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Contents Index

Headings and   extensions;   named values, Tables and so on; the   Library Card; the   story file.
How do headings work?  ; What's the Library Card?  

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Contents Page

Volume - Inclusions, programming variables and tricks 

Volume - The Main System 

Book - Minor Preliminaries 

Chapter - Saying things 

Chapter - Time 

Book - Dressing up the Person Class 

Chapter - Health 

Chapter - Basic Combat Stats 

Chapter - Factions 

Book - Combat Round 

Chapter - Combat States 

Chapter - Setting up the Combat Order 

Section - Initiative 

Section - Deciding the order 

Chapter - The actual combat round 

Section - Main combat round routines 

Section - Handling the combat round 

Section - Having a reaction 

Section - Running the combat 

Book - Striking a Blow 

Chapter - Striking a blow 

weapon

Section - Reset combat variables 

Section - Basic attack roll 

Section - Attack modifier melee 

Section - Calculate results of attack roll 

Section - Show results of attack roll 

Section - Whether the attack hits 

Section - Basic damage roll 

Section - Calculating the final damage 

Section - Showing the final damage 

Section - Aftereffects before flavour text 

Section - Flavour text rules 

Section - Aftereffects 

Section - Final blow report 

Book - Standard Combat Actions 

Chapter - Waiting 

Chapter - Attacking 

Chapter - Concentrating 

Chapter - Parrying 

Chapter - Dodging 

Book - Artificial Intelligence 

Chapter - The Tables 

Section - Blanking out the Tables 

Section - Useful variables 

Section - Standard attacker AI 

Section - General AI definitions 

Chapter - First Stage - Choosing a Person 

Chapter - The pressing relation 

Section - Rulebook 

Section - Standard rules 

Chapter - Second Stage - Choosing a Weapon 

Section - Standard rules 

Chapter - Third Stage - Choosing an Action 

Section - Standard select rules 

Section - Calculating the chance to win 

Section - Standard rules 

Book - Weapons 

Chapter - The weapon kind 

Section - Weapon attack bonus 

Chapter - The ready action 

Section - The action itself 

Section - Natural weapons 

natural weapon, your natural weapon

Section - Natural weapons as a fallback option 

Volume - Plug-ins 

Chapter - Reloadable Weapons (Standard Plug-in) 

Section - Reloading 

Section - Reloading and choosing a weapon 

Chapter - Tension (Standard Plug-in) 

Volume - Testing Game 

Chapter - Sample weapons 

Section - Sword 

sword

Section - Sawed-off shotgun 

sawed-off shotgun

Section - Crossbow 

crossbow

Chapter - First test game 

Chapter - Second test game 

Cave, mace, unwieldy mace, goblin, goblin's mace, goblin's natural weapon

Section - Retreat 

Small cavern, Grassy meadow, boots of expeditious retreat

Section - Frog warriors 

frog warrior, small frog spear, frog commander, frog commander's natural weapon, limping frog warrior, limping frog warrior's natural weapon, stout frog warrior, stout frog warrior's natural weapon, old frog warrior, old frog warrior's natural weapon, bright green frog warrior, bright green frog warrior's natural weapon

Section - Shout 

Section - Healing 

shrine, health potion

Section - A blade in the dark 

treasure chest, dagger, gilded dagger, cloak of shadows

Section - Troll 

Troll lair, large troll, large toll, large toll's natural weapon, huge club, large troll's natural weapon

Section - Victory 

Section - Test commands - Not for release 

Section - Save and undo 

Section - Testing with killed 

John, John's natural weapon, Queen, Queen'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
Basic Screen Effects by Emily Short  version 6
Conditional Undo by Jesse McGrew  version 3/080626


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

DiceLock  ... a number

Saying things
numbers boolean  ... something which is either true or false
global actor  ... person

Time
take no time boolean  ... something which is either true or false

Health
printing dead property  ... something which is either true or false
healed amount  ... a number

Running 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

Concentrating
concentration loser  ... person

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
normalised chance-to-win  ... a number
best defence  ... a number

Tension (Standard Plug-in)
tension  ... a number

Retreat
retreat location  ... room

Shout
shout-victims  ... a list of

Spacing and Pausing
Status bar table  ... the name of a table
Right alignment depth  ... a number

A blade in the dark
detection probability  ... a number

prevent undo flag  ... something which is either true or false

faction understood ... faction
combat state understood ... combat state


List of Tables (About tables )

Table of Final Question Options    5 columns, 5 rows
Table of Locale Priorities    2 columns, 39 rows (38 blank)
Table of Combat Order     2 columns, 21 rows (20 blank)
Table of Stored Combat Actions     2 columns, 21 rows (20 blank)
Table of AI Combat Person Options     2 columns, 21 rows (20 blank)
Table of AI Combat Options     2 columns, 16 rows (15 blank)
Table of AI Combat Weapon Options     2 columns, 11 rows (10 blank)
Table of Ordinary Status      3 columns, 1 row
Table of Fancy Status     3 columns, 2 rows


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.

object    each crossbow     372 bytes
object    each sawed-off shotgun     348 bytes
table    locale priorities    340 bytes
object    each dagger     316 bytes
object    each natural weapon     308 bytes
object    each sword     308 bytes
object    each small frog spear     284 bytes
object    each mace     276 bytes
object    each frog warrior     276 bytes
object    each man    244 bytes
object    each woman    244 bytes
object    each animal    244 bytes
object    each weapon     224 bytes
table    combat order     196 bytes
table    stored combat actions     196 bytes
table    ai combat person options     196 bytes
map    map of rooms and doors    192 bytes
object    each person    192 bytes
object    each vehicle    180 bytes
object    each player's holdall    180 bytes
object    each door    176 bytes
table    final question options    164 bytes
table    ai combat options     156 bytes
object    each container    128 bytes
object    each supporter    128 bytes
object    each backdrop    128 bytes
object    each health potion     120 bytes
object    each device    120 bytes
table    ai combat weapon options     116 bytes
object    each room    100 bytes
object    each region    92 bytes
object    each thing    84 bytes
object    each direction    84 bytes
relation    pressing     64 bytes
table    fancy status     64 bytes
table    ordinary status      52 bytes
action    each     48 bytes
scene    each     21 bytes