| ||||
Saying
Values , Names with articles , Say if and otherwise , Say one of , Paragraph control , Special characters , Fonts and visual effects , Some built-in texts , Saying lists of things , Group in and omit from lists , Lists of values
Values and data structures
Counting , Arithmetic , Truth states , Randomness , Changing stored values , Increase and decrease , Tables , Sorting tables , Indexed text , Matching text , Replacing text , Casing of text , Lists , Length of lists , Reversing and rotating lists , Sorting lists , Use options , Relations
Loops and conditionals
If and unless , While , Repeat , Repeat through tables , Repeat through lists , Changing the flow of loops , Deciding outcomes , Stop or go
Actions, activities and rules
Trying actions , Action requirements , Stop or continue , Stored actions , Carrying out activities , Advanced activities , Following rules , Success and failure , Procedural manipulation
Model world
Score , Outcome of play , Times of day , Durations , Timed events , Scenes , Timing of scenes , Player's identity and location , Moving and removing things , The map , Route-finding , The object tree
Understanding
Asking yes/no questions , The player's command , Changing the player's command , Scope and pronouns , I6 parser errors
Using external resources
Files , Figures and sound effects
From the extension Plurality by Emily Short
Verbs , Pronouns
From the extension Basic Screen Effects by Emily Short
Spacing and Pausing
From the extension Conversation Package by Eric Eve
New Rules for Conv Nodes
From the extension Custom Library Messages by David Fisher
Altering messages , Implicit Actions , Pronouns , Put On , Enter , Go , Look , Touching , Push, Pull, Turn , "Say object" rules , "Say word" rules , "Say suffix" rules , Irregular verbs , "Say symbol" rules , Miscellaneous "say" rules , Miscellaneous decision rules
From the extension Conversation Nodes by Eric Eve
Global Variables , Node-Switching Machinery , Node-Specific Rules
From the extension Conversation Suggestions by Eric Eve
Some Useful Phrases , The Listing Suggested Topics Action , Automatic Topic Suggestions
From the extension Conversation Responses by Eric Eve
Some Useful Phrases
From the extension Conversation Framework by Eric Eve
Greeting , Saying Goodbye , Limiting what can be spoken about
Defined in the source
Constants , Saying things , Time , Health , The pressing relation , Setting up the Combat Round , Reacting , Run the Combat , Striking a blow , Calculating the final damage , Receiving health after a kill , Concentrating , Blanking out the Tables , Rulebook
Third Stage
Choosing an Action , The player character , Score , Harm , Changing the defaults in Conversation Suggestions , Responses for standard actions , Miscellaneous
Brought into being by new kinds of value
Not all of the phrases listed below have blue help icons, as many occur in clumps of similar phrases which share the same documentation. Try the nearest icon above.
Saying
Values
say (some text with substitutions)
say "[a value of some sort]"
say "[a number in words]"
say "[a time in words]"
say "[s]"
Names with articles
say "[a an object]"
say "[an an object]"
say "[A an object]"
say "[An an object]"
say "[the an object]"
say "[The an object]"
Say if and otherwise
say "[if a condition]"
say "[unless a condition]"
say "[end if]"
say "[end unless]"
say "[otherwise/else if a condition]"
say "[otherwise/else unless a condition]"
say "[otherwise]"
say "[else]"
Say one of
say "[one of]"
say "[or]"
say "[purely at random]"
say "[at random]"
say "[sticky random]"
say "[as decreasingly likely outcomes]"
say "[in random order]"
say "[cycling]"
say "[stopping]"
Paragraph control
say "[line break]"
say "[no line break]"
say "[conditional paragraph break]"
say "[command clarification break]"
say "[paragraph break]"
say "[run paragraph on]"
say "[run paragraph on with special look spacing]"
if a paragraph break is pending ...
Special characters
say "[bracket]"
say "[close bracket]"
say "[apostrophe/']"
say "[quotation mark]"
Fonts and visual effects
say "[bold type]"
say "[italic type]"
say "[roman type]"
say "[fixed letter spacing]"
say "[variable letter spacing]"
display the boxed quotation (some formatted text without substitutions)
Some built-in texts
say "[the/-- banner text]"
say "[the/-- list of extension credits]"
say "[the/-- complete list of extension credits]"
say "[the/-- player's surroundings]"
Saying lists of things
list the contents of (an object)
optionally with newlines,
indented,
giving inventory information,
as a sentence,
including contents,
including all contents,
tersely,
giving brief inventory information,
using the definite article,
listing marked items only,
prefacing with is/are,
not listing concealed items,
suppressing all articles,
and/or with extra indentation
say "[contents of an object]"
say "[the contents of an object]"
say "[a list of a description]"
say "[A list of a description]"
say "[list of a description]"
say "[the list of a description]"
say "[The list of a description]"
say "[is-are a list of a description]"
say "[is-are list of a description]"
say "[is-are the list of a description]"
say "[a list of a description including contents]"
Group in and omit from lists
group (a description) together
group (a description) together giving articles
group (a description) together as (some text)
omit contents in listing
Lists of values
say "[a list of values in brace notation]"
say "[a list of objects with definite articles]"
say "[a list of objects with indefinite articles]"
Values and data structures
Counting
number of (a description) ... a number
number of (a description of values) ... a number
Arithmetic
(a number) + (a number) ... a number
(a number) - (a number) ... a number
(a number) * (a number) ... a number
(a number) / (a number) ... a number
(a number) plus (a number) ... a number
(a number) minus (a number) ... a number
(a number) times (a number) ... a number
(a number) multiplied by (a number) ... a number
(a number) divided by (a number) ... a number
remainder after dividing (a number) by (a number) ... a number
(a number) to the nearest (a number) ... a number
square root of (a number) ... a number
cube root of (a number) ... a number
total (a property of something) of (a description) ... a number
Truth states
whether or not (a condition) ... something which is either true or false
Randomness
a/-- random (a description) ... an object
a random number from (a number) to (a number) ... a number
a random number between (a number) and (a number) ... a number
if a random chance of (a number) in (a number) succeeds ...
seed the random-number generator with (a number)
a/-- random (a description of values) ... a value
Changing stored values
now (a condition)
let (a temporary 'let' or 'repeat' variable) be (a value)
let (a temporary 'let' or 'repeat' variable) be given by (the name of an equation)
let (a name not so far used) be given by (the name of an equation)
change (a property belonging to something) to (a value)
change (a non-temporary variable) to (a value)
change (a table entry) to (a value)
change (a list entry) to (a value)
change (an object) to (a property of something)
change (an object) to (a value)
change (a temporary 'let' or 'repeat' variable) to (a value)
Increase and decrease
increase/increment (a property belonging to something) by (a value)
increase/increment (a non-temporary variable) by (a value)
increase/increment (a temporary 'let' or 'repeat' variable) by (a value)
increase/increment (a table entry) by (a value)
decrease/decrement (a property belonging to something) by (a value)
decrease/decrement (a non-temporary variable) by (a value)
decrease/decrement (a temporary 'let' or 'repeat' variable) by (a value)
decrease/decrement (a table entry) by (a value)
Tables
number of rows in/from (the name of a table) ... a number
number of blank rows in/from (the name of a table) ... a number
number of filled rows in/from (the name of a table) ... a number
if there is (a table entry) ...
if there is no (a table entry) ...
