... a number
fourth dummy ... a number
Run the Combat
fight consequences variable ... something which is either true or false
Striking a blow
global attacker ... person
global defender ... person
global attacker weapon ... weapon
global defender weapon ... weapon
to-hit roll ... a number
to-hit modifier ... a number
damage ... a number
damage modifier ... a number
final damage ... a number
global flavour text boolean ... something which is either true or false
Useful variables
Stored_row ... a number
Stored_person ... person
Stored_weapon ... weapon
Stored_action ... a stored action
Rulebook
found-a-target boolean ... something which is either true or false
Calculating the chance to win
chance-to-win ... a number
hostility understood ... hostility
combat state understood ... combat state
react state understood ... react state
List of Tables (About tables )
Library Card (About library cards: )
Story title | ATTACK |
Story author | Victor Gijsbers |
Story headline | An Interactive Fiction |
Story genre | Fiction |
Release number | 1 |
Story creation year | (This year) |
IFID number | 7D366D40-616D-11DD-A4AB-0013D44E7D6C |
Story description | None |
Story file format: Glulx
In a Z-machine story file, array memory can be very limited. Switching to the Glulx setting removes all difficulty, but some authors like to squeeze the very most out of the Z-machine instead. This list shows about how much array space is used by some larger items the source text has chosen to create.