object
room [39]
thing [150]
door [3]
container [9]
player's holdall
vehicle
treasure chest [3]
supporter [6]
backdrop [10]
person [45]
animal
man
woman
monster [43]
wild boar [1]
dog [4]
doberman [2]
pit-bull [1]
terrier [1]
bouvier
German shepherd
Rhodesian Ridgeback
snake [2]
mud crab [4]
bat [8]
scorpion [1]
water serpent [1]
giant mud crab [2]
vampire bat [3]
monstrous scorpion [1]
guarder [2]
troll [1]
young troll [1]
straw being [5]
tarrasque [1]
imp [3]
device
Idol [2]
Groth Idol
Elda Idol
Duncan Idol [1]
Shliss Idol [1]
determinable [3]
detailer [6]
stick of guarding [7]
healing herbs [8]
fire grenade [3]
stick of illumination [7]
direction [12]
region [4]
dungeon [1]
value
number
time
text
snippet
object
description
rule
rulebook
action-name
scene
table-name
figure-name
external-file
truth state
indexed text
stored action
list of
verbosity [E1]
conversation exiting [E2]
chat node [E2]
activatedness [E2]
library message id [E3]
tense [E3]
grammatical number [E3]
grammatical person [E3]
gender [E3]
letter case [E3]
printing style
excitement
attack type
speed
skill
metal
person condition
monster condition
action
acting fast
What are kinds? ; Kinds of value
room (plural rooms)
Represents geographical locations, both indoor
and outdoor, which are not necessarily areas in a building. A player in one
room is mostly unable to sense, or interact with, anything in a different room.
Rooms are arranged in a map.
Usually lighted not dark, unvisited not visited.
Can have map region (the name of an object), description (some text), printed name (some text), room visibility (a number), Dungeon-kinship relates (the name of an object).
Lesson One - Introduction , Lesson Two - The Interface , Lesson Three - Attacking , Lesson Four - Concentrating , Lesson Five - Defending , Lesson Six - Retreating , Lesson Seven - Deadly Combat , Prison Cell , Corridor Outside your Cell , Trapped Staircase , Guard Room , Captain's Office , Castle's Courtyard , Beneath the Pine Tree , Muddy Path , Ruined Chapel , On Top of the Ruined Chapel , By the Waterfall , Troll Courtyard , Large Troll Hall , Cave Behind the Waterfall , Edge of the Swamp , Path through the Swamp , By the Rotting Tree , In Front of the Fort , Entrance to the Bat Cave , Forking Passage , Hall of Guano , Dark Junction , Darkest Cave , Low Passage , Leaking Tunnel , Troll Cellar , Muddy Tunnel , Northern Cave Entrance , First Test Area , Second Test Area , Third Test Area , Fourth Test Area
thing (plural things)
Represents anything interactive in the model
world that is not a room. People, pieces of scenery, furniture, doors and
mislaid umbrellas might all be examples, and so might more surprising things
like the sound of birdsong or a shaft of sunlight.
Usually unlit not lit, inedible not edible, opaque not transparent, described not undescribed, portable not fixed in place, unmarked for listing not marked for listing, unmentioned not mentioned, mentioned not unmentioned, singular-named not plural-named, plural-named not singular-named, improper-named not proper-named, proper-named not improper-named, neuter, ordinarily enumerated not ambiguously plural.
Usually not enterable, scenery, wearable, handled, pushable between rooms, initially carried.
Can have description (some text), printed name (some text), initial appearance (some text), printed plural name (some text), inventory listing (some text), indefinite article (some text), matching key (the name of an object), illumination (a number).