delete (a table entry)
blank out the whole row
choose a/the/-- row (a number) in/from (the name of a table)
choose a/the/-- row with (the name of a column) of (a value) in/from (the name of a table)
choose a/the/-- blank row in/from (the name of a table)
choose a/the/-- random row in/from (the name of a table)
Sorting tables
sort (the name of a table) in random order
sort (the name of a table) in (the name of a column) order
sort (the name of a table) in reverse (the name of a column) order
Indexed text
number of characters in (an indexed text) ... a number
character number (a number) in (an indexed text) ... an indexed text
replace character number (a number) in (an indexed text) with (an indexed text)
number of words in (an indexed text) ... a number
word number (a number) in (an indexed text) ... an indexed text
replace word number (a number) in (an indexed text) with (an indexed text)
number of punctuated words in (an indexed text) ... a number
punctuated word number (a number) in (an indexed text) ... an indexed text
replace punctuated word number (a number) in (an indexed text) with (an indexed text)
number of unpunctuated words in (an indexed text) ... a number
unpunctuated word number (a number) in (an indexed text) ... an indexed text
replace unpunctuated word number (a number) in (an indexed text) with (an indexed text)
number of lines in (an indexed text) ... a number
line number (a number) in (an indexed text) ... an indexed text
replace line number (a number) in (an indexed text) with (an indexed text)
number of paragraphs in (an indexed text) ... a number
paragraph number (a number) in (an indexed text) ... an indexed text
replace paragraph number (a number) in (an indexed text) with (an indexed text)
Matching text
if (an indexed text) exactly matches the text (an indexed text) ...
optionally case insensitively
if (an indexed text) matches the text (an indexed text) ...
optionally case insensitively
number of times (an indexed text) matches the text (an indexed text) ... a number
optionally case insensitively
if (an indexed text) exactly matches the regular expression (an indexed text) ...
optionally case insensitively
if (an indexed text) matches the regular expression (an indexed text) ...
optionally case insensitively
number of times (an indexed text) matches the regular expression (an indexed text) ... a number
optionally case insensitively
text matching regular expression ... an indexed text
text matching subexpression (a number) ... an indexed text
Replacing text
replace the text (an indexed text) in (an indexed text) with (an indexed text)
optionally case insensitively
replace the regular expression (an indexed text) in (an indexed text) with (an indexed text)
optionally case insensitively
replace the word (an indexed text) in (an indexed text) with (an indexed text)
replace the punctuated word (an indexed text) in (an indexed text) with (an indexed text)
Casing of text
(an indexed text) in lower case ... an indexed text
(an indexed text) in upper case ... an indexed text
(an indexed text) in title case ... an indexed text
(an indexed text) in sentence case ... an indexed text
if (an indexed text) is in lower case ...
if (an indexed text) is in upper case ...
Lists
add (a value) to (a list of values)
optionally if absent
add (a value) at entry (a number) in (a list of values)
optionally if absent
add (a list of values) to (a list of values)
optionally if absent
add (a list of values) at entry (a number) in (a list of values)
remove (a value) from (a list of values)
optionally if present
remove (a list of values) from (a list of values)
optionally if present
remove entry (a number) from (a list of values)
optionally if present
remove entries (a number) to (a number) from (a list of values)
optionally if present
if (a value) is listed in (a list of values) ...
if (a value) is not listed in (a list of values) ...
list of (a description) ... a list of
list of (a description of values) ... a list of
multiple object list ... a list of
alter the multiple object list to (a list of objects)
Length of lists
number of entries in/of (a list of values) ... a number
truncate (a list of values) to (a number) entries
truncate (a list of values) to the first (a number) entries
truncate (a list of values) to the last (a number) entries
extend (a list of values) to (a number) entries
change (a list of values) to have (a number) entries
Reversing and rotating lists
reverse (a list of values)
rotate (a list of values)
rotate (a list of values) backwards
Sorting lists
sort (a list of values)
sort (a list of values) in reverse order
sort (a list of values) in random order
sort (a list of objects) in (a property of something) order
sort (a list of objects) in reverse (a property of something) order
Use options
if using the/-- (the name of a use option) ...
Relations
next step via (a relation) from (an object) to (an object) ... an object
number of steps via (a relation) from (an object) to (an object) ... a number
Loops and conditionals
If and unless
if (a condition) then (an instruction to do something)
if (a condition) , (an instruction to do something)
unless (a condition) , (an instruction to do something)
otherwise if (a condition)
else if (a condition)
otherwise unless (a condition)
else unless (a condition)
otherwise (an instruction to do something)
else (an instruction to do something)
if (a condition) begin; ...; end if
unless (a condition) begin; ...; end unless
if (a value) is begin; ...; end if
While
while (a condition) repeatedly (an instruction to do something)
while (a condition) , (an instruction to do something)
while (a condition) begin; ...; end while
Repeat
repeat with (a name not so far used) running from (a number) to (a number) begin; ...; end repeat
repeat with (a name not so far used) running through (a description) begin; ...; end repeat
repeat with (a name not so far used) running through (a description of values) begin; ...; end repeat
Repeat through tables
repeat through (the name of a table) begin; ...; end repeat
repeat through (the name of a table) in reverse order begin; ...; end repeat
repeat through (the name of a table) in (the name of a column) order begin; ...; end repeat
repeat through (the name of a table) in reverse (the name of a column) order begin; ...; end repeat
Repeat through lists
repeat with (a name not so far used) running through (a list of values) begin; ...; end repeat
Changing the flow of loops
break
next
Deciding outcomes
yes
decide yes
no
decide no
decide on (a value)
Actions, activities and rules
Trying actions
try (an instruction to do something)
silently try (an instruction to do something)
try silently (an instruction to do something)
Action requirements
if action requires a touchable noun ...
if action requires a touchable second noun ...
if action requires a carried noun ...
if action requires a carried second noun ...
if action requires light ...
Stop or continue
stop the action
continue the action
Stored actions
current action ... a stored action
action of (an instruction to do something) ... a stored action
try (a stored action)
silently try (a stored action)
try silently (a stored action)
if (a stored action) involves (an object) ...
action-name part of (a stored action) ... an action name
noun part of (a stored action) ... an object
second noun part of (a stored action) ... an object
actor part of (a stored action) ... an object
Carrying out activities
carry out the (an activity) activity
carry out the (an activity) activity with (an object)
continue the activity
Advanced activities
begin the (an activity) activity
begin the (an activity) activity with (an object)
if handling (an activity) activity ...
if handling (an activity) activity with (an object) ...
end the (an activity) activity
end the (an activity) activity with (an object)
abandon the (an activity) activity
abandon the (an activity) activity with (an object)
Following rules
follow (the name of a rule)
follow (the name of a rule) for (an object)
consider (the name of a rule)
consider (the name of a rule) for (an object)
abide by (the name of a rule)
abide by (the name of a rule) for (an object)
anonymously abide by (the name of a rule)
anonymously abide by (the name of a rule) for (an object)
Success and failure
make no decision
rule succeeds
rule fails
rule succeeds with result (some text or the name of a room, thing or rule)
rule fails with result (some text or the name of a room, thing or rule)
if rule succeeded ...
if rule succeeded with result (some text or the name of a room, thing or rule) ...
if rule failed ...
if rule failed with result (some text or the name of a room, thing or rule) ...
result of the rule ... some text or the name of a room, thing or rule
outcome of the rulebook ... the name of a rulebook outcome
Procedural manipulation
ignore (the name of a rule)
reinstate (the name of a rule)
reject the result of (the name of a rule)
accept the result of (the name of a rule)
substitute (the name of a rule) for (the name of a rule)
restore the original (the name of a rule)
move (the name of a rule) to before (the name of a rule)
move (the name of a rule) to after (the name of a rule)
Model world
Score
award (a number) point/points
Outcome of play
end the game in death
end the game in victory
end the game saying (some text)
resume the game
if game is in progress ...
if game is over ...
if game ended in death ...
if game ended in victory ...
