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inform7/resources/Documentation/Examples/(Recipes).txt
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Going Going == OMIT
Streaming == OMIT
Sackcloth == OMIT
Polygons == OMIT
Winds of Change == OMIT
America Stands Tall == OMIT
Studious == OMIT
Buttons == OMIT
Waiting Room == OMIT
Tour des Maillots == OMIT
Terracotta == OMIT
Appraisal == OMIT
>INTRODUCTION
*PREFACE
About the examples
Basic room, container, and supporter descriptions
*DISENCHANTMENT BAY
1. The charter boat
Basic scenery
Basic backdrop
Basic descriptions
Basic door
Basic locked container
Radar aboard ship
Basic pushable object
Basic character
Basic clothing
Basic holdall
12. Complete playable scenario
*INFORMATION ONLY
Formal syntax of sentences
Mathematical view of relations
Graph-theory view of relations
About Inform's regular expression support
>ADAPTIVE PROSE
*VARYING WHAT IS WRITTEN
Random variations within text
Phrase to let us say things some number of times
Substituting insults and boasts
To say rules for insults and boasts
Cyclical randomization of named objects
Names of objects change with player's diction
Say rules for is-are and it/them
Saying a number in round numbers
Otherwise if demonstrated
Exact numbers replaced with vague quantifiers
Creating our own text variations rules
Filtering text output in room names
Paragraphs of flexible descriptions
Case change for text produced by to say phrases
An example bouquet of flowers
Describing ongoing character behavior with participles
Describing relations using a random choice of verb
Describing action outcomes using a random choice of verb or describing the world state that results
Identifying nouns by the last thing done to them
Describing action outcomes using a random choice of verb
Inventory standard response changed
Describing action outcomes using an adaptive random choice of verb
Altering response text programmatically
*VARYING WHAT IS READ
Printed names for complex-named objects
Kinds given new singular and plural synonyms
Understanding names of things, basic
Questions asked of the player
Handling the nine-character limit
Setting pronouns to respond to sudden changes
*USING THE PLAYER'S INPUT
Understanding text
Fish of ambiguous species
Player's erroneous command recorded for later
Pig Latin for the player's commands
>PLACE
*ROOM DESCRIPTIONS
Varying room description text
Testing the locale description order
Levels of lighting
Supporters that don't list contents in room descriptions
Incorporating changeable objects into the body of the room description
LOOK mentions only currently useful objects
Room description changes after first visit
Room description changes at each of several visits
Room description changes after note is read
*MAP
1. A landscape from Jamaica, 1691
2. With one-way connections added
3. Divided into regions
Region off-limits to a player without VIP pass
Maze with randomized room links
Carousel Room from which exits lead to random locations
Exits added to a room
Map rearranged as player wanders so he finds rooms in order
Compass directions renamed
A hexagonal map grid for movement
*DOORS, STAIRCASES, AND BRIDGES
Door described differently depending on where it is
Door kind that describes the destination
Door described and parsed differently depending on where it is
Doors that open automatically
An automatically closing door
Deadbolted door unlockable without a key on one side
Readout showing status of all doors
Doors as seen by NPCs
Staircase kind of door, always open and unopenable
Staircase kind of door which diverts the CLIMB command
Plank bridge breaks on being crossed when the player is carrying something
*POSITION WITHIN ROOMS
Rooms with visible exteriors
Pushing a box between named internal positions in a room
*CONTINUOUS SPACES AND THE OUTDOORS
Large objects visible from distant rooms
Lighthouse whose light can shine in different directions
Backdrops which can only be examined
LOOK [direction] command
Continuous space, simple
Continuous space with distant objects visible
Continuous space with distant objects visible and automatic room description
Signposts to distant rooms
*WINDOWS
Basic window similar to a door
Window that can be opaque or transparent