Library_message_debug [E3], I7_LibraryMessages [E3], bomb , Golden hair , Blood Poster , Zeal Poster , Excitement Poster , Circle Poster , Deadly Combat Poster , prison walls , Orlando Furioso , stale water , good white wine , head , fists , guard's sword , strange contraption , huge blade , Captain's key , pine tree , mud , temple_roof , moss , stones_temple , shafts of sunlight , drops of water , streaming sunlight , spray , waterfall , behind_the_waterfall , smaller path , larger path , wasps' nest , ending path , pool of black water , undergrowth by the rotting tree , excrement , wrecked furniture , primitive tools , heap of refuse , flask of acid
door, a kind of thing (plural doors)
Represents a conduit joining two rooms, most
often a door or gate but sometimes a plank bridge, a slide or a hatchway.
Usually visible and operable from both sides (for instance if you write
'The blue door is east of the Ballroom and west of the Garden.'), but
sometimes only one-way (for instance if you write 'East of the Ballroom is
the long slide. Through the long slide is the cellar.').
Usually fixed in place not portable, closed not open, openable not unopenable, unlocked not locked.
Usually not lockable.
Never pushable between rooms.
Can have other side (the name of an object).
thick iron door , guardhouse's door , entrance to the fort
container, a kind of thing (plural containers)
Represents something into which portable
things can be put, such as a teachest or a handbag. Something with a really
large immobile interior, such as the Albert Hall, had better be a room
instead.
Usually open not closed, unopenable not openable, unlocked not locked.
Usually not lockable.
Can have carrying capacity (a number).
soft bed , brown jug , ruined temple , moss-covered chest , waterfal_water , faded painting
player's holdall, a kind of container (plural player's holdalls)
Represents a container which the player can
carry around as a sort of rucksack, into which spare items are
automatically stowed away.
Always portable not fixed in place.
Usually openable not unopenable.
vehicle, a kind of container (plural vehicles)
Always enterable.
Usually fixed in place not portable.
treasure chest, a kind of container (plural treasure chests)
Usually scenery, closed not open, openable not unopenable.
bat cave cache , (nameless) , (nameless)
supporter, a kind of thing (plural supporters)
Represents a surface on which things can be
placed, such as a table.
Always transparent not opaque.
Usually fixed in place not portable.
Can have carrying capacity (a number).
filthy straw , guards' table , Captain's chair , Captain's desk , lonely oak tree , palisade
backdrop, a kind of thing (plural backdrops)
Represents an aspect of the landscape
or architecture which extends across more than one room: for instance,
a stream, the sky or a long carpet.
Always fixed in place not portable.
Usually scenery.
leaves , forest trees , rotting plants , small insects , stagnant water , swamp vegetation , fort , far-off path , wooden palisade , wooden doors
person, a kind of thing (plural persons)
Despite the name, not necessarily
a human being, but anything animate enough to envisage having a
conversation with, or bartering with.
Usually male not female, not separated not separated, not separation-privileged not separation-privileged, not at parry not at parry, not at dodge not at dodge, not smashing not smashing, not angry not angry, not cursed not cursed, not shielded not shielded, not gaseous not gaseous, not on fire not on fire, not determined not determined, not crackling not crackling, not crackled not crackled, not darkvisioned not darkvisioned, not lowlightvisioned not lowlightvisioned, not poisonous not poisonous, not an onholder not an onholder, not a legholder not a legholder, not an erratic attacker not an erratic attacker, not fireproof not fireproof.
Usually not neuter.
Can have carrying capacity (a number), blood (a number), permanent blood (a number), gained blood (a number), zeal (a number), permanent zeal (a number), concentration (a number), melee (a number), mind (a number), defense (a number), base excitement state (Excitement), elda armour status (a number), elda armour chance (a number), elda armour amount (a number), burn time (a number), minimum burn damage (a number), maximum burn damage (a number), sacrificial number (a number), responses (the name of a table), standard topic (some text), level (a number), player flavour texts (the name of a table), monster flavour texts (the name of a table), poison chance (a number), minimum poison damage (a number), maximum poison damage (a number), poison time (a number), damage die (a number), damage bonus (a number), hold chance (a number), hold damage (a number), hold leg melee penalty (a number), hold leg defence penalty (a number), hold arm melee penalty (a number), hold arm defence penalty (a number), hold release (a number), hold self defence penalty (a number), hold location (a number), damage reduction (a number), erratic attack odds (a number), erratic attack failure text (some text), excitement (Excitement), speed (Speed), person condition (person condition).
yourself, prisoner
animal, a kind of person (plural animals)
Represents an animal, or at any
rate a non-human living creature reasonably large and possible
to interact with: a giant Venus fly-trap might qualify, but not
a patch of lichen.
man, a kind of person (plural mans)
Represents a man, boy or sometimes
an animal which can be referred to as 'him'.