Times of day
minutes part of (a time) ... a number
hours part of (a time) ... a number
if (a time) is before (a time) ...
if (a time) is after (a time) ...
if it is before (a time) ...
if it is after (a time) ...
(a time) before (a time) ... a time
(a time) after (a time) ... a time
Durations
(a number) minutes ... a time
(a number) hours ... a time
Timed events
(the name of a rule) in (a number) turn from now
(the name of a rule) in (a number) turns from now
(the name of a rule) at (a time)
(the name of a rule) in (a time) from now
Scenes
if (a scene) has happened ...
if (a scene) has not happened ...
if (a scene) has ended ...
if (a scene) has not ended ...
Timing of scenes
time since (a scene) began ... a time
time when (a scene) began ... a time
time since (a scene) ended ... a time
time when (a scene) ended ... a time
Player's identity and location
change the/-- player to (an object)
if in (an object) ...
if in darkness ...
Moving and removing things
move (an object) to (an object)
optionally without printing a room description,
or printing an abbreviated room description
remove (an object) from play
move (an object) backdrop to all (a description)
update backdrop positions
The map
location of (an object) ... room
room (an object matching a description) from/of (an object matching a description) ... room
door (an object matching a description) from/of (an object matching a description) ... door
other side of (an object matching a description) from (an object matching a description) ... an object
direction of (an object matching a description) from (an object matching a description) ... an object
room-or-door (an object matching a description) from/of (an object matching a description) ... an object
change (an object matching a description) exit of (an object matching a description) to (an object matching a description)
change (an object matching a description) exit of (an object matching a description) to nothing/nowhere
front side of (an object) ... room
back side of (an object) ... room
Route-finding
best route from (an object) to (an object) ... an object
optionally using doors,
or using even locked doors
number of moves from (an object) to (an object) ... a number
optionally using doors,
or using even locked doors
best route from (an object) to (an object) through (a description) ... an object
optionally using doors,
or using even locked doors
number of moves from (an object) to (an object) through (a description) ... a number
optionally using doors,
or using even locked doors
The object tree
holder of (an object) ... an object
next thing held after (an object) ... an object
first thing held by (an object) ... an object
Understanding
Asking yes/no questions
if player consents ...
The player's command
if (a snippet) matches (a topic) ...
if (a snippet) does not match (a topic) ...
if (a snippet) includes (a topic) ...
if (a snippet) does not include (a topic) ...
Changing the player's command
change the text of the player's command to (an indexed text)
replace (a snippet) with (some text)
cut (a snippet)
reject the player's command
Scope and pronouns
place (an object) in scope
optionally but not its contents
place the/-- contents of (an object) in scope
set pronouns from possessions of the player
set pronouns from (an object)
I6 parser errors
if parser error is didn't understand ...
if parser error is only understood as far as ...
if parser error is didn't understand that number ...
if parser error is can't see any such thing ...
if parser error is said too little ...
if parser error is aren't holding that ...
if parser error is can't use multiple objects ...
if parser error is can only use multiple objects ...
if parser error is not sure what it refers to ...
if parser error is excepted something not included ...
if parser error is can only do that to something animate ...
if parser error is not a verb I recognise ...
if parser error is not something you need to refer to ...
if parser error is can't see it at the moment ...
if parser error is didn't understand the way that finished ...
if parser error is not enough of those available ...
if parser error is nothing to do ...
if parser error is I beg your pardon ...
if parser error is noun did not make sense in that context ...
Using external resources
Files
read (the name of a file) into (the name of a table)
write (the name of a file) from (the name of a table)
if (the name of a file) exists ...
if ready to read (the name of a file) ...
mark (the name of a file) as ready to read
mark (the name of a file) as not ready to read
write (some text) to (the name of a file)
append (some text) to (the name of a file)
say "[text of the name of a file]"
Figures and sound effects
display (the name of a figure)
optionally one time only
play (the name of a sound effect)
optionally one time only
Verbs
mark (an object matching a description) in output
mark-future-plural
mark-future-singular
if (an object) acts plural ...
say "[is-are]"
say "[is-are of an object matching a description]"
say "[has-have]"
say "[has-have of an object matching a description]"
say "[numerical is-are]"
say "[numerical has-have]"
say "[es]"
say "[es of an object matching a description]"
say "[ies]"
say "[ies of an object matching a description]"
Pronouns
say "[that-those]"
say "[Cap that-those]"
say "[that-those of an object matching a description]"
say "[Cap that-those an object matching a description]"
say "[that-those an object matching a description]"
say "[Cap that-those of an object matching a description]"
say "[it-they]"
say "[it-they of an object matching a description]"
say "[Cap it-they]"
say "[Cap it-they of an object matching a description]"
say "[its-their]"
say "[its-their of an object matching a description]"
say "[Cap its-their]"
say "[Cap its-their of an object matching a description]"
say "[it-them]"
say "[it-them of an object matching a description]"
say "[Cap it-them]"
say "[Cap it-them of an object matching a description]"
say "[its-theirs]"
say "[its-theirs of an object matching a description]"
say "[Cap its-theirs]"
say "[Cap its-theirs of an object matching a description]"
say "[possessive]"
say "[possessive of an object matching a description]"
say "[Cap possessive]"
say "[Cap possessive of an object matching a description]"
notice the plurality of (an object)
have the parser notice (an object)
notice (an object) boringly
Spacing and Pausing
clear the/-- screen
clear only the/-- main screen
clear only the/-- status line
wait for any key
wait for the/-- SPACE key
chosen letter ... a number
pause the/-- game
center (some text with substitutions)
center (some text)
center (some text with substitutions) at the/-- row (a number)
center (some text) at the/-- row (a number)
stop the/-- game abruptly
show the/-- current quotation
screen width ... a number
screen height ... a number
deepen the/-- status line to (a number) rows
move the/-- cursor to (a number)
right align the/-- cursor to (a number)
fill status bar with (the name of a table)
New Rules for Conv Nodes
appropriate-suggestion-database ... an object
Altering messages
add the custom library messages
set (a library message id) to (some text)
update the row with id of (a library message id) to (some text)
set the library message third person text to (some text)
set the library message third person text to (some text) / (some text)
restore the library message third person text
set the library message third person text to (some text) / (some text) / (some text)
Implicit Actions
say "[entering|getting onto-into]"
Pronouns Enter Go Look Touching Push, Pull, Turn "Say object" rules "Say word" rules "Say suffix" rules Irregular verbs "Say symbol" rules Miscellaneous "say" rules Miscellaneous decision rules Global Variables Node-Switching Machinery Node-Specific Rules Some Useful Phrases The Listing Suggested Topics Action Automatic Topic Suggestions Some Useful Phrases Greeting Saying Goodbye Limiting what can be spoken about Constants Saying things Health The pressing relation Setting up the Combat Round Reacting Striking a blow Calculating the final damage Receiving health after a kill Concentrating Blanking out the Tables Rulebook Second Stage Third Stage The player character Score Harm Changing the defaults in Conversation Suggestions Responses for standard actions Miscellaneous Brought into being by new kinds of value Lexicon of words used in descriptions
