Rules occurring at given times
When play begins
(let current node be the chat node after no quip chosen; ...) [E1]
(init library messages; ...) [E2]
(seed the random-number generator with 23481)
(show the Rilke quote; ...)
Every turn
when being-the-prisoner is happening
when the time since Meeting-the-Prisoner began is one minute
when the time since Meeting-the-Prisoner began is three minutes
in the Lake of Boiling Magma
(if the noun is a thing and the noun is ambiguously plural, notice the plurality of the noun; ...) [E3]
When play ends
Rules taking place when scenes begin and end can be found in the Scenes index.
Rules governing actions
Before
doing anything except listening to, saying yes, saying no or saying maybe in In a Cage above the Magma
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
doing anything except saying yes, saying no or saying maybe when the Yes or No Boolean is true
doing anything except preparing, finding responses to, giving text for, giving link to, taking inventory, examining, looking, thinking, smelling, listening to, waiting when the player is yourself and the Yes or No Boolean is false
examining the magma in In a cage above the Magma
examining the cage in In a cage above the Magma
attacking the cage in In a Cage above the Magma
looking in the Introduction for the first time
listening to in In a Cage above the Magma for the first time
examining the magma
examining The Prisoner
examining the prisoner
smelling the prisoner
smelling the hot currents of air when the player is yourself
smelling the hot currents of air when the player is The Prisoner
examining the patterns
examining the cage
examining hope
examining the patterns
examining the patterns
examining the patterns
examining the patterns
giving link to c_Questions_6 when second chat node is c_Questions_5
smelling a room
thinking in the Introduction
thinking in the Lake of Boiling Magma
smelling in the Lake of Boiling Magma
jumping in In a Cage above the Magma
smelling, tasting or listening to in the introduction
examining here-backdrop
examining the Speaker
examining Samael
examining yourself
smelling the magma
listening to the magma
examining the prisoner
examining the mountains
examining the hot currents of air
listening to the Lake of Boiling Magma
examining the bars
attacking the bars
taking hope
examining the whispered words
listening to the whispered words
giving text for no quip chosen [E1]
giving text for c_Helper_1
finding responses to c_Helper_1
giving link to c_Helper_2
giving text for c_Helper_2
giving link to c_Helper_3
giving text for c_Helper_3
giving link to c_Helper_4
giving text for c_Helper_4
giving text for c_Faces_1
finding responses to c_Faces_1
giving link to c_Faces_2
giving text for c_Faces_2
finding responses to c_Faces_2
giving link to c_Faces_3
giving text for c_Faces_3
finding responses to c_Faces_3
giving link to c_Faces_4
giving text for c_Faces_4
finding responses to c_Faces_4
giving link to c_Faces_5
giving text for c_Faces_5
finding responses to c_Faces_5
giving link to c_Faces_6
giving text for c_Faces_6
preparing c_Questions_5
preparing c_Questions_6
preparing c_Questions_9
giving text for c_Questions_1
finding responses to c_Questions_1
giving link to c_Questions_2
giving text for c_Questions_2
finding responses to c_Questions_2
giving link to c_Questions_3
giving text for c_Questions_3
finding responses to c_Questions_3
giving link to c_Questions_4
giving text for c_Questions_4
finding responses to c_Questions_4
giving link to c_Questions_5
giving text for c_Questions_5
finding responses to c_Questions_5
giving link to c_Questions_6
giving text for c_Questions_6
finding responses to c_Questions_6
giving link to c_Questions_7
giving text for c_Questions_7
finding responses to c_Questions_7
giving link to c_Questions_8
giving text for c_Questions_8
finding responses to c_Questions_8
giving link to c_Questions_9
giving text for c_Questions_9
finding responses to c_Questions_9
giving link to c_Questions_10
giving text for c_Questions_10
finding responses to c_Questions_10
giving link to c_Questions_11
giving text for c_Questions_11
finding responses to c_Questions_11
giving link to c_Questions_12
giving text for c_Questions_12
finding responses to c_Questions_12
giving link to c_Questions_13
giving text for c_Questions_13
finding responses to c_Questions_13
giving link to c_Questions_14
giving text for c_Questions_14
finding responses to c_Questions_14
giving link to c_Questions_15
giving text for c_Questions_15
finding responses to c_Questions_15
giving link to c_Questions_16
giving text for c_Questions_16
finding responses to c_Questions_16
giving link to c_Questions_17
giving text for c_Questions_17
finding responses to c_Questions_17
giving link to c_Questions_18
giving text for c_Questions_18
finding responses to c_Questions_18
giving link to c_Questions_19
giving text for c_Questions_19
finding responses to c_Questions_19
giving link to c_Questions_20
giving text for c_Questions_20
finding responses to c_Questions_20
giving link to c_Questions_21
giving text for c_Questions_21
finding responses to c_Questions_21
preparing c_TakeControl_4
giving link to c_TakeControl_2
giving text for c_TakeControl_2
giving link to c_TakeControl_3
giving text for c_TakeControl_3
finding responses to c_TakeControl_3
giving link to c_TakeControl_4
giving text for c_TakeControl_4
finding responses to c_TakeControl_4
giving link to c_TakeControl_5
giving text for c_TakeControl_5
finding responses to c_TakeControl_5
giving link to c_TakeControl_6
giving text for c_TakeControl_6
finding responses to c_TakeControl_6
giving link to c_TakeControl_7
giving text for c_TakeControl_7
finding responses to c_TakeControl_7
giving link to c_TakeControl_8
giving text for c_TakeControl_8
giving link to c_TakeControl_9
giving text for c_TakeControl_9
giving text for c_Samael_first_1
finding responses to c_Samael_first_1
giving link to c_Samael_first_2
giving text for c_Samael_first_2
finding responses to c_Samael_first_2
giving link to c_Samael_first_3
giving text for c_Samael_first_3
finding responses to c_Samael_first_3
giving link to c_Samael_first_4
giving text for c_Samael_first_4
finding responses to c_Samael_first_4
giving link to c_Samael_first_5
giving text for c_Samael_first_5
finding responses to c_Samael_first_5
giving link to c_Samael_first_6
giving text for c_Samael_first_6
finding responses to c_Samael_first_6