Always male not female.
Never neuter.
woman, a kind of person (plural womans)
Represents a woman, girl or sometimes
an animal which can be referred to as 'her'.
Always female not male.
Never neuter.
monster, a kind of person (plural monsters)
Usually not regenerating not regenerating, not summoned not summoned, not vampiric not vampiric, not boss not boss.
Usually not non-exciting.
Can have regeneration rate (a number), vampire ratio (a number), monster condition (monster condition).
Alex , archers , Agrimante
wild boar, a kind of monster (plural wild boars)
Can have level (a number).
mad boar
dog, a kind of monster (plural dogs)
Usually an onholder not not an onholder.
Can have level (a number).
doberman, a kind of dog (plural dobermans)
guard dog , (nameless)
pit-bull, a kind of dog (plural pit-bulls)
(nameless)
terrier, a kind of dog (plural terriers)
Usually a legholder not not a legholder.
(nameless)
bouvier, a kind of dog (plural bouviers)
German shepherd, a kind of dog (plural German shepherds)
Rhodesian Ridgeback, a kind of dog (plural Rhodesian ridgebacks)
snake, a kind of monster (plural snakes)
Usually poisonous not not poisonous.
Can have level (a number).
small green snake , (nameless)
mud crab, a kind of monster (plural mud crabs)
Usually lowlightvisioned not not lowlightvisioned, fireproof not not fireproof.
Can have level (a number).
(nameless) , (nameless) , (nameless) , (nameless)
bat, a kind of monster (plural bats)
Usually darkvisioned not not darkvisioned.
Can have level (a number).
(nameless) , (nameless) , (nameless) , (nameless) , (nameless) , (nameless) , (nameless) , (nameless)
scorpion, a kind of monster (plural scorpions)
Usually darkvisioned not not darkvisioned, poisonous not not poisonous, fireproof not not fireproof.
Can have level (a number).
(nameless)
water serpent, a kind of monster (plural water serpents)
Usually poisonous not not poisonous.
Can have level (a number).
blue serpent
giant mud crab, a kind of monster (plural giant mud crabs)
Usually lowlightvisioned not not lowlightvisioned, an erratic attacker not not an erratic attacker, fireproof not not fireproof.
Can have level (a number).
(nameless) , (nameless)
vampire bat, a kind of monster (plural vampire bats)
Usually darkvisioned not not darkvisioned, vampiric not not vampiric.
Can have level (a number).
ravenous vampire bat , (nameless) , (nameless)
monstrous scorpion, a kind of monster (plural monstrous scorpions)
Usually darkvisioned not not darkvisioned, poisonous not not poisonous, fireproof not not fireproof.
Can have level (a number).
(nameless)
guarder, a kind of monster (plural guarders)
Can have level (a number).
old prison guard , fat prison guard
troll, a kind of monster (plural trolls)
Usually regenerating not not regenerating.
Can have level (a number).
(nameless)
young troll, a kind of monster (plural young trolls)
Usually regenerating not not regenerating.
Can have level (a number).
small troll
straw being, a kind of monster (plural straw beings)
Usually an erratic attacker not not an erratic attacker, non-exciting.
Can have level (a number).
straw man , straw woman , straw golem , straw dragon , straw chicken
tarrasque, a kind of monster (plural tarrasques)
Can have level (a number).
xyzzied tarrasque
imp, a kind of monster (plural imps)
Usually lowlightvisioned not not lowlightvisioned, fireproof not not fireproof, summoned not not summoned.