For instance, the description 'an unlocked door' is made up from the adjective 'unlocked' and the noun 'door', both of which can be found below. Property adjectives, like 'open', can be used when creating things - 'In the Ballroom is an open container' is allowed because 'open' is a property - but those with complicated definitions, like 'empty', can only be tested during play, e.g. with rules like 'Instead of taking an empty container, ...'. a indefinite article Acted adjective: (of person) having this combat state Acted noun, value of Combat state adjacent adjective: (of room) A room is adjacent if it is adjacent to the location administering the medicine noun, value of Task Aggressive adjective: (of person) having this react state Aggressive noun, value of React state alive adjective: (of person) A person is alive if its health is 1 or more all determiner used in conditions: 'if all of the doors are open' all but determiner used to count things: 'all but three containers' all except determiner - see all except almost all determiner used in conditions: true if 80 percent or more possibilities work almost no determiner used in conditions: true if fewer than 20 percent of possibilities work ambiguously plural adjective: either/or property of thing, opposite of ordinarily enumerated
an indefinite article - see a animal noun, a kind of person at dodge adjective: either/or property of person, opposite of not at dodge at least determiner used to count things: 'at least five doors' at most determiner - see at least at parry adjective: either/or property of person, opposite of not at parry auto-suggesting adjective: either/or property of convnode
backdrop noun, a kind of thing blood rush noun, value of Feeling closed adjective: either/or property of door, container or convnode, opposite of open concealed adjective: (of thing) Something is concealed rather than unconcealed if the holder of it conceals it container noun, a kind of thing convnode
noun, a kind of thing dark adjective: either/or property of room, opposite of lighted Defensive adjective: (of person) having this react state Defensive noun, value of React state described adjective: either/or property of thing, opposite of undescribed device noun, a kind of thing direction noun, a kind door noun, a kind of thing each determiner - see all edible adjective: either/or property of thing, opposite of inedible empty adjective: enterable adjective: either/or property of container or supporter even adjective: (of a number) a number is even rather than odd if the remainder after dividing it by 2 is 0 every determiner - see all, and can also be used in generalisations such as 'A nose is part of every person.' exactly determiner whereas 'if two doors are open' implicitly means 'if at least two doors are open', 'if exactly two...' makes the count precise excited noun, value of Feeling explicit
noun, value of protocol type extreme agony noun, value of Feeling familiar adjective: either/or property of thing, opposite of unfamiliar
female adjective: either/or property of person, opposite of male fewer than determiner pedantic way to say less than when counting finding the medicine noun, value of Task first person
noun, value of Grammatical person fixed in place adjective: either/or property of thing, opposite of portable friendly adjective: (of person) having this hostility friendly noun, value of Hostility full adjective: (of the name of a table) a table-name is full rather than non-full if the number of blank rows in it is 0 gender feminine
noun, value of Gender gender masculine
noun, value of Gender gender neuter
noun, value of Gender going on adjective: (of an activity) of its three rulebooks is currently being run handled adjective: either/or property of thing happening adjective: (of a scene) is currently taking place hostile adjective: (of person) having this hostility hostile noun, value of Hostility hostile_2 adjective: (of person) having this hostility hostile_2 noun, value of Hostility hostile_3 adjective: (of person) having this hostility hostile_3 noun, value of Hostility hostile_4 adjective: (of person) having this hostility hostile_4 noun, value of Hostility implicit
noun, value of protocol type improper-named adjective: either/or property of thing, opposite of proper-named inedible adjective: either/or property of thing, opposite of edible initially carried adjective: either/or property of thing invisible adjective: (of thing) opposite of visible killed adjective: (of person) A person is killed if its health is 0 or less killing the raven noun, value of Task known adjective: (of thing) a thing is known if it is familiar or it is seen
less than determiner - see more than LibMsg <again usage>
noun, value of Library message id LibMsg <block answering>
noun, value of Library message id LibMsg <block asking>
noun, value of Library message id LibMsg <block attacking>
noun, value of Library message id LibMsg <block burning>
noun, value of Library message id LibMsg <block buying>
noun, value of Library message id LibMsg <block climbing>
noun, value of Library message id LibMsg <block cutting>
noun, value of Library message id LibMsg <block drinking>
noun, value of Library message id LibMsg <block giving>
noun, value of Library message id LibMsg <block jumping>
noun, value of Library message id LibMsg <block kissing>
noun, value of Library message id LibMsg <block listening>
noun, value of Library message id LibMsg <block npc consulting>
noun, value of Library message id LibMsg <block player consulting>
noun, value of Library message id LibMsg <block pushing in directions>
noun, value of Library message id LibMsg <block rubbing>
noun, value of Library message id LibMsg <block saying no>
noun, value of Library message id LibMsg <block saying sorry>
noun, value of Library message id LibMsg <block saying yes>
noun, value of Library message id LibMsg <block setting to>
noun, value of Library message id LibMsg <block showing>
noun, value of Library message id LibMsg <block singing>
noun, value of Library message id LibMsg <block sleeping>
noun, value of Library message id LibMsg <block smelling>
noun, value of Library message id LibMsg <block swearing mildly>
noun, value of Library message id LibMsg <block swearing obscenely>
noun, value of Library message id LibMsg <block swinging>
noun, value of Library message id LibMsg <block tasting>
noun, value of Library message id LibMsg <block telling>
noun, value of Library message id LibMsg <block thinking>
noun, value of Library message id LibMsg <block throwing at>
noun, value of Library message id LibMsg <block tying>
noun, value of Library message id LibMsg <block vaguely going>
noun, value of Library message id LibMsg <block waking other>
noun, value of Library message id LibMsg <block waking up>
noun, value of Library message id LibMsg <block waving hands>
noun, value of Library message id LibMsg <brief look mode>
noun, value of Library message id LibMsg <cannot begin at comma>
noun, value of Library message id LibMsg <cannot close something already closed>
noun, value of Library message id LibMsg <cannot close unless openable>
noun, value of Library message id LibMsg <cannot do again>
noun, value of Library message id LibMsg <cannot drop clothes being worn>
noun, value of Library message id LibMsg <cannot drop if this exceeds carrying capacity>
noun, value of Library message id LibMsg <cannot drop not holding>
noun, value of Library message id LibMsg <cannot drop something already dropped>
noun, value of Library message id LibMsg <cannot eat unless edible>
noun, value of Library message id LibMsg <cannot enter closed containers>
noun, value of Library message id LibMsg <cannot enter something already entered>
noun, value of Library message id LibMsg <cannot enter something not enterable>
noun, value of Library message id LibMsg <cannot enter something carried>
noun, value of Library message id LibMsg <cannot exceed carrying capacity>
noun, value of Library message id LibMsg <cannot exit closed containers>
noun, value of Library message id LibMsg <cannot exit thing not within>
noun, value of Library message id LibMsg <cannot exit when not within anything>
noun, value of Library message id LibMsg <cannot get off things>
noun, value of Library message id LibMsg <cannot give to yourself>
noun, value of Library message id LibMsg <cannot give what you have not got>
noun, value of Library message id LibMsg <cannot go down through closed doors>
noun, value of Library message id LibMsg <cannot go that way>
noun, value of Library message id LibMsg <cannot go through closed doors>