Random characters seen through a window
Window connecting two rooms
Windows in high places
*LIGHTING
Rooms with light effects
Light levels variable depending on the number of candles the player has lit
Torch understood as flaming or extinguished
Basic switchable light for a room
Electric light kind of device
Shiny items are described as reflecting torchlight
Dark rooms given non-standard description
Dark room which relies on other senses when light is off
Scope approaches compared
Light-filled rooms as a route through a space
Cloak that makes a room dark
*SOUNDS
Rooms with sounds of nearby water
Noisemaking gadgets which can be heard with LISTEN
Scope for listening different from scope for seeing
*PASSERS-BY, WEATHER AND ASTRONOMICAL EVENTS
Clouds with random descriptions
Randomized pedestrian passer-by
Atmospheric background events that occur randomly during a scene
Backdrops that move conditionally
Cycle of day and night scenes
Scheduling an eclipse
>TIME AND PLOT
*THE PASSAGE OF TIME
Time told in 24-hour military style
Time expressed in units other than minutes
Turns take 15 minutes each
Turns take a quarter day each
Instant EXAMINE and LOOK
All actions given different durations
Implicit takes require time
*SCRIPTED SCENES
Sequence of background events that plays out in order
Triggering a new scene when the player does any of several things
Hurrying the player on a specific task
Scenes which restrict movement
*EVENT SCHEDULING
Shops open and close at specific hours
People who follow a schedule of activities
Appointments at future times
*SCENE CHANGES
Moving props on and off-stage as scenes start and end
Moving a backdrop during play
Scenes with props lists and location properties
Commercial break
*FLASHBACKS
Flashback scenes, simple
Flashbacks with multiple outcomes
*PLOT MANAGEMENT
Goal-seeking plot manager, simple
>THE VIEWPOINT CHARACTER
*THE HUMAN BODY
Disambiguating body parts
Height of player affects descriptions
Postures for sitting, standing, and lying down
*TRAITS DETERMINED BY THE PLAYER
Name of player character selected at start of play
Asking the player to choose a gender
Allowing the player to describe his character before starting play
*CHARACTERIZATION
Another, distinct from the player
Restrictions preventing inappropriate behavior
Examining the player
*BACKGROUND
REMEMBER command keyed to topics
FIND command
*MEMORY AND KNOWLEDGE
Characters referred to when absent
Box reports whether it has been open
Horribly heavy box described differently after being taken
Narration which changes as the player learns new facts
*VIEWPOINT
Player controls multiple player-characters in turn
Different player characters that see different things
Description related to player preconceptions
Description varying depending on which avatar the player uses
>COMMANDS
*DESIGNING NEW COMMANDS
*WRITING NEW COMMANDS
*MODIFYING EXISTING COMMANDS
LOCK and UNLOCK with altered carrying requirements
*LOOKING
Brief descriptions by default
Full-length descriptions mandatory
*EXAMINING
EXAMINE always lists contents of containers and supporters
Adding to descriptions without using "after examining"
You see nothing special... message replaced
EXAMINE produces special results for a group of objects
Examining everything at once
*LOOKING UNDER AND HIDING
Evidence hidden until item is searched
Hiding things under other things
LOOK UNDER shows nothing unless the player has a light
SEARCH [room] action that opens every visible unlocked container
*INVENTORY
Wide and divided variations on inventory
INVENTORY listing with separate carried and worn items
INVENTORY handling of properties made more flexible
INVENTORY revised for other characters
*TAKING, DROPPING, INSERTING AND PUTTING
Scenery taking with a new message
TAKE action reports where the noun came from
DROPPING into and onto things
DROP applies even to objects the player carries indirectly
TAKE prints a description
PUT and INSERT automatically TAKE first
PUT and INSERT automatically TAKE first even with multiples
Object the player can show off without taking it first
*GOING, PUSHING THINGS IN DIRECTIONS
Pushable ball that rolls on its own
Exits listed when the player tries a wrong direction
Travel to a room described
Message on leaving a region
