reset combat variables
standard reset combat variables rule
whether attacking begins
separation rule
check sublocation accessibility rule
cannot be attacked when gaseous rule
preliminary results of attacking
turn all indifferent monsters hostile rule
basic attack roll
standard attack roll rule
whether attack modifiers apply
no attack modifiers when cleaving rule
attack modifiers apply unless something intervenes rule
attack modifiers
concentration attack modifier rule
deadly combat attack bonus rule
excitement attack bonus rule
standard attack bonus rule
dodging attack bonus rule
cursed attack penalty rule
burning hands attack bonus rule
await attack bonus rule
onholder attack penalty or bonus rule
always-present attack modifiers
cleave to-hit bonus rule
excitement defence bonus rule
dodging defence bonus rule
elda armour defence bonus rule
visibility attack penalties rule
an onholder gets a defence penalty rule
guarding stick defence bonus rule
show results of the attack roll
standard result of the attack roll rule
whether the attack hit
standard whether the attack hit rule
immediate results of hitting
hitting removes curse rule
basic damage roll
standard damage roll rule
damage when using burning hands rule
display damage roll rule
damage modifiers
temp rule
always-present damage modifiers
Rules occurring at given times
When play begins
(let current node be the chat node after no quip chosen; ...) [E1]
(change DiceLock to a random number between 1000 and 9999) [E2]
(seed the random-number generator with 23481)
(repeat with the patient running through people begin; ...)
(repeat with the patient running through people begin; ...)
(repeat with the patient running through people begin; ...)
(repeat with patient running through rooms begin; ...)
(choose row 1 in Table of Basic Help Options; ...)
Every turn
when a hostile alive monster is enclosed by the location
when no hostile alive monster is enclosed by the location
when a not summoned hostile alive monster is enclosed by the location
when a summoned alive monster is enclosed by the location
when the bomb is enclosed by the location
when the player is poisonous
when a killed onholder monster is enclosed by the location
when the player is in The Lair of the Troll for the first turn
(if the noun is a thing and the noun is ambiguously plural, notice the plurality of the noun; ...) [E3]
(if no hostile monster is alive enclosed by the location, now deadlier combat boolean is false)
(repeat with burner running through on fire persons begin; ...)
(if no alive monster is in the Bat Cave and the location of the player is not in the Bat Cave begin; ...)
(if no alive monster is in the Forest and the location of the player is not in the Forest begin; ...)
(repeat with the patient running through alive regenerating monsters begin; ...)
(repeat with the potential stick running through broken sticks of illumination begin; ...)
when the beat is not 0
(run the combat)
when no hostile alive monster is enclosed by the location and no indifferent monster is enclosed by the location
when no hostile alive monster is enclosed by the location
(repeat with current person running through gaseous persons enclosed by the location begin; ...)
when a hostile alive monster is enclosed by the location global combat variables rule
When play ends
Rules taking place when scenes begin and end can be found in the Scenes index.
Rules governing actions
Before
going west in Lesson Four - Concentrating for the first time
going west in Lesson Five - Defending for the first time
going west in The Hall of Scenarios for the first time
going south in Antechamber
retreating in Lesson Six - Retreating for the first time
retreating in the Professor's Laboratory
doing anything except examining with the yellow button
examining a determinable
examining a detailer
behaving randomly [E2]
doing anything
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
going west in Lesson Eight - Excitement
going west in Lesson Nine - Skills
opening the crude closet when a hostile alive monster is enclosed by the location
going down when the player is on a supporter
pulling the lever when the grating is switched on
pulling the lever when the grating is switched off
inserting a ruby into the Groth idol
inserting a diamond into the Groth Idol
inserting a ruby into the Elda idol
inserting a diamond into the Elda Idol
inserting a ruby into the Duncan idol
inserting a diamond into the Duncan Idol
inserting a ruby into the Shliss idol
inserting a diamond into the Shliss Idol
asking someone about something
telling someone about something
giving something to an idol
putting the sword on something
inserting the sword into something
throwing a fire grenade at something
dropping the sword
examining the Groth Idol
examining the Elda Idol
examining the Duncan Idol
examining the Shliss Idol
examining the grating
examining the green button
examining the red button
examining the bomb
listening to the bomb
examining the golden hair
examining the instruction leaflet
examining the instruction poster
examining the Blood Poster
examining the Deadly Combat Poster
examining the Excitement Poster
examining the excitement button
pushing the excitement button
examining the Zeal Poster
examining the Smash Poster
examining the Bronze Poster
examining the Burning Poster
examining the Waiting Poster
examining the lever
examining the buttons
examining the yellow button
pushing the yellow button
taking, pushing or pulling the bomb
giving text for no quip chosen [E1]
giving link to c_silence
giving text for c_silence
finding responses to c_silence
giving text for c_determinable_1
finding responses to c_determinable_1
giving link to c_determinable_2
giving text for c_determinable_2
finding responses to c_determinable_2
giving link to c_determinable_3
giving text for c_determinable_3
finding responses to c_determinable_3
giving link to c_determinable_4