noun, value of Library message id LibMsg <cannot go through concealed doors>
noun, value of Library message id LibMsg <cannot go up through closed doors>
noun, value of Library message id LibMsg <cannot insert clothes being worn>
noun, value of Library message id LibMsg <cannot insert if this exceeds carrying capacity>
noun, value of Library message id LibMsg <cannot insert into closed containers>
noun, value of Library message id LibMsg <cannot insert into something not a container>
noun, value of Library message id LibMsg <cannot insert something not held>
noun, value of Library message id LibMsg <cannot insert something into itself>
noun, value of Library message id LibMsg <cannot lock something already locked>
noun, value of Library message id LibMsg <cannot lock something open>
noun, value of Library message id LibMsg <cannot lock without a lock>
noun, value of Library message id LibMsg <cannot lock without the correct key>
noun, value of Library message id LibMsg <cannot open something already open>
noun, value of Library message id LibMsg <cannot open something locked>
noun, value of Library message id LibMsg <cannot open unless openable>
noun, value of Library message id LibMsg <cannot pull people>
noun, value of Library message id LibMsg <cannot pull scenery>
noun, value of Library message id LibMsg <cannot pull something fixed in place>
noun, value of Library message id LibMsg <cannot push people>
noun, value of Library message id LibMsg <cannot push scenery>
noun, value of Library message id LibMsg <cannot push something fixed in place>
noun, value of Library message id LibMsg <cannot put clothes being worn>
noun, value of Library message id LibMsg <cannot put if this exceeds carrying capacity>
noun, value of Library message id LibMsg <cannot put onto something not a supporter>
noun, value of Library message id LibMsg <cannot put onto something being carried>
noun, value of Library message id LibMsg <cannot put something not held>
noun, value of Library message id LibMsg <cannot put something on it-self>
noun, value of Library message id LibMsg <cannot reach within closed containers>
noun, value of Library message id LibMsg <cannot reach within other places>
noun, value of Library message id LibMsg <cannot remove from closed containers>
noun, value of Library message id LibMsg <cannot remove something not within>
noun, value of Library message id LibMsg <cannot search closed opaque containers>
noun, value of Library message id LibMsg <cannot search unless container or supporter>
noun, value of Library message id LibMsg <cannot show what you have not got>
noun, value of Library message id LibMsg <cannot switch off something already off>
noun, value of Library message id LibMsg <cannot switch off unless switchable>
noun, value of Library message id LibMsg <cannot switch on something already on>
noun, value of Library message id LibMsg <cannot switch on unless switchable>
noun, value of Library message id LibMsg <cannot take component parts>
noun, value of Library message id LibMsg <cannot take hidden parts>
noun, value of Library message id LibMsg <cannot take off something not worn>
noun, value of Library message id LibMsg <cannot take other people>
noun, value of Library message id LibMsg <cannot take possessions of others>
noun, value of Library message id LibMsg <cannot take scenery>
noun, value of Library message id LibMsg <cannot take something already taken>
noun, value of Library message id LibMsg <cannot take something fixed>
noun, value of Library message id LibMsg <cannot take something you are within>
noun, value of Library message id LibMsg <cannot take yourself>
noun, value of Library message id LibMsg <cannot talk to absent person>
noun, value of Library message id LibMsg <cannot talk to inanimate object>
noun, value of Library message id LibMsg <cannot travel in something not a vehicle>
noun, value of Library message id LibMsg <cannot turn people>
noun, value of Library message id LibMsg <cannot turn scenery>
noun, value of Library message id LibMsg <cannot turn something fixed in place>
noun, value of Library message id LibMsg <cannot undo nothing>
noun, value of Library message id LibMsg <cannot undo twice in a row>
noun, value of Library message id LibMsg <cannot unlock something already unlocked>
noun, value of Library message id LibMsg <cannot unlock without a lock>
noun, value of Library message id LibMsg <cannot unlock without the correct key>
noun, value of Library message id LibMsg <cannot wave something not held>
noun, value of Library message id LibMsg <cannot wear not holding>
noun, value of Library message id LibMsg <cannot wear something already worn>
noun, value of Library message id LibMsg <cannot wear something not clothing>
noun, value of Library message id LibMsg <command badly ended>
noun, value of Library message id LibMsg <command cut short>
noun, value of Library message id LibMsg <command incomplete>
noun, value of Library message id LibMsg <command not understood>
noun, value of Library message id LibMsg <command partly understood>
noun, value of Library message id LibMsg <comment not recorded>
noun, value of Library message id LibMsg <comment recorded>
noun, value of Library message id LibMsg <confirm Quit>
noun, value of Library message id LibMsg <confirm Restart>
noun, value of Library message id LibMsg <dark description>
noun, value of Library message id LibMsg <dark room name>
noun, value of Library message id LibMsg <empty line>
noun, value of Library message id LibMsg <end of transcript>
noun, value of Library message id LibMsg <end transcript failed>
noun, value of Library message id LibMsg <entering darkness>
noun, value of Library message id LibMsg <examine devices>
noun, value of Library message id LibMsg <examine direction>
noun, value of Library message id LibMsg <examine undescribed things>
noun, value of Library message id LibMsg <examine while dark>
noun, value of Library message id LibMsg <excepted object not included anyway>
noun, value of Library message id LibMsg <extra words before comma>
noun, value of Library message id LibMsg <first N objects>
noun, value of Library message id LibMsg <implicitly pass inwards through other barriers>
noun, value of Library message id LibMsg <implicitly pass outwards through other barriers>
noun, value of Library message id LibMsg <Inventory initial text>
noun, value of Library message id LibMsg <Inventory no possessions>
noun, value of Library message id LibMsg <look under while dark>
noun, value of Library message id LibMsg <look under>
noun, value of Library message id LibMsg <menu prompt>
noun, value of Library message id LibMsg <need to take off before inserting>
noun, value of Library message id LibMsg <no newly visible exterior>
noun, value of Library message id LibMsg <no objects available>
noun, value of Library message id LibMsg <no pronouns known>
noun, value of Library message id LibMsg <no scoring>
noun, value of Library message id LibMsg <not pushed in a direction>
noun, value of Library message id LibMsg <not that many available>
noun, value of Library message id LibMsg <nothing found on top of>
noun, value of Library message id LibMsg <nothing found within container>
noun, value of Library message id LibMsg <nothing through door>
noun, value of Library message id LibMsg <noun needed>
noun, value of Library message id LibMsg <noun not needed>
noun, value of Library message id LibMsg <npc unable to do that>
noun, value of Library message id LibMsg <number not understood>
noun, value of Library message id LibMsg <object needed>
noun, value of Library message id LibMsg <object not held>
noun, value of Library message id LibMsg <object not needed>
noun, value of Library message id LibMsg <oops failed>
noun, value of Library message id LibMsg <oops no arguments>
noun, value of Library message id LibMsg <oops too many arguments>
noun, value of Library message id LibMsg <page prompt>
noun, value of Library message id LibMsg <person ignores command>
noun, value of Library message id LibMsg <player self description>
noun, value of Library message id LibMsg <pronoun absent>
noun, value of Library message id LibMsg <pronoun not set>
noun, value of Library message id LibMsg <Pronouns -means- text>
noun, value of Library message id LibMsg <Pronouns -unset- text>
noun, value of Library message id LibMsg <Pronouns initial text>
noun, value of Library message id LibMsg <pushed in illegal direction>