Falling into a pit when going from darkness to darkness
Travel with a pushed object given a new description
First look text added for a newly entered room
Traveling by room name rather than compass direction
Traveling by room name, opening doors on the way
PUSH something A DIRECTION modified
GO BACK command
GO equivalent to GO OUT
GO OUT and GO IN determine most appropriate direction if none is defined
GO UP and GO DOWN determined by room altitude
*ENTERING AND EXITING, SITTING AND STANDING
Variety of postures
GET DOWN and DOWN understood as EXIT
Automatically leaving an object before trying to travel
Automatically leaving an object before trying to take it
*OPENING, CLOSING, LOCKING AND UNLOCKING
*WAITING, SLEEPING
WAIT [number] MINUTES command
WAIT UNTIL [time] command
Sleep and waking
*MAGIC WORDS
Joke command added
*ADDITIONAL COMMAND SETS
*REMEMBERING, CONVERTING AND COMBINING ACTIONS
Redirecting actions to new objects
ASKing about a conversation topic other than the one the player typed
Characters killed off by trigger actions
Using lists as sets
Maze escaped by performing an exact sequence of actions
Device to remember and play back actions
*ACTIONS ON MULTIPLE OBJECTS
EXAMINE multiple things at once
Multiple-object actions given modified descriptions
Controlling the order in which multiple-object actions occur
GIVE extended to multiple objects at once
Allowing EXAMINE to see multiple objects with a single command
Reordering multiple objects for dramatic effect
*ALTERNATE DEFAULT MESSAGES
*CLARIFICATION AND CORRECTION
USE action which divines rational behavior for a wide range of possible nouns
Disambiguation question giving items more explicit names
Disambiguation question worded in a new way entirely
Modifying and re-parsing an entered command
Parser errors involving the any token
*ALTERNATIVES TO STANDARD PARSING
Adverbs used in commands
Keywords in place of ordinary commands
Menu of numerical options
>OTHER CHARACTERS
*GETTING ACQUAINTED
Characters and objects with titles and special articles
Characters renamed in play
People changing their titles during play
People introduced by relative
Relations applying to multiple values of the same kind
Murderer chosen randomly at start of play
*LIVELINESS
People who do new things each time the player looks
Child who asks if we're there yet
Person who picks up treasures
Every turn an opponent plays
*REACTIVE CHARACTERS
Actions prohibited in the presence of a dangerous character
Disorderly conduct
Observation stage after report
Smuggler carrying hidden items
Sleeping person who can be woken in various ways
Person who comments on the player's every action
Furniture, resentment of
*BARTER AND EXCHANGE
GIVE command extended
GIVE action for other characters
*COMBAT AND DEATH
DIAGNOSE command
Simple Randomized Combat
Randomized Combat with Weapons
Corpses left behind when a character dies
Multipart objects broken into components by gun blast
Command prompt changing to reflect state of combat
*GETTING STARTED WITH CONVERSATION
People who must be greeted before conversation
TALK TO usage corrected
*SAYING SIMPLE THINGS
ASK, TELL, and ANSWER commands rolled into one
YES and NO handled as conversation
Asking the player a Yes/No question
ASK made like SHOW when applied to objects
*SAYING COMPLICATED THINGS
Conversation system with recap of past exchanges
Conversation with multiple options for each conversation topic
TALK TO command used with scenes
Conversation based on keyword recognition
*CHARACTER EMOTION
Gestures for different characters to make during speech
Person with emotions about what is said
*CHARACTER KNOWLEDGE AND REASONING
People attempting to detect the murderer
Person who answers questions based on a common pool of knowledge
Person who answers what, where, and when questions differently
Conversation where characters seek logical connection to foregoing topics
Hints leading the player through conversation
*CHARACTERS FOLLOWING A SCRIPT
Princess who makes various remarks
Robot who records, then replays, the player's actions
Robot who tracks up to fifteen separate command scripts
Using lists as stacks
*TRAVELING CHARACTERS
Person who moves randomly
Person who moves on a pre-determined path
Person who finds a path to a destination specified by player