Can have level (a number).
green imp , red imp , blue imp
device, a kind of thing (plural devices)
Represents a machine or contrivance of some
kind which can be switched on or off.
Usually switched off not switched on.
Idol, a kind of thing (plural idols)
Groth Idol, a kind of Idol (plural Groth idols)
Elda Idol, a kind of Idol (plural Elda idols)
Duncan Idol, a kind of Idol (plural Duncan idols)
(nameless)
Shliss Idol, a kind of Idol (plural Shliss idols)
(nameless)
determinable, a kind of thing (plural determinables)
Usually scenery.
Can have description (some text), determinate number (a number), options number (a number), current room description text (some text), first option text (some text), first room description text (some text), first description text (some text), first printed text (some text), first spirit (a number), second option text (some text), second room description text (some text), second description text (some text), second printed text (some text), second spirit (a number), third option text (some text), third room description text (some text), third description text (some text), third printed text (some text), third spirit (a number).
undetermined thing , sword , shadowy movement
detailer, a kind of thing (plural detailers)
Always scenery.
Can have current room description text (some text), detailed room description text (some text).
pool of water , tracks , ruined building between the trees , mosaic , walls_temple , waterfal_wall
stick of guarding, a kind of thing (plural stick of guardings)
Can have printed plural name (some text).
(nameless) , (nameless) , (nameless) , (nameless) , (nameless) , (nameless) , (nameless)
healing herbs, a kind of thing (plural healing herbses)
Can have printed plural name (some text), indefinite article (some text).
(nameless) , (nameless) , (nameless) , (nameless) , (nameless) , (nameless) , (nameless) , (nameless)
fire grenade, a kind of thing (plural fire grenades)
(nameless) , (nameless) , (nameless)
stick of illumination, a kind of thing (plural sticks of illumination)
Usually unbroken not broken, fierce not mild, mild not fierce.
Can have printed plural name (some text), illumination time (a number).
(nameless) , (nameless) , (nameless) , (nameless) , (nameless) , (nameless) , (nameless)
direction (plural directions)
Represents a direction of movement, such
as northeast or down. At present Inform 7 does not support the creation
of new directions, but it will do in the final release.
Usually unmarked for listing not marked for listing.
Can have opposite (the name of an object).
north, northeast, northwest, south, southeast, southwest, east, west, up, down, inside, outside
region (plural regions)
Forest , Swamp , Troll Fort
dungeon, a kind of region (plural dungeons)
Can have cache (the name of an object).
Bat Cave
time (plural times)
A time of day, written in the form '2:34 AM' or '12:51 PM', or a length of time such as '10 minutes' or '3 hours 31 minutes', which must be between 0 minutes and 23 hours 59 minutes inclusive.
text (plural texts)
Some text in double quotation marks, perhaps with substitutions written in square brackets.
description (plural descriptions)
action-name (plural action-names)
table-name (plural table-names)
figure-name (plural figure-names)
external-file (plural external-files)
truth state (plural truth states)
The state of whether something is 'true' or 'false'.
indexed text (plural indexed texts)
A flexible-length form of text which can be internally altered and searched. Inform automatically changes text to this format when necessary.
stored action (plural stored actions)
A stored action, which can later be tried.
list of (plural lists of)
A flexible-length list of values.
