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]
(init library messages; ...) [E2]
(seed the random-number generator with 23481)
(change the left hand status line to "[bold type][location of the player][roman type] Blood: [blood of the player]/[permanent blood of the player] Zeal: [zeal of the player]/[permanent zeal of the player] [excitement of the player]")
(change the right hand status line to "Circle: [level of the player]")
(repeat with the patient running through people begin; ...)
(repeat with the patient running through people begin; ...)
(repeat with the patient running through people begin; ...)
(choose row 1 in Table of Basic Help Options; ...)
Every turn
when the player is in the forest
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 prison cell
when the fat prison guard is in the location
when the player is enclosed by the Guard Room
when the player is in The Muddy Path
when the player is in On Top of the Ruined Chapel
when the player is enclosed by By the Waterfall
when the small green snake is killed
decide whether the action prevents undo rule [E3]
(if the noun is a thing and the noun is ambiguously plural, notice the plurality of the noun; ...) [E4]
(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 and a random chance of 1 in 10 succeeds begin; ...)
(repeat with the patient running through alive regenerating monsters begin; ...)
(repeat with the potential stick running through broken sticks of illumination begin; ...)
(if Alex is killed and Alex was not killed and Alex is hostile begin; ...)
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 east in the Corridor Outside Your Cell for the first time
going north in the prison cell
going northwest in Edge of the Swamp
retreating in Lesson Six - Retreating for the first time
doing something in The Captain's Office
examining a determinable
examining a detailer
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 up in the Trapped Staircase when the dungeon blade boolean is true
going nowhere from By the Rotting Tree for the first time
going nowhere from By the Rotting Tree for the second time
going nowhere from By the Rotting Tree for the third time
going north in The Castle's Courtyard
going south in The Castle's Courtyard
going up in Beneath the Pine Tree
going north in Beneath the pine tree
going south in Beneath the Pine Tree
going east in Beneath the Pine Tree
going up in The Ruined Chapel
examining the far-off path in The Ruined Chapel
going south in By the Waterfall
going up in By the Waterfall
examining the far-off path in By the Waterfall
going north in the Cave Behind the Waterfall
going north in Cave behind the Waterfall
smelling a room in The Captain's Office
listening to a room in The Muddy Path
listening to a room in By the Waterfall
listening to a room in Cave Behind the Waterfall
smelling a room in the forest
listening to a room in the forest
smelling a room in the swamp
listening to a room in the swamp
examining the brown jug for the first time
examining the heap of refuse for the first time
searching the heap of refuse for the first time
searching the heap of refuse for the second time
searching the heap of refuse for the third time
climbing the forest trees when a hostile alive monster is enclosed by the location
going down when the player is on a supporter
smashing the thick iron door when the thick iron door is unlocked
smashing the thick iron door when the thick iron door is locked
going up when the player is enclosed by the palisade
attacking or smashing Alex when Alex is indifferent
smelling the location when the player is contained by the courtyard
sleeping in the prison cell
going in The Castle's Courtyard
jumping in The Muddy Path
jumping in On Top of the Ruined Chapel
swimming in By the Waterfall
inserting something into the brown jug
asking someone about something
telling someone about something
throwing the flask of acid at an alive monster
putting the sword on something
inserting the sword into something
putting the guard's sword on something
inserting the guard's sword into something
throwing a fire grenade at something
examining the bomb
listening to the bomb
examining the golden hair
dropping the sword
examining the Blood Poster
examining the Zeal Poster
examining the Excitement Poster
examining the Circle Poster
examining the Deadly Combat Poster
examining the prisoner
examining the prison walls
attacking the prison walls
examining the thick iron door
attacking the thick iron door
examining the filthy straw
entering the filthy straw
getting off the filthy straw
entering the soft bed
getting off the soft bed
examining Orlando Furioso
taking the stale water
drinking the stale water
tasting the stale water
examining the stale water
taking the good white wine
drinking the good white wine
examining the good white wine
tasting the good white wine
examining the head
examining the fists
examining the guard's sword
dropping the guard's sword
examining the strange contraption
examining the huge blade
taking the blade
examining the guards' table
examining Alex
examining the Captain's key
entering the Captain's chair
examining the leaves
searching the leaves
taking the leaves
examining the forest trees
climbing the forest trees
examining the rotting plants
taking the rotting plants
eating the rotting plants
smelling the rotting plants
tasting the rotting plants
examining the small insects
listening to the small insects
taking the small insects
examining the stagnant water
drinking the stagnant water
tasting the stagnant water
entering the stagnant water
examining the swamp vegetation