FOLLOW command
Person who follows the player
Multiple people's movements are collated into paragraphs
*OBEDIENT CHARACTERS
People commanded to obey
Character who learns new actions by watching the player
Person who gets fed up after being asked to do many implausible things
People who reject categories of instruction
Person who obeys almost all instructions
Issuing vague commands to characters
ASK person TO do something, understood
*GOAL-SEEKING CHARACTERS
Escape action for non-player characters only
Reporting rules for other characters' behavior
Person who opens a container before trying to get something from it
Person who pursues his own goals each turn
*SOCIAL GROUPS
People who interact with each other each turn
People listed as a group, with their possessions afterward
Shifting alliances among people
Shifting alliances demonstrating all relation types
People who move around a party on their own
Using lists as queues
>VEHICLES, ANIMALS AND FURNITURE
*BICYCLES, CARS AND BOATS
Vehicles that make noise
Car which can only be driven on roads
Travel requiring a vehicle
Description from inside a vehicle
*SHIPS, TRAINS AND ELEVATORS
An elevator operated simply by walking in and out
An elevator which takes the player to alternate floors
Shipboard directions
Train that makes station stops
*ANIMALS
Cat interacting with toys
Concealed pet who would yip at you if it could see you
Name of a dog set by the player
*FURNITURE
Drawers where thing is always in the last opened
Finding the bottom of a pile
Chest with a supporting lid
Stool, from which dropped objects fall to the floor
Raised supporter kind that conceals its contents
Basic enterable containers and supporters
Using lists as rings
*KITCHEN AND BATHROOM
Kitchen appliances
Mirror into which the player can look
>PROPS: FOOD, CLOTHING, MONEY, TOYS, BOOKS, ELECTRONICS
*FOOD
Food the player can eat without taking it first
Sanity-check stage before the Before rules
Foods with flavor
Food with ingredients affecting the player
Poisoned candy chosen randomly
Hunger eventually killing the player
*BAGS, BOTTLES, BOXES AND SAFES
Safe that can be opened with a combination
Safe with a multi-number combination
Bottles with removable stoppers
Containers referred to by contents
Object named differently if next to specific things
Object named differently if alone in its container
Letters described as a group
Containers and supporters given a common kind
*CLOTHING
Clothing kinds
Clothing that layers
Clothing with layering and regions of the body
Concealing clothing for other characters
Pocket added to every jacket
Shirts constructed from component parts
*MONEY
Money system with simple tracking of player wealth
Catalog of juggling equipment with prices
OFFER price FOR command allowing player to bargain
Money system including denominations of bills and coins
Clothes made of priced fabrics
Equation used for price curves
*DICE AND PLAYING CARDS
Deck of cards
Deck of cards with individual card objects
Deck of cards with identified poker hands
Shuffling the arrangement of items in a container
Pair of dice for rolling
*READING MATTER
Book with various contents
Book with numbered pages
Bookshelf with numerous books
Encyclopedia set
READ command separate from EXAMINE
Notebooks that can be written in
Notebooks that can be written in as a separate command line
*PAINTING AND LABELING DEVICES
Colour names for exotic pigments
Paint that colours blocks
Red sticky label
*SIMPLE MACHINES
Computer with numerous components
On/off button for devices
Signpost that can be turned
Fishing pole assembled from parts
*TELEVISIONS AND RADIOS
Radios and other devices active when switched on
Radio producing cycling programming
Television with aspect ratio
Television with channels, simple
Television with channels, advanced
*TELEPHONES
Telephones reaching distant parties
Telephones with standard American-length phone numbers
*CLOCKS AND SCIENTIFIC INSTRUMENTS
Clocks that can be SET TO any time
Telescope allowing view of another room
EMF Meter for ghost detection
*CAMERAS AND RECORDING DEVICES
Recorder that records sounds made by player and non-player actions
Camera producing instant photographs
Model objects referred to by the thing modeled
Mirror remembering a room description from the past