noun, value of Library message id LibMsg <report implicit take>
noun, value of Library message id LibMsg <report npc closing>
noun, value of Library message id LibMsg <report npc dropping>
noun, value of Library message id LibMsg <report npc eating>
noun, value of Library message id LibMsg <report npc entering>
noun, value of Library message id LibMsg <report npc examining>
noun, value of Library message id LibMsg <report npc exiting>
noun, value of Library message id LibMsg <report npc giving to npc>
noun, value of Library message id LibMsg <report npc giving to player>
noun, value of Library message id LibMsg <report npc implicit take>
noun, value of Library message id LibMsg <report npc inserting>
noun, value of Library message id LibMsg <report npc locking>
noun, value of Library message id LibMsg <report npc looking under>
noun, value of Library message id LibMsg <report npc looking>
noun, value of Library message id LibMsg <report npc opening>
noun, value of Library message id LibMsg <report npc pulling>
noun, value of Library message id LibMsg <report npc pushing>
noun, value of Library message id LibMsg <report npc putting on>
noun, value of Library message id LibMsg <report npc removing>
noun, value of Library message id LibMsg <report npc searching>
noun, value of Library message id LibMsg <report npc squeezing>
noun, value of Library message id LibMsg <report npc switching off>
noun, value of Library message id LibMsg <report npc switching on>
noun, value of Library message id LibMsg <report npc taking inventory>
noun, value of Library message id LibMsg <report npc taking off>
noun, value of Library message id LibMsg <report npc taking>
noun, value of Library message id LibMsg <report npc touching other people>
noun, value of Library message id LibMsg <report npc touching self>
noun, value of Library message id LibMsg <report npc touching things>
noun, value of Library message id LibMsg <report npc turning>
noun, value of Library message id LibMsg <report npc unlocking>
noun, value of Library message id LibMsg <report npc waiting>
noun, value of Library message id LibMsg <report npc waving things>
noun, value of Library message id LibMsg <report npc wearing>
noun, value of Library message id LibMsg <report player closing>
noun, value of Library message id LibMsg <report player dropping>
noun, value of Library message id LibMsg <report player eating>
noun, value of Library message id LibMsg <report player entering>
noun, value of Library message id LibMsg <report player exiting>
noun, value of Library message id LibMsg <report player giving>
noun, value of Library message id LibMsg <report player inserting>
noun, value of Library message id LibMsg <report player locking>
noun, value of Library message id LibMsg <report player opening>
noun, value of Library message id LibMsg <report player pulling>
noun, value of Library message id LibMsg <report player pushing>
noun, value of Library message id LibMsg <report player putting on>
noun, value of Library message id LibMsg <report player removing>
noun, value of Library message id LibMsg <report player squeezing>
noun, value of Library message id LibMsg <report player switching on>
noun, value of Library message id LibMsg <report player switching off>
noun, value of Library message id LibMsg <report player taking off>
noun, value of Library message id LibMsg <report player taking>
noun, value of Library message id LibMsg <report player touching things>
noun, value of Library message id LibMsg <report player touching self>
noun, value of Library message id LibMsg <report player touching other people>
noun, value of Library message id LibMsg <report player turning>
noun, value of Library message id LibMsg <report player unlocking>
noun, value of Library message id LibMsg <report player waiting>
noun, value of Library message id LibMsg <report player waving things>
noun, value of Library message id LibMsg <report player wearing>
noun, value of Library message id LibMsg <report unseen npc closing>
noun, value of Library message id LibMsg <report unseen npc opening>
noun, value of Library message id LibMsg <Restart failed>
noun, value of Library message id LibMsg <Restore failed>
noun, value of Library message id LibMsg <Restore succeeded>
noun, value of Library message id LibMsg <restrict answer>
noun, value of Library message id LibMsg <reveal any newly visible exterior initial text>
noun, value of Library message id LibMsg <Save failed>
noun, value of Library message id LibMsg <Save succeeded>
noun, value of Library message id LibMsg <say npc arrives at>
noun, value of Library message id LibMsg <say npc arrives from unknown direction>
noun, value of Library message id LibMsg <say npc arrives from>
noun, value of Library message id LibMsg <say npc arrives>
noun, value of Library message id LibMsg <say npc goes through>
noun, value of Library message id LibMsg <say npc goes>
noun, value of Library message id LibMsg <say npc pushing away>
noun, value of Library message id LibMsg <say npc pushing in front with player>
noun, value of Library message id LibMsg <say npc pushing in front>
noun, value of Library message id LibMsg <say npc pushing in>
noun, value of Library message id LibMsg <say npc taking player along>
noun, value of Library message id LibMsg <say npc vehicle>
noun, value of Library message id LibMsg <say things also within>
noun, value of Library message id LibMsg <say things on>
noun, value of Library message id LibMsg <say things within>
noun, value of Library message id LibMsg <score changed>
noun, value of Library message id LibMsg <Score command>
noun, value of Library message id LibMsg <score notification turned on>
noun, value of Library message id LibMsg <score notification turned off>
noun, value of Library message id LibMsg <score rank>
noun, value of Library message id LibMsg <search while dark>
noun, value of Library message id LibMsg <second noun needed>
noun, value of Library message id LibMsg <second noun not needed>
noun, value of Library message id LibMsg <second object needed>
noun, value of Library message id LibMsg <second object not needed>
noun, value of Library message id LibMsg <single object disambiguation>
noun, value of Library message id LibMsg <something more substantial needed>
noun, value of Library message id LibMsg <squeezing people>
noun, value of Library message id LibMsg <start of transcript>
noun, value of Library message id LibMsg <superbrief look mode>
noun, value of Library message id LibMsg <telling yourself>
noun, value of Library message id LibMsg <throw at inanimate object>
noun, value of Library message id LibMsg <too many multiple objects>
noun, value of Library message id LibMsg <top line what as>
noun, value of Library message id LibMsg <top line what in>
noun, value of Library message id LibMsg <top line what on>
noun, value of Library message id LibMsg <transcript already off>
noun, value of Library message id LibMsg <transcript already on>
noun, value of Library message id LibMsg <transcript failed>
noun, value of Library message id LibMsg <unable to receive things>
noun, value of Library message id LibMsg <undo failed>
noun, value of Library message id LibMsg <undo forbidden>
noun, value of Library message id LibMsg <undo not provided>
noun, value of Library message id LibMsg <undo succeeded>
noun, value of Library message id LibMsg <unimportant object>
noun, value of Library message id LibMsg <unknown object>
noun, value of Library message id LibMsg <unknown verb>
noun, value of Library message id LibMsg <use holdall to avoid exceeding carrying capacity>
noun, value of Library message id LibMsg <verb cannot have inanimate object>
noun, value of Library message id LibMsg <verb cannot have multiple objects>
noun, value of Library message id LibMsg <verbose look mode>
noun, value of Library message id LibMsg <Verify failed>
noun, value of Library message id LibMsg <Verify succeeded>
noun, value of Library message id LibMsg <what disambiguation>
noun, value of Library message id LibMsg <which disambiguation>
noun, value of Library message id LibMsg <who disambiguation>
noun, value of Library message id LibMsg <whom disambiguation>
noun, value of Library message id LibMsg <yes or no prompt>
noun, value of Library message id LibMsg <you have died>
noun, value of Library message id LibMsg <you have won>
noun, value of Library message id LibMsg <zero multiple objects>