taking the swamp vegetation
eating the swamp vegetation
examining the fort
examining the pine tree
attacking the shadowy movement
climbing the pine tree
attacking the pine tree
examining the pool of water
drinking the pool of water
examining the mud
taking the mud
searching the mud
examining the tracks
examining the ruined building between the trees
examining the ruined temple
climbing the ruined temple
examining the temple_roof
climbing the temple_roof
examining the moss-covered chest
attacking the moss-covered chest
unlocking the moss-covered chest with
examining the moss
eating the moss
searching the moss
examining the mosaic
examining the walls_temple
examining the stones_temple
taking the stones_temple
searching the stones_temple
examining the shafts of sunlight
examining the drops of water
examining the streaming sunlight
climbing the waterfal_wall
examining the waterfal_wall
examining the spray
drinking the waterfal_water
examining the waterfal_water
examining the waterfall
entering the waterfall
examining the faded painting
attacking the faded painting
taking the painting
examining the behind_the_waterfall
entering the behind_the_waterfall
entering the smaller path
examining the smaller path
entering the larger path
examining the larger path
examining the lonely oak tree
examining the wasps' nest
examining the ending path
examining the pool of black water
drinking the pool of black water
entering the pool of black water
examining the wooden palisade
burning the wooden palisade
examining the wooden doors
climbing the wooden doors
burning the wooden doors
climbing the wooden palisade
examining the palisade
burning the palisade
eating the excrement
taking the excrement
smelling the excrement
examining the excrement
examining the wrecked furniture
taking the wrecked furniture
burning the wrecked furniture
examining the primitive tools
taking the primitive tools
smelling the heap of refuse
examining the heap of refuse
searching the heap of refuse
examining the flask of acid
climbing the palisade
getting off the palisade
examining the entrance
taking or attacking the moss
taking or drinking the drops of water
taking, pushing or pulling the bomb
taking or pushing or pulling the chest
climbing, taking, searching, entering, looking under, opening, closing, attacking, kissing, smelling, tasting, eating or drinking the ruined building between the trees
giving text for no quip chosen [E1]
learning a skill listed in the Table of Player Skills
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_intro
finding responses to c_intro
giving link to c_intro_2
giving text for c_intro_2
finding responses to c_intro_2
giving link to c_intro_3
giving text for c_intro_3
finding responses to c_intro_3
giving link to c_intro_4
giving text for c_intro_4
finding responses to c_intro_4
giving link to c_intro_5
giving text for c_intro_5
finding responses to c_intro_5
giving link to c_intro_6
giving text for c_intro_6
finding responses to c_intro_6
giving link to c_intro_7
giving text for c_intro_7
finding responses to c_intro_7
giving link to c_intro_8
giving text for c_intro_8
finding responses to c_intro_8
giving link to c_intro_9
giving text for c_intro_9
giving link to c_intro_10
giving text for c_intro_10
giving text for c_prison_1
finding responses to c_prison_1
giving link to c_prison_2
giving text for c_prison_2
finding responses to c_prison_2
giving link to c_prison_3
giving text for c_prison_3
finding responses to c_prison_3
giving link to c_prison_4
giving text for c_prison_4
finding responses to c_prison_4
giving link to c_prison_5
giving text for c_prison_5
finding responses to c_prison_5
giving link to c_prison_6
giving text for c_prison_6
giving text for c_prison_jug_1
finding responses to c_prison_jug_1
giving link to c_prison_jug_2
giving text for c_prison_jug_2
finding responses to c_prison_jug_2
giving link to c_prison_jug_3
giving text for c_prison_jug_3
finding responses to c_prison_jug_3
giving link to c_prison_jug_4
giving text for c_prison_jug_4
finding responses to c_prison_jug_4
giving link to c_prison_jug_5
giving text for c_prison_jug_5
finding responses to c_prison_jug_5
giving text for c_prison_next_1
finding responses to c_prison_next_1
giving text for c_prison_next_2
finding responses to c_prison_next_2
giving link to c_prison_next_3
giving text for c_prison_next_3
finding responses to c_prison_next_3
giving link to c_prison_next_4
giving text for c_prison_next_4
finding responses to c_prison_next_4
giving link to c_prison_next_5
giving text for c_prison_next_5
finding responses to c_prison_next_5
giving link to c_prison_next_6
giving text for c_prison_next_6
finding responses to c_prison_next_6
giving link to c_prison_next_7
giving text for c_prison_next_7
finding responses to c_prison_next_7
giving link to c_prison_next_8
giving text for c_prison_next_8
finding responses to c_prison_next_8
giving link to c_prison_next_9
giving text for c_prison_next_9
finding responses to c_prison_next_9
giving text for c_prison_trap_1
finding responses to c_prison_trap_1
giving link to c_prison_trap_2
giving text for c_prison_trap_2
finding responses to c_prison_trap_2
giving link to c_prison_trap_3
giving text for c_prison_trap_3
finding responses to c_prison_trap_3
giving text for c_prison_trap_4
finding responses to c_prison_trap_4
giving link to c_prison_trap_5
giving text for c_prison_trap_5
finding responses to c_prison_trap_5
giving link to c_prison_trap_6
giving text for c_prison_trap_6
finding responses to c_prison_trap_6
giving link to c_prison_trap_7
giving text for c_prison_trap_7
finding responses to c_prison_trap_7