giving link to c_Samael_first_7
giving text for c_Samael_first_7
giving link to c_Samael_first_8
giving text for c_Samael_first_8
saying yes when the Yes or No Number is 1
saying no when the Yes or No Number is 1
saying maybe when the Yes or No Number is 1
taking inventory when the player is yourself
saying yes when the Yes or No Number is 2
saying no when the Yes or No Number is 2
saying maybe when the Yes or No Number is 2
default outcome is failure
After
looking in A Lake of Boiling Magma for the second time
looking in A Lake of Boiling Magma for the third time
default outcome is success
Does the player mean
taking something which is carried by the player very unlikely to mean taking what's already carried rule
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 thing (called the item being printed) make named things mentioned rule
for player [E2]
for standard name printing rule
default outcome is success
after an ambiguously plural thing (called the suspect) [E3]
after something (called the target) [E3]
Printing the plural name
for something (called the item) standard printing the plural name rule
default outcome is success
Printing a number
for something (called the item) standard printing a number of something rule
default outcome is success
Printing room description details
Listing contents
for standard contents listing rule
default outcome is success
Grouping together
Writing a paragraph about
Listing nondescript items
Printing the name of a dark room
Printing the description of a dark room
Printing the announcement of darkness
Printing the announcement of light
for look around once light available rule
default outcome is success
Printing a refusal to act in the dark
Constructing the status line
for (if the player is yourself, fill status bar with Table of Yourself Status; ...)
default outcome is success
Printing the banner text
for (if the player is in the Introduction, do nothing instead)
default outcome is success
Reading a command
before (if gs_PlayerHelp_Stage is 10 begin; ...)
Deciding the scope
Deciding the concealed possessions
Deciding whether all includes
for scenery
for persons
outcome it does not - a failure
outcome it does - a success
default outcome is success
Clarifying the parser's choice
Asking which do you mean
Printing a parser error
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
Implicitly taking
Starting the virtual machine
Amusing a victorious player
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
Handling the final question
before print the final question rule
before print the final prompt rule
before read the final answer rule
for standard respond to final question rule
default outcome is success
Printing the locale description
before initialise locale description rule
before find notable locale objects rule
for interesting locale paragraphs rule
for you-can-also-see rule
default outcome is success
Choosing notable locale objects
for standard notable locale objects rule
default outcome is success
Printing a locale paragraph about
for a thing (called the item) don't mention player's supporter in room descriptions rule
for a thing (called the item) don't mention scenery in room descriptions rule
for a thing (called the item) don't mention undescribed items in room descriptions rule
for a thing (called the item) set pronouns from items in room descriptions rule
for a thing (called the item) offer items to writing a paragraph about rule
for a thing (called the item) use initial appearance in room descriptions rule
for a thing (called the item) describe what's on scenery supporters in room descriptions rule
default outcome is success
Making Samael appear
for (move Samael to In a Cage above the Magma; ...)
default outcome is success
Samael talking
for (run a conversation from c_samael_first_1)
default outcome is success
Samael examining the cage part one
for (say "Samael bends towards the metal bars, as if to carefully measure their thickness."; ...)
default outcome is success
Samael examining the cage part two
for (say "Samael turns around and stands for a while, surveying the molten rock and the balustrade on which the only door into this hall opens."; ...)
default outcome is success
Samael examining the cage part three
for (say "With his insubstantial body Samael half-simulates a jumping motion, as if to better gauge the distance between the cage and the platform."; ...)
default outcome is success
Samael examining the cage part four
for (say "A new conversation starts now.")
default outcome is success
What are activities? How to make new activities
Procedural rules
Some internally-used rulebooks
Startup rules
virtual machine startup rule
initialise memory rule
seed random number generator rule
update chronological records rule
position player in model world rule
start in the correct scenes rule
when play begins stage rule
fix baseline scoring rule
display banner rule
initial room description rule
Turn sequence rules
parse command rule
generate action rule
(consider the scene changing rules)
every turn stage rule
scheduled events rule [E4]
timed events rule
advance time rule
update chronological records rule
(consider the scene changing rules)
adjust light rule
note object acquisitions rule
notify score changes rule
Shutdown rules
when play ends stage rule
print player's obituary rule
resurrect player if asked rule
ask the final question rule
Action-processing rules
announce items from multiple object lists rule
set pronouns from items from multiple object lists rule
before stage rule
basic visibility rule
basic accessibility rule
carrying requirements rule
instead stage rule
requested actions require persuasion rule
carry out requested actions rule
descend to specific action-processing rule
end action-processing in success rule
Specific action-processing rules
work out details of specific action rule
investigate player's awareness before action rule
check stage rule
carry out stage rule
after stage rule
investigate player's awareness after action rule
report stage rule
(rule succeeds)
Player's action awareness rules
player aware of his own actions rule
player aware of actions by visible actors rule
player aware of actions on visible nouns rule
player aware of actions on visible second nouns rule
[E1]. Defined in Simple Chat by Mark Tilford
[E2]. Defined in Custom Library Messages by David Fisher
[E3]. Defined in Plurality by Emily Short
[E4]. Defined in Scheduled Activities by John Clemens