noun, value of Library message id lighted adjective: either/or property of room, opposite of dark lit adjective: either/or property of thing, opposite of unlit locale-supportable adjective: (of thing) a thing (called the item) is locale-supportable if the item is not scenery and the item is not mentioned and the item is not undescribed lockable adjective: either/or property of door or container locked adjective: either/or property of door or container, opposite of unlocked lower-case
noun, value of Letter case male adjective: either/or property of person, opposite of female man noun, a kind of person marked for listing adjective: either/or property of thing or direction, opposite of unmarked for listing mentioned adjective: either/or property of thing, opposite of unmentioned misc-suggestion
noun, a kind of thing monster noun, a kind of person more than determiner used to count things: 'more than three rooms' most determiner used in conditions: true if a simple majority of possibilities work natural weapon noun, a kind of weapon negative adjective: (of a number) a number is negative if it is less than zero neuter adjective: either/or property of person or thing neutral adjective: (of person) having this hostility neutral noun, value of Hostility no determiner opposite of 'all': 'if no door is open...' No React adjective: (of person) having this react state No React noun, value of React state non-empty adjective: non-full adjective: (of the name of a table) opposite of full non-recurring adjective: (of a scene) either/or property of ?-1,-1?, opposite of recurring none determiner opposite of 'all of': 'if none of the doors is open...' None adjective: (of person) having this combat state None noun, value of Combat state not at dodge adjective: either/or property of person, opposite of at dodge not at parry adjective: either/or property of person, opposite of at parry not readied adjective: either/or property of weapon, opposite of readied odd adjective: (of a number) opposite of even off adjective: either/or property of Library_message_debug, opposite of on
off-stage adjective: (of thing) opposite of on-stage on adjective: either/or property of Library_message_debug, opposite of off
on-stage adjective: (of thing) is indirectly in one of the rooms opaque adjective: either/or property of container, opposite of transparent open adjective: either/or property of door, container or convnode, opposite of closed openable adjective: either/or property of door or container, opposite of unopenable ordinarily enumerated adjective: either/or property of thing, opposite of ambiguously plural
past tense
noun, value of Tense pensive noun, value of Feeling person noun, a kind of thing player's holdall noun, a kind of container plural
noun, value of Grammatical number plural-named adjective: either/or property of thing, opposite of singular-named portable adjective: either/or property of thing, opposite of fixed in place positive adjective: (of a number) a number is positive if it is greater than zero present tense
noun, value of Tense privately-named adjective: either/or property of room, thing or direction, opposite of publically-named proper-named adjective: either/or property of thing, opposite of improper-named publically-named adjective: either/or property of room, thing or direction, opposite of privately-named pushable between rooms adjective: either/or property of thing React adjective: (of person) having this combat state React noun, value of Combat state readied adjective: either/or property of weapon, opposite of not readied recurring adjective: (of a scene) either/or property of ?-1,-1?, opposite of non-recurring region noun, a kind restless noun, value of Feeling room noun, a kind scenery adjective: either/or property of thing second person
noun, value of Grammatical person seen adjective: either/or property of thing, opposite of unseen
singular
noun, value of Grammatical number singular-named adjective: either/or property of thing, opposite of plural-named some indefinite article supporter noun, a kind of thing switched off adjective: either/or property of device, opposite of switched on switched on adjective: either/or property of device, opposite of switched off the definite article thing noun, a kind third person
noun, value of Grammatical person touchable adjective: (of thing) Something is touchable rather than untouchable if the player can touch it transparent adjective: either/or property of container, opposite of opaque unconcealed adjective: (of thing) opposite of concealed under half determiner used in conditions: true if fewer than half of possibilities work undescribed adjective: either/or property of thing, opposite of described unfamiliar adjective: either/or property of thing, opposite of familiar
unknown adjective: (of thing) a thing is unknown if it is not known
unlit adjective: either/or property of thing, opposite of lit unloaded adjective: (of weapon) a weapon is unloaded if its current shots is 0 and its maximum shots is not 0 unlocked adjective: either/or property of door or container, opposite of locked unmarked for listing adjective: either/or property of thing or direction, opposite of marked for listing unmentioned adjective: either/or property of thing, opposite of mentioned unopenable adjective: either/or property of door or container, opposite of openable unseen adjective: either/or property of thing, opposite of seen
untouchable adjective: (of thing) opposite of touchable unvisited adjective: either/or property of room, opposite of visited upper-case
noun, value of Letter case vehicle noun, a kind of container visible adjective: (of thing) Something is visible rather than invisible if the player can see it visited adjective: either/or property of room, opposite of unvisited waiting for the boy to recover noun, value of Task wearable adjective: either/or property of thing which connective used to place a further condition on a description: 'A which is B', or 'A which carries B', for instance. who connective - see which. who knows ? noun, value of Task woman noun, a kind of person
present: A is B; A are B past: A was B; A were B present perfect: A has been B; A have been B past perfect: A had been B present: A do carry B; A does carry B; A carries B; A carry B past: A did carry B; A carried B present perfect: A has carried B; A have carried B past perfect: A had carried B present: A do conceal B; A does conceal B; A conceals B; A conceal B past: A did conceal B; A concealed B present perfect: A has concealed B; A have concealed B past perfect: A had concealed B present: A do contain B; A does contain B; A contains B; A contain B past: A did contain B; A contained B present perfect: A has contained B; A have contained B past perfect: A had contained B present: A do enclose B; A does enclose B; A encloses B; A enclose B past: A did enclose B; A enclosed B present perfect: A has enclosed B; A have enclosed B past perfect: A had enclosed B present: A do have B; A does have B; A has B; A have B past: A did have B; A had B present perfect: A has had B; A have had B past perfect: A had had B present: A do hold B; A does hold B; A holds B; A hold B past: A did hold B; A held B present perfect: A has held B; A have held B past perfect: A had held B present: A do incorporate B; A does incorporate B; A incorporates B; A incorporate B past: A did incorporate B; A incorporated B present perfect: A has incorporated B; A have incorporated B past perfect: A had incorporated B present: A do press B; A does press B; A presses B; A press B past: A did press B; A pressed B present perfect: A has pressed B; A have pressed B past perfect: A had pressed B present: A do provide B; A does provide B; A provides B; A provide B past: A did provide B; A provided B present perfect: A has provided B; A have provided B past perfect: A had provided B present: B can be seen by A; A can see B past: B could be seen by A; A could see B present perfect: A has ever seen B; A have ever seen B past perfect: A had ever seen B present: A do support B; A does support B; A supports B; A support B past: A did support B; A supported B present perfect: A has supported B; A have supported B past perfect: A had supported B present: B can be touched by A; A can touch B past: B could be touched by A; A could touch B present perfect: A has ever touched B; A have ever touched B past perfect: A had ever touched B present: A do unlock B; A does unlock B; A unlocks B; A unlock B past: A did unlock B; A unlocked B present perfect: A has unlocked B; A have unlocked B past perfect: A had unlocked B present: A do wear B; A does wear B; A wears B; A wear B past: A did wear B; A wore B present perfect: A has worn B; A have worn B past perfect: A had worn B