verbosity [E1] (plural verbosities)
One of the following: brief, verbose, superbrief
conversation exiting [E2] (plural conversation exitings [E2])
One of the following: player may exit upon zero, player may not exit
chat node [E2] (plural chat nodes [E2])
One of the following: no quip chosen, c_silence, c_determinable_1, c_determinable_2, c_determinable_3, c_determinable_4, c_intro, c_intro_2, c_intro_3, c_intro_4, c_intro_5, c_intro_6, c_intro_7, c_intro_8, c_intro_9, c_intro_10, c_prison_1, c_prison_2, c_prison_3, c_prison_4, c_prison_5, c_prison_6, c_prison_jug_1, c_prison_jug_2, c_prison_jug_3, c_prison_jug_4, c_prison_jug_5, c_prison_next_1, c_prison_next_2, c_prison_next_3, c_prison_next_4, c_prison_next_5, c_prison_next_6, c_prison_next_7, c_prison_next_8, c_prison_next_9, c_prison_trap_1, c_prison_trap_2, c_prison_trap_3, c_prison_trap_4, c_prison_trap_5, c_prison_trap_6, c_prison_trap_7, c_prison_trap_8, c_prison_trap_9, c_Alex_1, c_Alex_2, c_Alex_3, c_Alex_4, c_Alex_5, c_Alex_6, c_Alex_7, c_Alex_8, c_Alex_9, c_Alex_99, c_Alex_100, c_Alex_fatality_2, c_Alex_fatality_3, c_Alex_fatality_4, c_Alex_defeated_1, c_Alex_defeated_2, c_Alex_defeated_3, c_Alex_defeated_4, c_Alex_defeated_5, c_Alex_defeated_6, c_Alex_defeated_7, c_Alex_defeated_8, c_Alex_defeated_9, c_Alex_defeated_10, c_Alex_me, c_Alex_Wilfrid, c_Waterfall, c_Waterfall_yes, c_Waterfall_no, c_Palisade, c_Palisade_in, c_Palisade_out
activatedness [E2] (plural activatednesses)
One of the following: quip on
library message id [E3] (plural library message ids [E3])
One of the following: LibMsg <you have died>, LibMsg <you have won>, LibMsg <player self description>, LibMsg <unimportant object>, LibMsg <empty line>, LibMsg <confirm Quit>, LibMsg <yes or no prompt>, LibMsg <restrict answer>, LibMsg <page prompt>, LibMsg <menu prompt>, LibMsg <undo succeeded>, LibMsg <undo failed>, LibMsg <undo not provided>, LibMsg <cannot undo nothing>, LibMsg <cannot undo twice in a row>, LibMsg <oops failed>, LibMsg <oops too many arguments>, LibMsg <oops no arguments>, LibMsg <cannot do again>, LibMsg <again usage>, LibMsg <command not understood>, LibMsg <command partly understood>, LibMsg <command badly ended>, LibMsg <command incomplete>, LibMsg <command cut short>, LibMsg <number not understood>, LibMsg <cannot begin at comma>, LibMsg <extra words before comma>, LibMsg <unknown object>, LibMsg <object not held>, LibMsg <unknown verb>, LibMsg <verb cannot have inanimate object>, LibMsg <verb cannot have multiple objects>, LibMsg <too many multiple objects>, LibMsg <not that many available>, LibMsg <no objects available>, LibMsg <zero multiple objects>, LibMsg <first N objects>, LibMsg <excepted object not included anyway>, LibMsg <report implicit take>, LibMsg <implicitly pass outwards through other barriers>, LibMsg <implicitly pass inwards through other barriers>, LibMsg <cannot drop clothes being worn>, LibMsg <cannot insert clothes being worn>, LibMsg <cannot put clothes being worn>, LibMsg <cannot exceed carrying capacity>, LibMsg <use holdall to avoid exceeding carrying capacity>, LibMsg <cannot insert if this exceeds carrying capacity>, LibMsg <cannot put if this exceeds carrying capacity>, LibMsg <who disambiguation>, LibMsg <which disambiguation>, LibMsg <whom disambiguation>, LibMsg <what disambiguation>, LibMsg <single object disambiguation>, LibMsg <pronoun not set>, LibMsg <pronoun absent>, LibMsg <Pronouns initial text>, LibMsg <Pronouns -means- text>, LibMsg <Pronouns -unset- text>, LibMsg <no pronouns known>, LibMsg <person ignores command>, LibMsg <cannot talk to absent person>, LibMsg <cannot talk to inanimate object>, LibMsg <Places initial text>, LibMsg <Objects initial text>, LibMsg <confirm Restart>, LibMsg <Restart failed>, LibMsg <Restore failed>, LibMsg <Restore succeeded>, LibMsg <Save failed>, LibMsg <Save succeeded>, LibMsg <Verify succeeded>, LibMsg <Verify failed>, LibMsg <transcript already on>, LibMsg <transcript already off>, LibMsg <start of transcript>, LibMsg <end of transcript>, LibMsg <transcript failed>, LibMsg <end transcript failed>, LibMsg <Score command>, LibMsg <score changed>, LibMsg <score notification turned on>, LibMsg <score notification turned off>, LibMsg <Full Score initial text>, LibMsg <Full Score items>, LibMsg <Full Score places>, LibMsg <Full Score total>, LibMsg <report npc taking inventory>, LibMsg <Inventory initial text>, LibMsg <Inventory no possessions>, LibMsg <entering darkness>, LibMsg <dark description>, LibMsg <examine while dark>, LibMsg <search while dark>, LibMsg <look under while dark>, LibMsg <report player taking>, LibMsg <report npc taking>, LibMsg <cannot take yourself>, LibMsg <cannot take other people>, LibMsg <cannot take something you are within>, LibMsg <cannot take something already taken>, LibMsg <cannot take possessions of others>, LibMsg <cannot take component parts>, LibMsg <cannot take hidden parts>, LibMsg <cannot reach within closed containers>, LibMsg <cannot take scenery>, LibMsg <cannot take something fixed>, LibMsg <cannot reach within other places>, LibMsg <report player removing>, LibMsg <report npc removing>, LibMsg <cannot remove from closed containers>, LibMsg <cannot remove something not within>, LibMsg <report player dropping>, LibMsg <report npc dropping>, LibMsg <cannot drop something already dropped>, LibMsg <cannot drop not holding>, LibMsg <report player inserting>, LibMsg <report npc inserting>, LibMsg <cannot insert something not held>, LibMsg <cannot insert into something not a container>, LibMsg <cannot insert into closed containers>, LibMsg <need to take off before inserting>, LibMsg <cannot insert something into itself>, LibMsg <report player putting on>, LibMsg <report npc putting on>, LibMsg <cannot put something not held>, LibMsg <cannot put something on it-self>, LibMsg <cannot put onto something not a supporter>, LibMsg <cannot put onto something being carried>, LibMsg <need to empty into a container>, LibMsg <need to empty into something open>, LibMsg <already empty>, LibMsg <empty something into itself>, LibMsg <report player giving>, LibMsg <report npc giving>, LibMsg <cannot give what you have not got>, LibMsg <cannot give to yourself>, LibMsg <block giving>, LibMsg <unable to receive things>, LibMsg <cannot show what you have not got>, LibMsg <block showing>, LibMsg <report player entering>, LibMsg <report npc entering>, LibMsg <cannot enter something already entered>, LibMsg <cannot enter something not enterable>, LibMsg <cannot enter closed containers>, LibMsg <cannot enter something carried>, LibMsg <report player exiting>, LibMsg <report npc exiting>, LibMsg <cannot exit when not within anything>, LibMsg <cannot exit closed containers>, LibMsg <cannot get off things>, LibMsg <cannot go that way>, LibMsg <cannot travel in something not a vehicle>, LibMsg <cannot go through concealed doors>, LibMsg <cannot go up through closed doors>, LibMsg <cannot go down through closed doors>, LibMsg <cannot go through closed doors>, LibMsg <nothing through door>, LibMsg <block vaguely going>, LibMsg <brief look mode>, LibMsg <superbrief look mode>, LibMsg <verbose look mode>, LibMsg <report npc looking>, LibMsg <top line what on>, LibMsg <top line what in>, LibMsg <top line what as>, LibMsg <say things within>, LibMsg <say things also within>, LibMsg <say things on>, LibMsg <report npc examining>, LibMsg <examine undescribed things>, LibMsg <examine direction>, LibMsg <examine devices>, LibMsg <report npc searching>, LibMsg <cannot search unless container or supporter>, LibMsg <cannot search closed opaque containers>, LibMsg <nothing