Rules

Making new rulebooks 


Rules occurring at given times

When play begins 
        (consider the scene changing rules)
        (let current node be the chat node after no quip chosen; ...) [E1]
        (say "You suspect your wife Susanna of adultery. So you have convinced everyone that you are gone on a trip to Toulouse, and you have hidden yourself in the big trunk in your marital bedroom. Let's wait and see what happens."; ...) 
Every turn 
        (if the player is in the trunk for exactly eight turns begin; ...) 
        (if the player is in the trunk for exactly 14 turns begin; ...) 
        (if the player is in the trunk for exactly 15 turns begin; ...) 
When play ends 

Rules taking place when scenes begin and end can be found in the Scenes index.


Rules governing actions

Before 
        opening the trunk   
        pieing something   
        peeking   
        photographing   

Reaching inside 
        can't reach inside rooms rule
        can't reach inside closed containers rule
        outcome  allow access - a success
        outcome  deny access - a failure
Reaching outside 
        can't reach outside closed containers rule
        outcome  allow access - a success
        outcome  deny access - a failure
Visibility 
        can't act in the dark rule
        outcome  there is sufficient light - a failure
        outcome  there is insufficient light - a success

Instead of 
        attacking the count when the player has the axe   
        attacking cherubino when the player has the axe   
        attacking susanna when the player has the axe   
        going up when the player is in the trunk   
        attacking something when the player has the pie   
        throwing the pie at something   
        putting the pie on something   
        examining the keyhole   
        eating the pie   
        pieing cherubino   
        pieing the count   
        pieing susanna   
        photographing the count   
        photographing cherubino   
        photographing susanna   
        opening the trunk   
        examining the mystery man   
        giving text for no quip chosen   [E1]
        examining the player   
        giving text for sc_inv_1   
        finding responses to sc_inv_1   
        giving link to sc_inv_2   
        giving text for sc_inv_2   
        giving link to sc_inv_3   
        giving text for sc_inv_3   
        finding responses to sc_inv_3   
        giving link to sc_inv_4   
        giving text for sc_inv_4   
        giving link to sc_inv_5   
        giving text for sc_inv_5   
        finding responses to sc_inv_5   
        giving link to sc_inv_6   
        giving text for sc_inv_6   
        giving link to sc_inv_7   
        giving text for sc_inv_7   
        giving link to sc_inv_8   
        giving text for sc_inv_8   
        giving text for sc_peek_1   
        finding responses to sc_peek_1   
        giving link to sc_peek_2   
        giving text for sc_peek_2   
        giving link to sc_peek_3   
        giving text for sc_peek_3   
        finding responses to sc_peek_3   
        giving link to sc_peek_4   
        giving text for sc_peek_4   
        giving link to sc_peek_5   
        giving text for sc_peek_5   
        finding responses to sc_peek_5   
        giving link to sc_peek_6   
        giving text for sc_peek_6   
        giving link to sc_peek_7   
        giving text for sc_peek_7   
        photographing the player   
        dropping something   
        pieing something   
        taking inventory for the first time   
        exiting when the player is in the trunk   
        jumping when the player is in the trunk   
        peeking   
        default outcome is failure

After 
        default outcome is success

Does the player mean 
        taking something which is carried by the player  very unlikely to mean taking what's already carried rule
        outcome  it is very likely - a success
        outcome  it is likely - a success
        outcome  it is possible - a success
        outcome  it is unlikely - a success
        outcome  it is very unlikely - a success
Persuasion 
        outcome  persuasion succeeds - a success
        outcome  persuasion fails - a failure
Unsuccessful attempt by 
        default outcome is success

Rules for checking, carrying out and reporting on actions can be found in the Actions index. Summary of action rules 


Before, for and after activities

Printing the name 
    before     a thing (called the item being printed)  make named things mentioned rule
    for         standard name printing rule
        default outcome is success
Listing contents 
    for         standard contents listing rule
        default outcome is success
Grouping together 
Constructing the status line 
Listing nondescript items 
Deciding the scope 
Supplying a missing noun 
    for         while an actor smelling  ambient odour rule
    for         while an actor listening  ambient sound rule
    for         while an actor going  block vaguely going rule
        default outcome is success
Supplying a missing second noun 
Reading a command 
Deciding whether all includes 
Printing the player's obituary 
    for         print obituary headline rule
    for         print final score rule
    for         display final status line rule
        default outcome is success
Amusing a victorious player 
Printing the banner text 
    after       (say "This work is licensed under the GNU Public License, version 3. [line break]Please type ABOUT for important information.") 
Printing the plural name 
Deciding the concealed possessions 
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 
Printing room description details 
Printing a parser error 
Implicitly taking 
Starting the virtual machine 
Clarifying the parser's choice 
Asking which do you mean 
Writing a paragraph about 

What are activities?  How to make new activities 


Procedural rules

Procedural 


Two internally-used rulebooks

Action-processing rules 
        before rules
        basic accessibility rule
        carrying requirements rule
        instead rules
        non-player character action rule
        action-specific rules
        (rule succeeds)
Turn sequence 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


[E1]. Defined in Simple Chat by Mark Tilford