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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

Section - Inclusions 

Section - Constants 

Volume - Inform ATTACK - Main System 

Book - Minor Preliminaries 

Chapter - Saying things 

Chapter - Global variables 

Chapter - Time 

Book - Dressing up the Person Class 

Chapter - Health 

Chapter - Basic Combat Stats 

Chapter - Hostility 

Chapter - Monster 

monster

Book - Combat Round Preliminaries 

Chapter - The pressing relation 

Chapter - Initiative 

Chapter - Combat States 

Book - The Combat Round 

Chapter - Setting up the Combat Round 

Chapter - Taking Actions (part I) 

Section - Reacting 

Chapter - Taking Actions (part II) 

Chapter - Run the Combat 

Book - Striking a Blow 

Chapter - Striking a blow 

weapon

Section - Reset combat variables 

Section - Basic attack roll 

Section - Whether attack modifiers apply 

Section - Attack modifier melee 

Section - Show results of attack roll 

Section - Whether the attack hits 

Section - Basic damage roll 

Section - Final damage 

Section - Printing the damage 

Section - Report no final damage 

Section - Print flavour text 

Section - Final blow report 

Chapter - Calculating damage 

Chapter - Calculating the final damage 

Chapter - Non-fatal damage 

Chapter - Fatal damage 

Chapter - Receiving health after a kill 

Book - Standard Combat Actions 

Chapter - Attacking 

Chapter - Concentrating 

Chapter - Parrying 

Chapter - Dodging 

Book - Artificial Intelligence 

Chapter - The Tables 

Section - Blanking out the Tables 

Section - Useful variables 

Chapter - First Stage - Choosing a Person 

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 

Chapter - Standard attacker AI 

Chapter - General AI definitions 

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 

Book - Reporting the Combat 

Chapter - Reporting the blow 

Chapter - Basic rules 

Volume - Subsystems 

Book - Weapon Extras 

Chapter - Reloading 

Section - Reloading and choosing a weapon 

Volume - Extras 

Section - Sword 

sword

Book - The Game 

Chapter - The player character 

My teeth

Chapter - Score 

Chapter - Status Bar 

Section - Task 

Section - Feelings 

Section - Harm 

Section - Changing the defaults in Conversation framework 

Section - Changing the defaults in Conversation Suggestions 

Section - Default conversation responses 

Section - I don't want requesting it for and imploring it for 

Section - I want TOPICS after each conversation step 

Section - Changing the defaults of ATTACK 

Section - Responses for standard actions 

Chapter - New Actions 

Volume - First Chapter 

Part - Scenes 

Part - The Cabin 

Cabin

Chapter - Furniture and items 

Section - The table 

table, Torpor

Section - The black sword 

black sword, various sundries and oddments

Section - The various sundries and oddments 

Section - The dirty plates 

dirty plates

Section - Manila folders 

manila folders full of useless papers

Section - Pieces of string 

pieces of string

Section - Beethoven compact disc 

Beethoven compact disc

Section - Bottles 

bottles

Section - A stuffed toy 

stuffed toy

Section - Beatles cassettes 

cassettes, Love

Section - Teapot 

teapot

Section - The medicine 

medicine

Section - Novels 

novels, Inferno

Section - Rotting cucumber 

rotting cucumber

Section - Trunk 

trunk

Section - Holy water 

holy water

Section - Door 

door of the cabin

Section - Window 

window of the cabin

Section - Bed 

bed

Section - Can of beer 

can of beer

Chapter - Boy 

boy, boy's natural weapon

Section - Giving the boy the toy 

Section - Giving the boy the medicine 

Section - Boy's default responses 

Section - Boy's first chapter conversation 

reason for his visit, doctors, New Haven, not calling me sir, 'us' he mentioned, 'us' he mentioned's natural weapon, help, boy-doing-here-node

Chapter - First attack - Raven 

raven, raven's natural weapon


List of extensions included (About these  )

Standard Rules  version 2/090402
Plurality by Emily Short  version 6
Basic Screen Effects by Emily Short  version 6
Conversation Package by Eric Eve  version 1
Custom Library Messages by David Fisher  version 27/081005
Conversation Nodes by Eric Eve  version 3
Conversation Suggestions by Eric Eve  version 2
Conversation Responses by Eric Eve  version 2
Conversational Defaults by Eric Eve  version 2
Conversation Framework by Eric Eve  version 5
Epistemology by Eric Eve  version 5


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

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

Global Variables
node-timer  ... a number
next-scheduled-node  ... convnode
conversed-this-turn  ... something which is either true or false

Abbreviated commands for addressing the current interlocutor
current interlocutor  ... person

Greeting
Greeting type  ... protocol type

Saying Goodbye
Farewell type  ... protocol type

Global Variables
sugg-list-ask  ... a list of
sugg-list-tell  ... a list of
sugg-list-other  ... a list of
suggest-on-greeting  ... something which is either true or false
Topic-request  ... protocol type