found within container>, LibMsg <nothing found on top of>, LibMsg <report npc looking under>, LibMsg <look under>, LibMsg <report player opening>, LibMsg <report npc opening>, LibMsg <cannot open unless openable>, LibMsg <cannot open something locked>, LibMsg <cannot open something already open>, LibMsg <reveal any newly visible exterior initial text>, LibMsg <no newly visible exterior>, LibMsg <report player closing>, LibMsg <report npc closing>, LibMsg <cannot close unless openable>, LibMsg <cannot close something already closed>, LibMsg <report player locking>, LibMsg <report npc locking>, LibMsg <cannot lock without a lock>, LibMsg <cannot lock something already locked>, LibMsg <cannot lock something open>, LibMsg <cannot lock without the correct key>, LibMsg <report player unlocking>, LibMsg <report npc unlocking>, LibMsg <cannot unlock without a lock>, LibMsg <cannot unlock something already unlocked>, LibMsg <cannot unlock without the correct key>, LibMsg <report player switching on>, LibMsg <report npc switching on>, LibMsg <cannot switch on unless switchable>, LibMsg <cannot switch on something already on>, LibMsg <report player switching off>, LibMsg <report npc switching off>, LibMsg <cannot switch off unless switchable>, LibMsg <cannot switch off something already off>, LibMsg <report player wearing>, LibMsg <report npc wearing>, LibMsg <cannot wear something not clothing>, LibMsg <cannot wear not holding>, LibMsg <cannot wear something already worn>, LibMsg <report player taking off>, LibMsg <report npc taking off>, LibMsg <cannot take off something not worn>, LibMsg <report player eating>, LibMsg <report npc eating>, LibMsg <cannot eat unless edible>, LibMsg <block drinking>, LibMsg <block tasting>, LibMsg <block smelling>, LibMsg <block listening>, LibMsg <report player touching things>, LibMsg <report npc touching things>, LibMsg <report player touching self>, LibMsg <report npc touching self>, LibMsg <report player touching other people>, LibMsg <report npc touching other people>, LibMsg <block saying yes>, LibMsg <block saying no>, LibMsg <block saying sorry>, LibMsg <block swearing obscenely>, LibMsg <block swearing mildly>, LibMsg <block climbing>, LibMsg <block jumping>, LibMsg <block jumping over>, LibMsg <block swimming>, LibMsg <block swinging>, LibMsg <block waving hands>, LibMsg <block attacking>, LibMsg <block blowing>, LibMsg <block burning>, LibMsg <block cutting>, LibMsg <block digging>, LibMsg <block filling>, LibMsg <block rubbing>, LibMsg <block set>, LibMsg <block setting to>, LibMsg <block tying>, LibMsg <report player waving things>, LibMsg <report npc waving things>, LibMsg <cannot wave something not held>, LibMsg <squeezing people>, LibMsg <report player squeezing>, LibMsg <report npc squeezing>, LibMsg <block throwing at>, LibMsg <throw at inanimate object>, LibMsg <report player pushing>, LibMsg <report npc pushing>, LibMsg <report player pulling>, LibMsg <report npc pulling>, LibMsg <report player turning>, LibMsg <report npc turning>, LibMsg <block pushing in directions>, LibMsg <not pushed in a direction>, LibMsg <pushed in illegal direction>, LibMsg <cannot push something fixed in place>, LibMsg <cannot pull something fixed in place>, LibMsg <cannot turn something fixed in place>, LibMsg <cannot push scenery>, LibMsg <cannot pull scenery>, LibMsg <cannot turn scenery>, LibMsg <cannot push people>, LibMsg <cannot pull people>, LibMsg <cannot turn people>, LibMsg <block answering>, LibMsg <block asking>, LibMsg <block buying>, LibMsg <block kissing>, LibMsg <block praying>, LibMsg <block singing>, LibMsg <block telling>, LibMsg <telling yourself>, LibMsg <block thinking>, LibMsg <block player consulting>, LibMsg <block npc consulting>, LibMsg <block sleeping>, LibMsg <block waking up>, LibMsg <block waking other>, LibMsg <report player waiting>, LibMsg <report npc waiting>