giving text for c_determinable_4
finding responses to c_determinable_4
examining the player
giving text for c_GrothSkills_1
finding responses to c_GrothSkills_1
giving link to c_GrothSkills_2
giving text for c_GrothSkills_2
giving link to c_GrothSkills_3
giving text for c_GrothSkills_3
giving link to c_GrothSkills_4
giving text for c_GrothSkills_4
giving link to c_GrothSkills_5
giving text for c_GrothSkills_5
giving text for c_EldaSkills_1
finding responses to c_EldaSkills_1
giving link to c_EldaSkills_2
giving text for c_EldaSkills_2
giving link to c_EldaSkills_3
giving text for c_EldaSkills_3
giving link to c_EldaSkills_4
giving text for c_EldaSkills_4
giving link to c_EldaSkills_5
giving text for c_EldaSkills_5
giving text for c_DuncanSkills_1
finding responses to c_DuncanSkills_1
giving link to c_DuncanSkills_2
giving text for c_DuncanSkills_2
giving link to c_DuncanSkills_3
giving text for c_DuncanSkills_3
giving link to c_DuncanSkills_4
giving text for c_DuncanSkills_4
giving link to c_DuncanSkills_5
giving text for c_DuncanSkills_5
giving text for c_ShlissSkills_1
finding responses to c_ShlissSkills_1
giving link to c_ShlissSkills_2
giving text for c_ShlissSkills_2
giving link to c_ShlissSkills_3
giving text for c_ShlissSkills_3
giving link to c_ShlissSkills_4
giving text for c_ShlissSkills_4
giving link to c_ShlissSkills_5
giving text for c_ShlissSkills_5
listening to an alive wild boar
touching a killed wild boar
tasting a killed wild boar
listening to an alive young boar
touching a killed young boar
tasting a killed young boar
listening to an alive dog
touching a killed dog
tasting a killed dog
listening to an alive snake
touching a killed snake
tasting a killed snake
listening to an alive mud crab
touching a killed mud crab
tasting a killed mud crab
listening to an alive water serpent
touching a killed water serpent
tasting a killed water serpent
listening to an alive giant mud crab
touching a killed giant mud crab
tasting a killed giant mud crab
listening to an alive troll
touching a killed troll
tasting a killed troll
listening to an alive young troll
touching a killed young troll
tasting a killed young troll
listening to an alive straw being
touching a killed straw being
tasting a killed straw being
examining a killed tarrasque
listening to an alive tarrasque
touching a killed tarrasque
tasting a killed tarrasque
listening to a killed monster
touching an alive monster
tasting an alive monster
examining a wild boar
smelling a wild boar
examining a young boar
smelling a young boar
examining a doberman
examining a pit-bull
examining a terrier
examining a bouvier
examining a German shepherd
examining a Rhodesian Ridgeback
examining a dog
smelling a dog
examining a snake
smelling a snake
examining a mud crab
smelling a mud crab
examining a water serpent
smelling a water serpent
examining a giant mud crab
smelling a giant mud crab
examining a troll
smelling a troll
examining a young troll
smelling a young troll
examining a straw being
smelling a straw being
examining a tarrasque
smelling a tarrasque
examining a stick of guarding
attacking a stick of guarding
examining healing herbs
eating healing herbs
examining a fire grenade
throwing a fire grenade
examining a stick of illumination
attacking a stick of illumination
examining a diamond
examining a ruby
throwing something
going or retreating when an alive indifferent bouvier is enclosed by the location
swimming
xyzzying
waking up
kissing
saying yes
saying no
waiting
waving hands
jumping
singing
sleeping
default outcome is failure
After
attacking in Lesson Three - Attacking for the first time
attacking in Lesson Three - Attacking for the second time
concentrating in Lesson Four - Concentrating for the first time
concentrating in Lesson Four - Concentrating for the second time
concentrating in Lesson Four - Concentrating for the third time
parrying in Lesson Five - Defending for the first time
parrying in Lesson Five - Defending for the second time
dodging in Lesson Five - Defending for the first time
dodging in Lesson Five - Defending for the second time
attacking in Lesson Four - Concentrating
going
going
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
attacking a hostile alive monster
smashing a hostile alive monster
burning a hostile alive monster
needling a hostile alive monster
attacking a killed monster
smashing a killed person
cursing a killed person
burning a killed person
needling a killed person
attacking a broken stick of illumination
snuffing a killed person
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 room in a dungeon
before a thing (called the item being printed) make named things mentioned rule
for xyzzied tarrasque
for standard name printing rule
default outcome is success
after a killed monster while not grouping together
after an alive monster while asking which do you mean
after an on fire monster
after an ambiguously plural thing (called the suspect) [E3]
after something (called the target) [E3]
Printing the plural name
for something (called the item) standard printing the plural name rule
default outcome is success
after a killed monster while not grouping together
Printing a number
for something (called the item) standard printing a number of something rule
default outcome is success
Printing room description details
Listing contents
for standard contents listing rule
default outcome is success
Grouping together
Writing a paragraph about
for a monster
default outcome is success
Listing nondescript items
Printing the name of a dark room
Printing the description of a dark room
Printing the announcement of darkness
Printing the announcement of light
for look around once light available rule
default outcome is success
Printing a refusal to act in the dark
Constructing the status line
for while displaying constructing status line while displaying rule [E4]
for (fill status bar with Table of Fancy Status; ...)