Library Message values
main object  ... an object
secondary object  ... an object
numeric amount  ... a number
library-message-id  ... library message id
before library messages rule  ... the name of a rule
after library messages rule  ... the name of a rule
library message tense  ... tense
library message grammatical number  ... grammatical number
library message person  ... grammatical person
library message gender  ... gender

Altering messages
libmsg_3ps_changed  ... a number

Miscellaneous decision rules
libmsg-was-empty  ... a number

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

Global variables
first dummy  ... a number
second dummy  ... a number
third dummy  ... a number
fourth dummy  ... a number

Run 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
global flavour text boolean  ... something which is either true or false

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

Task
task at hand  ... task

Feelings
current feeling  ... feeling

I want TOPICS after each conversation step
not-suggest boolean  ... something which is either true or false

Boy
fever boolean  ... something which is either true or false
medicine given boolean  ... something which is either true or false
bloodlettings  ... a number

protocol type understood ... protocol type
library message id understood ... library message id
tense understood ... tense
grammatical number understood ... grammatical number
grammatical person understood ... grammatical person
gender understood ... gender
letter case understood ... letter case
hostility understood ... hostility
combat state understood ... combat state
react state understood ... react state
task understood ... task
feeling understood ... feeling


List of Tables (About tables )

Table of Final Question Options    5 columns, 5 rows
Table of Locale Priorities    2 columns, 46 rows (45 blank)
Table of Ordinary Status      3 columns, 1 row
Table of custom library messages      2 columns, 4 rows
Table of library messages      2 columns, 312 rows
Table of 'you' forms      4 columns, 12 rows
Table of 'you' dobj forms      3 columns, 6 rows
Table of 'your' forms      4 columns, 12 rows
Table of 'yourself' forms      4 columns, 12 rows
Table of 'he' forms      4 columns, 12 rows
Table of 'his' forms      4 columns, 12 rows
Table of 'him' forms      4 columns, 12 rows
Table of 'himself' forms      4 columns, 12 rows
Table of 'you're' endings      3 columns, 6 rows
Table of 'you've' endings      3 columns, 6 rows
Table of 'are' forms      5 columns, 12 rows
Table of 'were' forms      5 columns, 12 rows
Table of 'do' forms      5 columns, 12 rows
Table of 'did' forms      5 columns, 12 rows
Table of 'have' forms      5 columns, 12 rows
Table of 'had' forms      5 columns, 12 rows
Table of 'can' forms      5 columns, 12 rows
Table of 'could' forms      5 columns, 12 rows
Table of Combat Order     2 columns, 51 rows (50 blank)
Table of Stored Combat Actions     2 columns, 51 rows (50 blank)
Table of AI Combat Person Options     2 columns, 101 rows (100 blank)
Table of AI Combat Options     2 columns, 101 rows (100 blank)
Table of AI Combat Weapon Options     2 columns, 31 rows (30 blank)
Table of Tasks Achieved     3 columns, 4 rows
Table of Rankings     2 columns, 3 rows
Table of Fancy Status     3 columns, 2 rows


Library Card (About library cards: )

Story title    To bitter business bound
Story author    Victor Gijsbers
Story headline    An Interactive Fiction
Story genre    Fiction
Release number    1
Story creation year    (This year)
IFID number    FD936318-F6EA-11DD-8209-0013D44E7D6C
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.

table    library messages      2524 bytes
table    ai combat person options     836 bytes
table    ai combat options     836 bytes
table    combat order     436 bytes
table    stored combat actions     436 bytes
table    locale priorities    396 bytes
table    'are' forms      304 bytes
table    'were' forms      304 bytes
table    'do' forms      304 bytes
table    'did' forms      304 bytes
table    'have' forms      304 bytes
table    'had' forms      304 bytes
table    'can' forms      304 bytes
table    'could' forms      304 bytes
object    each monster     276 bytes
table    ai combat weapon options     276 bytes
object    each natural weapon     276 bytes
object    each sword     276 bytes
object    each man    268 bytes
object    each woman    268 bytes
object    each animal    268 bytes
table    'you' forms      244 bytes
table    'your' forms      244 bytes
table    'yourself' forms      244 bytes
table    'he' forms      244 bytes
table    'his' forms      244 bytes
table    'him' forms      244 bytes
table    'himself' forms      244 bytes
object    each person    216 bytes
object    each weapon     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
object    each convnode      136 bytes
object    each container    128 bytes
object    each supporter    128 bytes
object    each backdrop    128 bytes
object    each misc-suggestion      128 bytes
object    each device    120 bytes
object    each subject      120 bytes
table    'you' dobj forms      112 bytes
table    'you're' endings      112 bytes
table    'you've' endings      112 bytes
object    each room    100 bytes
object    each region    92 bytes
table    tasks achieved     88 bytes
object    each thing    84 bytes
object    each direction    84 bytes
table    fancy status     64 bytes
table    custom library messages      60 bytes
table    rankings     52 bytes
table    ordinary status      52 bytes
action    each     48 bytes
scene    each     21 bytes