tense [E3] (plural tenses)
One of the following: past tense, present tense
grammatical number [E3] (plural grammatical numbers [E3])
One of the following: singular, plural
grammatical person [E3] (plural grammatical persons [E3])
One of the following: first person, second person, third person
gender [E3] (plural genders)
One of the following: gender masculine, gender feminine, gender neuter
letter case [E3] (plural letter cases [E3])
One of the following: lower-case, upper-case
printing style (plural printing styles )
One of the following: printing-normal, printing-fiery
excitement (plural excitements)
One of the following: Serene, Calm, Animated, Excited, Agitated, Frantic, Frenzied, Lost
attack type (plural attack types )
One of the following: normal, silent, free, fiery
speed (plural speeds)
One of the following: medium speed, fast, slow
skill (plural skills)
One of the following: Smashing Blow, Boost Climb, Anger, Deadlier Combat, Groth 5, Cleave, Fury, Groth 8, Armour of Blood, Crushing Blow, Improved Cleave, Rage, Duel, Bronze Armour, Curse, Shield, Gaseous Form, Elda 5, Iron Armour, Improved Curse, Mirror Image, Steel Armour, Elda 10, Mass Curse, Ethereal, Doppelganger, Burning Hands, Summon Imps, Scout, Fire Bomb, Duncan 5, Chaos, Skirmish, Summon Demons, Fireball, Utter Chaos, Duncan 11, Summon Horde, Duncan 13, Needle, Determination, Sacrifice, Await, Dominate, Bleed, Doom, Combat Superiority, Improved Determination, Shliss 10, Mass Dominate, Shliss 12, Knell
metal (plural metals)
One of the following: bronze, iron, steel
person condition (plural person conditions)
One of the following: talkative, limited-talkative, dumb
monster condition (plural monster conditions )
One of the following: hostile, indifferent, friendly
If we create a variable, by writing, for instance, 'Zero hour is a time that varies', and do not tell Inform what value it starts out with (say, adding 'Zero hour is 11:21 PM.') then Inform uses the following table to decide the initial value. The same applies if we create a property (for instance, 'A person has a number called lucky number.'). Kinds of value not included in the table cannot be used in variables and properties.
kind of value | default value |
number | 0 |
time | 9:00 AM |
text | "" |
snippet | word 1 of command |
object | nothing |
description | matching nothing |
rule | the little-used do nothing rule |
rulebook | the action-processing rules |
action-name | waiting action |
scene | the Entire Game |
table-name | a table with no rows or columns |
figure-name | figure of cover |
external-file | value representing a non-file |
truth state | false |
indexed text | "" |
stored action | waiting |
list of | {} |
verbosity [E1] | brief |
conversation exiting [E2] | player may exit upon zero |
chat node [E2] | no quip chosen |
activatedness [E2] | quip on |
library message id [E3] | LibMsg <you have died> |
tense [E3] | past tense |
grammatical number [E3] | singular |
grammatical person [E3] | first person |
gender [E3] | gender masculine |
letter case [E3] | lower-case |
printing style | printing-normal |
excitement | Serene |
attack type | normal |
speed | medium speed |
skill | Smashing Blow |
metal | bronze |
person condition | talkative |
monster condition | hostile |
thing | the player |
direction | north |
other kinds of object | the first example created |
acting fast
Defined as any of the following behaviour:
Examining something
Taking inventory
Smelling
Smelling something
Looking
Looking under something
Listening
Listening to something
Thinking
Determining
Sacrificing
Remembering old Susy
[E1]. Defined in Basic Help Menu by Emily Short
[E2]. Defined in Simple Chat by Mark Tilford
[E3]. Defined in Custom Library Messages by David Fisher