say "[
say "[appropriate action for enter verb]"
say "[from an object matching a description]"
say "[what's on %]"
say "[what's inside % part 1]"
say "[what's inside % part 2]"
say "[keep your hands to yourself]"
say "[Keep]"
say "[nothing obvious happens]"
say "[it is fixed in place]"
say "[you are unable to]"
say "[that would be less than courteous]"
say "[=> present tense]"
say "[=> past tense]"
say "[=> default tense]"
say "[=> %]"
say "[=> actor]"
say "[=> an object]"
say "[% => an object]"
say "[%]"
say "[the %]"
say "[The %]"
say "[the % dobj]"
say "[% dobj]"
say "[inform 6 short name of %]"
say "[The $]"
say "[the $]"
say "[$]"
say "[$ dobj]"
say "[the $ dobj]"
say "[The actor]"
say "[the actor]"
say "[a letter case 'you']"
say "[a letter case 'your']"
say "[a letter case 'you're']"
say "[a letter case 'you've' auxiliary]"
say "[a letter case 'yourself']"
say "[a letter case 'himself']"
say "[you dobj]"
say "[you|yourself]"
say "[a letter case 'he']"
say "[a letter case 'his']"
say "[a letter case 'him']"
find (a letter case) verb in (the name of a table) / (the name of a table)
find (a letter case) negative in (the name of a table) / (the name of a table)
say "[a letter case 'did' for an object]"
say "[a letter case 'didn't' for an object]"
say "[a letter case 'do' for an object]"
say "[a letter case 'don't' for an object]"
say "[a letter case 'are' for an object]"
say "[a letter case 'aren't' for an object]"
say "[a letter case 'have' for an object]"
say "[a letter case 'haven't' for an object]"
say "[a letter case 'can']"
say "[a letter case 'can't']"
say "[a letter case 'have' auxiliary for an object]"
say "[a letter case 'haven't' auxiliary for an object]"
say "[You]"
say "[Your]"
say "[You're]"
say "[You've+]"
say "[Yourself]"
say "[He]"
say "[His]"
say "[Him]"
say "[Himself]"
say "[you]"
say "[your]"
say "[you're]"
say "[you've+]"
say "[yourself]"
say "[he]"
say "[his]"
say "[him]"
say "[himself]"
say "[Are]"
say "[Aren't]"
say "[Did]"
say "[Didn't]"
say "[Do]"
say "[Don't]"
say "[Have]"
say "[Haven't]"
say "[Have+]"
say "[Haven't+]"
say "[are]"
say "[aren't]"
say "[did]"
say "[didn't]"
say "[do]"
say "[don't]"
say "[have]"
say "[haven't]"
say "[have+]"
say "[haven't+]"
say "[Can]"
say "[Can't]"
say "[can]"
say "[can't]"
say "[It's]"
say "[it's]"
say "[There's]"
say "[there's]"
say "[comes|came]"
say "[here]"
say "[Is|Are]"
say "[Has|Have]"
say "[Does|Do]"
say "[Isn't|Aren't]"
say "[Hasn't|Haven't]"
say "[Doesn't|Don't]"
say "[is|are]"
say "[has|have]"
say "[does|do]"
say "[isn't|aren't]"
say "[hasn't|haven't]"
say "[doesn't|don't]"
say "[Is|Was]"
say "[Isn't|Wasn't]"
say "[is|was]"
say "[isn't|wasn't]"
print (some text) for singular or (some text) for plural
say "[It|They]"
say "[It|Those]"
say "[That|Those]"
say "[That|They]"
say "[That's|They're]"
say "[it|they]"
say "[it|them]"
say "[it|those]"
say "[that|those]"
say "[is|are for a number]"
say "[off|out of]"
say "[onto|into]"
say "[on|in]"
say "[On|In]"
say "[-s]"
say "[-es]"
say "[e-s]"
say "[-s|ed]"
say "[-es|ed]"
say "[-s present]"
say "[-es present]"
say "[eats*]"
say "[feels*]"
say "[finds*]"
say "[gets*]"
say "[gives*]"
say "[hears*]"
say "[leads*]"
say "[puts*]"
say "[sees*]"
say "[takes*]"
say "[goes*]"
say "[eat*]"
say "[feel*]"
say "[find*]"
say "[get*]"
say "[give*]"
say "[hear*]"
say "[lead*]"
say "[put*]"
say "[see*]"
say "[take*]"
say "[go*]"
say "[dot]"
say "[ExMark]"
say "[QMark]"
say "[/n]"
say "[/p]"
say "[/r]"
say "[the player's holdall]"
say "[story name]"
say "[pronoun word]"
say "[the last command]"
if game over ...
if noun is living ...
if noun is doing the action ...
if noun is not doing the action ...
if player is doing the action ...
if player is not doing the action ...
if there are multiple objects ...
if there are not multiple objects ...
From the extension Conversation Nodes by Eric Eve
current node ... convnode
say "[node an object matching a description]"
setnode (an object matching a description)
say "[leavenode]"
initiate a/-- conversation with (an object matching a description) at/in/using/with (an object matching a description)
if at-node (an object matching a description) ...
From the extension Conversation Suggestions by Eric Eve
say "[remove an object matching a description tell suggestion]"
say "[remove an object matching a description ask suggestion]"
say "[remove an object matching a description other suggestion]"
say "[add an object matching a description tell suggestion]"
say "[add an object matching a description ask suggestion]"
say "[add an object matching a description other suggestion]"
appropriate-suggestion-database ... an object
say "[nothing specific]"
show the/-- topic suggestions implicitly
From the extension Conversation Responses by Eric Eve
if asked about (an object) ...
if asked about (a description) ...
if asked about (a topic) ...
if asked-or-told about (an object) ...
if asked or told about (a description) ...
if asked-or-told about (a topic) ...
if told about (an object) ...
if told about (a description) ...
if told about (a topic) ...
if answered that (a topic) ...
if asked for (an object) ...
if asked for (a topic) ...
if asked for (a description) ...
if shown (an object) ...
if shown (a description) ...
if given (an object) ...
if given (a description) ...
if given-or-shown (an object) ...
if given-or-shown (a description) ...
if (an object) is a member of (a description) ...
From the extension Conversation Framework by Eric Eve
implicitly greet (an object matching a description)
reset the interlocutor
say "[make an object matching a description known]"
Defined in the source
current_row ... a number
say "[capital health]"
say "[health]"
say "[CAP-attacker]"
say "[CAP-defender]"
say "[CAP-actor]"
say "[CAP-noun]"
say "[CAP-second noun]"
say "[the global defender dobj]"
say "[the global defender sub]"
say "[the global attacker dobj]"
say "[the global attacker sub]"
restore the health of (an object matching a description)
heal (an object matching a description) for (a number) health
have (an object matching a description) start pressing (an object matching a description)
set up the combat order
if there are reactionaries ...
have a reaction
make (an object matching a description) strike a blow against (an object matching a description)
calculate the final damage (an object matching a description) does against (an object matching a description)
receive health for (an object matching a description)
let (an object matching a description) lose concentration
let (an object matching a description) lose concentration between brackets
blank out the AI Combat Options
blank out the AI Combat Person Options
blank out the AI Combat Weapon Options
have the AI select a target
Choosing a Weapon
have the AI select a weapon
Choosing an Action
have the AI select an action
say "[possessive of an object matching a description]"
say "[Cap possessive of an object matching a description]"
record (some text) as achieved
say "[harm status]"
say "[when wounded]"
say "[nothing specific]"
say "[a song]"
alivest (a description) ... an object
killedest (a description) ... an object
a random protocol type between (a protocol type) and (a protocol type) ... protocol type
a random protocol type from (a protocol type) to (a protocol type) ... protocol type
protocol type after (a protocol type) ... protocol type
protocol type before (a protocol type) ... protocol type
a random protocol type ... protocol type
together with similar constructions for library message id, tense, grammatical number, grammatical person, gender, letter case, hostility, combat state, react state, task and feeling
1. (of some text) a text is empty rather than non-empty if it is "";
2. (of an indexed text) contains no characters;
3. (of the name of a table) a table-name is empty rather than non-empty if the number of filled rows in it is 0;
4. (of the name of a rulebook) contains no rules, so that following it does nothing and makes no decision;
5. (of an activity) before, for and after rulebooks are all empty;
6. (of a list of values) contains no entries
1. (of some text) opposite of empty;
2. (of an indexed text) opposite of empty;
3. (of the name of a table) opposite of empty;
4. (of the name of a rulebook) opposite of empty;
5. (of an activity) opposite of empty;
6. (of a list of values) opposite of empty