default outcome is success
Printing the banner text
Reading a command
Deciding the scope
Deciding the concealed possessions
Deciding whether all includes
outcome it does not - a failure
outcome it does - a success
Clarifying the parser's choice
Asking which do you mean
Printing a parser error
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
Implicitly taking
Starting the virtual machine
Amusing a victorious player
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
Handling the final question
before print the final question rule
before print the final prompt rule
before read the final answer rule
for standard respond to final question rule
default outcome is success
Printing the locale description
before initialise locale description rule
before find notable locale objects rule
for interesting locale paragraphs rule
for you-can-also-see rule
default outcome is success
Choosing notable locale objects
for standard notable locale objects rule
default outcome is success
Printing a locale paragraph about
for a thing (called the item) don't mention player's supporter in room descriptions rule
for a thing (called the item) don't mention scenery in room descriptions rule
for a thing (called the item) don't mention undescribed items in room descriptions rule
for a thing (called the item) set pronouns from items in room descriptions rule
for a thing (called the item) offer items to writing a paragraph about rule
for a thing (called the item) use initial appearance in room descriptions rule
for a thing (called the item) describe what's on scenery supporters in room descriptions rule
default outcome is success
Displaying [E4]
for basic menu contents rule [E4]
default outcome is success
Giving the await bonus
for (say "[bold type](Remember: you now have your await bonus!)[roman type][paragraph break]"; ...)
default outcome is success
Taking away the await bonus
for (now the await bonus is 0)
default outcome is success
Unprotecting
for (say "The effect of the stick of guarding wears off."; ...)
default outcome is success
What are activities? How to make new activities
Procedural rules
Some internally-used rulebooks
Startup rules
virtual machine startup rule
initialise memory rule
seed random number generator rule
update chronological records rule
position player in model world rule
start in the correct scenes rule
when play begins stage rule
fix baseline scoring rule
display banner rule
initial room description rule
Turn sequence rules
parse command rule
generate action rule
(if acting fast, rule succeeds)
(consider the scene changing rules)
every turn stage rule
scheduled events rule [E5]
timed events rule
advance time rule
update chronological records rule
(consider the scene changing rules)
adjust light rule
note object acquisitions rule
notify score changes rule
Shutdown rules
when play ends stage rule
print player's obituary rule
resurrect player if asked rule
ask the final question rule
Action-processing rules
announce items from multiple object lists rule
set pronouns from items from multiple object lists rule
before stage rule
basic visibility rule
basic accessibility rule
carrying requirements rule
instead stage rule
requested actions require persuasion rule
carry out requested actions rule
descend to specific action-processing rule
end action-processing in success rule
Specific action-processing rules
work out details of specific action rule
investigate player's awareness before action rule
check stage rule
carry out stage rule
after stage rule
investigate player's awareness after action rule
report stage rule
(rule succeeds)
Player's action awareness rules
player aware of his own actions rule
player aware of actions by visible actors rule
player aware of actions on visible nouns rule
player aware of actions on visible second nouns rule
[E1]. Defined in Simple Chat by Mark Tilford
[E2]. Defined in Dice-lock by S John Ross
[E3]. Defined in Plurality by Emily Short
[E4]. Defined in Menus by Emily Short
[E5]. Defined in Scheduled Activities by John Clemens