giving link to c_prison_trap_8
giving text for c_prison_trap_8
finding responses to c_prison_trap_8
giving link to c_prison_trap_9
giving text for c_prison_trap_9
finding responses to c_prison_trap_9
giving text for c_Alex_1
finding responses to c_Alex_1
giving link to c_Alex_2
giving text for c_Alex_2
finding responses to c_Alex_2
giving link to c_Alex_3
giving text for c_Alex_3
finding responses to c_Alex_3
giving link to c_Alex_4
giving text for c_Alex_4
finding responses to c_Alex_4
giving link to c_Alex_5
giving text for c_Alex_5
finding responses to c_Alex_5
giving link to c_Alex_6
giving text for c_Alex_6
finding responses to c_Alex_6
giving link to c_Alex_7
giving text for c_Alex_7
finding responses to c_Alex_7
giving link to c_Alex_8
giving text for c_Alex_8
finding responses to c_Alex_8
giving link to c_Alex_99
giving text for c_Alex_99
finding responses to c_Alex_99
giving text for c_Alex_100
finding responses to c_Alex_100
giving link to c_Alex_fatality_2
giving text for c_Alex_fatality_2
finding responses to c_Alex_fatality_2
giving link to c_Alex_fatality_3
giving text for c_Alex_fatality_3
finding responses to c_Alex_fatality_3
giving link to c_Alex_fatality_4
giving text for c_Alex_fatality_4
finding responses to c_Alex_fatality_4
giving text for c_Alex_defeated_1
finding responses to c_Alex_defeated_1
giving link to c_Alex_defeated_2
giving text for c_Alex_defeated_2
finding responses to c_Alex_defeated_2
giving link to c_Alex_defeated_3
giving text for c_Alex_defeated_3
finding responses to c_Alex_defeated_3
giving link to c_Alex_defeated_4
giving text for c_Alex_defeated_4
finding responses to c_Alex_defeated_4
giving link to c_Alex_defeated_5
giving text for c_Alex_defeated_5
finding responses to c_Alex_defeated_5
giving link to c_Alex_defeated_6
giving text for c_Alex_defeated_6
finding responses to c_Alex_defeated_6
giving link to c_Alex_defeated_7
giving text for c_Alex_defeated_7
finding responses to c_Alex_defeated_7
giving link to c_Alex_defeated_8
giving text for c_Alex_defeated_8
finding responses to c_Alex_defeated_8
giving link to c_Alex_defeated_9
giving text for c_Alex_defeated_9
finding responses to c_Alex_defeated_9
giving link to c_Alex_defeated_10
giving text for c_Alex_defeated_10
finding responses to c_Alex_defeated_10
giving text for c_Waterfall
finding responses to c_Waterfall
giving link to c_Waterfall_yes
giving text for c_Waterfall_yes
giving link to c_Waterfall_no
giving text for c_Waterfall_no
giving text for c_Palisade
finding responses to c_Palisade
giving link to c_Palisade_in
giving text for c_Palisade_in
giving link to c_Palisade_out
giving text for c_Palisade_out
listening to a killed monster
touching an alive monster
tasting an alive monster
listening to an alive wild boar
touching a killed wild boar
tasting a killed wild 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
examining a Groth Idol
examining an Elda Idol
examining a Duncan Idol
examining a Shliss Idol
examining a wild boar
smelling a wild 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
throwing something
going or retreating when an alive indifferent bouvier is enclosed by the location
going down, jumping or exiting when the player is enclosed by the palisade
attacking or smashing or opening or banging when the player is enclosed by the filthy straw
attacking or smashing or opening or banging when the player is enclosed by the soft bed
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
spinning the strange contraption to for the first time
entering the ruined temple for the first time
taking an idol for the first time
attacking in Lesson Four - Concentrating
entering the guards' table
getting off the guards' table
entering the waterfal_water
going
default outcome is success
Does the player mean
entering the ruined temple
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
attacking a killed monster
smashing a killed person
attacking a broken stick of illumination
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 stones_temple
for behind_the_waterfall
for player [E2]
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 ambiguously plural thing (called the suspect) [E4]
after an on fire monster
after something (called the target) [E4]
Listing contents
for standard contents listing rule
default outcome is success
Grouping together
Constructing the status line
for while displaying constructing status line while displaying rule [E5]
default outcome is success
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 going [E2]
default outcome is success
Supplying a missing second noun
Reading a command
after reset the prevent undo flag rule [E3]
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
Printing the plural name
after a killed monster while not grouping together
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
Displaying [E5]
for basic menu contents rule [E5]
default outcome is success
Deciding whether to allow undo [E3]
for (if the combat boolean is 1 begin; ...)
default outcome is success
Deciding whether the action prevents undo [E3]
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
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
(if acting fast, rule succeeds)
(consider the scene changing rules)
(consider the every turn rules)
scheduled events rule [E6]
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
[E2]. Defined in Custom Library Messages by David Fisher
[E3]. Defined in Conditional Undo by Jesse Mcgrew
[E4]. Defined in Plurality by Emily Short
[E5]. Defined in Menus by Emily Short
[E6]. Defined in Scheduled Activities by John Clemens