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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 - Miscellaneous Tweaks 

here-backdrop

Volume - Inclusions, programming variables and tricks 

Volume - The 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 

Chapter - Swords and spears 

sword, spear

Chapter - To show stats 

Chapter - New actions 

Section - Charging 

Section - The chorus 

chorus

Part - Palace of Phocis 

Chapter - Your room 

Your room, large chest, Your sword

Chapter - Courtyard 

Courtyard

Chapter - Entrance Gate 

Entrance Gate, assassin, assassin's natural weapon

Chapter - Megaron 

Megaron

Section - The boar 

boar, boar's natural weapon


List of extensions included (About these  )

Standard Rules  version 2/090402
Simple Chat by Mark Tilford  version 2
Basic Screen Effects by Emily Short  version 6
Plurality by Emily Short  version 6
Dice-lock by S John Ross  version 1/080522


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

Current exiting  ... conversation exiting
rowcount  ... a number
first chat node  ... chat node
second chat node  ... chat node

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

Miscellaneous Tweaks
test key strokes boolean  ... something which is either true or false

Verbs
prior named noun  ... thing

DiceLock  ... 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

Charging
charge boolean  ... something which is either true or false

conversation exiting understood ... conversation exiting
chat node understood ... chat node
activatedness understood ... activatedness
hostility understood ... hostility
combat state understood ... combat state
react state understood ... react state


List of Tables (About tables )

Table of Final Question Options    5 columns, 5 rows
Table of Locale Priorities    2 columns, 12 rows (11 blank)
Table of Current Choices      1 column, 10 rows (9 blank)
Table of Ordinary Status      3 columns, 1 row
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)


Library Card (About library cards: )

Story title    Libation bearers
Story author    Victor Gijsbers
Story headline    An Interactive Fiction
Story genre    Fiction
Release number    1
Story creation year    (This year)
IFID number    AD043E3E-23E1-11DF-AC44-0026182F8D31
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    ai combat person options     836 bytes
table    ai combat options     836 bytes
table    combat order     436 bytes
table    stored combat actions     436 bytes
object    each sword     284 bytes
object    each spear     284 bytes
table    ai combat weapon options     276 bytes
object    each natural weapon     276 bytes
object    each monster     268 bytes
object    each man    260 bytes
object    each woman    260 bytes
object    each animal    260 bytes
object    each person    208 bytes
map    map of rooms and doors    192 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 container    128 bytes
object    each supporter    128 bytes
object    each backdrop    128 bytes
table    locale priorities    124 bytes
object    each device    120 bytes
object    each room    100 bytes
object    each region    92 bytes
object    each thing    84 bytes
object    each direction    84 bytes
table    current choices      56 bytes
table    ordinary status      52 bytes
action    each     48 bytes
scene    each     21 bytes