Video camera that records all actions
>PHYSICS: SUBSTANCES, ROPES, ENERGY AND WEIGHT
*GASES
Smoke which spreads, not tracking concentration
Diffusion of gas through the map, with concentrations
Diffusion of gas through the map, where gas sinks
*LIQUIDS
Liquid container removed when drunk
SHAKE command
Liquid which soaks into porous items
Flotation of objects
Command applying to an object added to the story
Liquid container that can be full, depleted, or empty
Liquid containers with measured contents
Fire put out by liquid
Liquids in mixtures, identified by recipe
Liquid model with large bodies of liquid added
*DISPENSERS AND SUPPLIES OF SMALL OBJECTS
Faux-infinite supply of red pens
Near-infinite supply of pizza
*GLASS AND OTHER DAMAGE-PRONE SUBSTANCES
Fragile things that break when attacked
Fragile things, basic
Fragile objects broken when things are thrown at them
Broken and unbroken flowerpots
Soft objects able to be cut open
*VOLUME, HEIGHT, WEIGHT
Weighbridge
Unit conversions
Containers that calculate internal volume and available room
Containers which have a breaking strain
Sloping landscape on which round things roll away
*ROPES
Strings referred to by their length
String that can be divided and tied together again
Rope, able to be tied to things and dragged betwixt rooms
*ELECTRICITY AND MAGNETISM
Batteries that can power devices and eventually run down
Electrified objects
Magnet which picks up nearby metal objects
*FIRE
Candle that changes as it burns down
Camp fire which can be lit using tinder
Matches that set fires
Fire that spreads
*HEAT
Supporter from which the player cannot take things
Disambiguating based on properties
Infrared goggles affect what player can see and refer to
Hot and cold objects approach room temperature
*MAGIC (BREAKING THE LAWS OF PHYSICS)
Machine that transmutes objects
Person capable of reaching through solid objects
The Pointy Hat of Liminal Transgression
Wand which reveals a person's concealed possessions
*MATHEMATICS
Using lists as arrays
Using lists as sieves
Numbers in relations
>PUZZLES
*EXPLORATION
*RESTRICTED AREAS AND LOCKED CONTAINERS
*MAZES, CHANGING EXITS, AND RANDOM EXITS
*RESOURCE MANAGEMENT
*TIMED PUZZLES
*PEOPLE AS BARRIERS
*REPLAYABLE AND RANDOMIZING ELEMENTS
*COMMUNICATING GOALS AND DIRECTION
>OUT OF WORLD ACTIONS AND EFFECTS
*START-UP FEATURES
Banner printing at appropriate times
Preferences file loaded on replaying
Random distribution at the start of play
*SAVING AND UNDOING
A point for never saving the game
A room where the game cannot be saved
*HELPING AND HINTING
HELP command is recommended if the player seems lost
Novice mode offers suggestions before each prompt
Responding to questions starting with WHO, WHAT, etc.
Hint access able to be turned off for the duration of the game
HELP menu from extension, with added content
HELP with a simple menu
HELP command with specific set of topics
Hints leading the player through physical puzzles
*SCORING
Scored items listed in a table
FULL SCORE using a list of stored actions
Awarding points for visiting a room
FULL SCORE with achievements table and rankings
Plot summary in place of a score
Scoreboard preserved between games
*ENDING THE STORY
Death message replaced
UNDO not mentioned in the final question
AMUSING menu shown at the endgame
Changing the final question after victory
Histories of previous games saved to external file
Resuming play after an accidental death
>TYPOGRAPHY, LAYOUT, AND MULTIMEDIA EFFECTS
*SCREEN EFFECTS (GENERAL)
*TYPOGRAPHY
HTML-style italic and boldface tags
Accented and exotic letters and symbols
Coloured letters on screen
Coloured lettering for both z-machine and Glulx
*THE STATUS LINE
Blanking the status line before play
Capitalised status line
Status line with centered text, the easy way
Status line with centered text, the hard way
Exits only listed in the status line
Exits and rooms listed in the status line
Map region listed in status line
*MENUS
*FOOTNOTES
Footnote system
*GLULX MULTIMEDIA EFFECTS
An RSS reader connecting to the Internet
>TESTING AND PUBLISHING
*TESTING
Checking for missed properties
Testing command
*PUBLISHING
Producing an EPS floorplan
Producing an EPS map of Greece
Producing an EPS map of Port Royal