2006 In Inform 7 Designer's Manual Public Beta Release 3R85 As converted to PDF by Mikael Segercrantz Graham Nelson and Emily Short 6/26/2006 Inform 7 Designer's Manual i BBrriieeff TTaabbllee ooff CCoonntteennttss CHAPTER 1: WELCOME TO INFORM 1 1.1. PREFACE 1 1.2. ACKNOWLEDGEMENTS 2 1.3. THE FACING PAGES 3 1.4. THE GO! BUTTON 3 1.5. THE REPLAY BUTTON 4 1.6. THE INDEX AND ERRORS PANELS 5 1.7. THE SKEIN 5 1.8. THE SKEIN CONTEXT MENU 6 1.9. THE MOUSEOVER BUTTONS IN THE SKEIN 6 1.10. THE TRANSCRIPT 7 1.11. THE INSPECTOR 7 CHAPTER 2: THE SOURCE TEXT 9 2.1. CREATING THE WORLD 9 2.2. MAKING RULES 9 2.3. PUNCTUATION 9 2.4. PROBLEMS 10 2.5. HEADINGS 11 2.6. WHY USING HEADINGS IS A GOOD IDEA 12 2.7. THE SHOWME COMMAND 12 2.8. THE TEST COMMAND 13 2.9. MATERIAL NOT FOR RELEASE 14 2.10. INSTALLING EXTENSIONS 14 2.11. INCLUDING EXTENSIONS 15 2.12. ACCENTED LETTERS 15 2.13. UNICODE CHARACTERS 17 2.14. USE OPTIONS 20 2.15. BUMPING INTO LIMITS 21 2.16. WHAT TO DO ABOUT A BUG? 22 2.17. DOES INFORM REALLY UNDERSTAND ENGLISH? 22 CHAPTER 3: THINGS 25 3.1. DESCRIPTIONS 25 3.2. ROOMS AND THE MAP 26 3.3. ONE-WAY CONNECTIONS 29 3.4. REGIONS AND THE INDEX MAP 31 3.5. KINDS 33 3.6. EITHER/OR PROPERTIES 35 3.7. PROPERTIES DEPEND ON KIND 36 3.8. SCENERY 37 Graham Nelson and Emily Short ii Inform 7 Designer's Manual 3.9. BACKDROPS 39 3.10. PROPERTIES HOLDING TEXT 40 3.11. THREE DESCRIPTIONS OF THINGS 40 3.12. DOORS 43 3.13. LOCKS AND KEYS 45 3.14. DEVICES AND DESCRIPTIONS 47 3.15. LIGHT AND DARKNESS 48 3.16. VEHICLES AND PUSHABLE THINGS 49 3.17. MEN, WOMEN AND ANIMALS 50 3.18. ARTICLES AND PROPER NAMES 51 3.19. CARRYING CAPACITY 52 3.20. POSSESSIONS AND CLOTHING 52 3.21. THE PLAYER’S HOLDALL 53 3.22. FOOD 54 3.23. PARTS OF THINGS 54 3.24. CONCEALMENT 58 3.25. THE LOCATION OF SOMETHING 60 3.26. DIRECTIONS 62 3.27. REVIEW OF CHAPTER 3 63 CHAPTER 4: KINDS 67 4.1. NEW KINDS 67 4.2. DEGREES OF CERTAINTY 68 4.3. PLURAL ASSERTIONS 69 4.4. DUPLICATES 71 4.5. ASSEMBLIES AND BODY PARTS 72 4.6. NEW EITHER/OR PROPERTIES 76 4.7. NEW VALUE PROPERTIES 77 4.8. TEXT WITH SUBSTITUTIONS 78 4.9. TEXT WITH NUMBERS 81 4.10. TEXT WITH LISTS 82 4.11. TEXT WITH VARIATIONS 84 4.12. LINE BREAKS AND PARAGRAPH BREAKS 86 4.13. TEXT WITH TYPE STYLES 86 4.14. KINDS OF VALUE 88 4.15. USING NEW KINDS OF VALUE IN PROPERTIES 88 4.16. CONDITIONS OF THINGS 91 4.17. VALUES THAT VARY 91 4.18. POSTSCRIPT ON SIMULATION 93 CHAPTER 5: DESCRIPTIONS 95 5.1. WHAT ARE DESCRIPTIONS? 95 5.2. ADJECTIVES AND NOUNS 95 5.3. SOURCES OF ADJECTIVES 96 Graham Nelson and Emily Short Inform 7 Designer's Manual iii 5.4. DEFINING NEW ADJECTIVES 96 5.5. WHICH AND WHO 97 5.6. TO BE ABLE TO SEE AND TOUCH 98 5.7. ADJACENT ROOMS AND ROUTES THROUGH THE MAP 99 5.8. ALL, EACH AND EVERY 102 5.9. COUNTING WHILE COMPARING 108 5.10. THE LEXICON 110 CHAPTER 6: BASIC ACTIONS 111 6.1. GIVING INSTRUCTIONS 111 6.2. SAY 111 6.3. ACTIONS 112 6.4. INSTEAD RULES 113 6.5. BEFORE RULES 114 6.6. TRY AND TRY SILENTLY 116 6.7. AFTER RULES 117 6.8. READING AND TALKING 118 6.9. THE OTHER FOUR SENSES 121 6.10. RULES APPLYING TO MORE THAN ONE ACTION 122 6.11. ALL ACTIONS AND EXCEPTIONAL ACTIONS 123 6.12. THE NOUN AND THE SECOND NOUN 124 6.13. IN ROOMS AND REGIONS 126 6.14. IN THE PRESENCE OF, AND WHEN 126 6.15. GOING FROM, GOING TO 128 6.16. GOING BY, GOING THROUGH, GOING WITH 132 6.17. KINDS OF ACTION 133 6.18. REPEATED ACTIONS 135 6.19. ACTIONS ON CONSECUTIVE TURNS 142 6.20. POSTSCRIPT ON ACTIONS 142 CHAPTER 7: CHANGE 143 7.1. CHANGE OF VALUES THAT VARY 143 7.2. CHANGING THE COMMAND PROMPT 143 7.3. CHANGING THE STATUS LINE 145 7.4. CHANGE OF EITHER/OR PROPERTIES 146 7.5. CHANGE OF PROPERTIES WITH VALUES 147 7.6. WHOSE PROPERTY? 149 7.7. MOVING THINGS 150 7.8. MOVING THE PLAYER 151 7.9. REMOVING THINGS FROM PLAY 153 7.10. NOW... 154 7.11. CHECKING ON WHEREABOUTS 156 7.12. MORE FLEXIBLE DESCRIPTIONS OF WHEREABOUTS 156 7.13. CALLING NAMES 157 Graham Nelson and Emily Short iv Inform 7 Designer's Manual 7.14. COUNTING THE NUMBER OF THINGS 158 7.15. LOOKING AT CONTAINMENT BY HAND 159 7.16. RANDOMNESS 159 7.17. RANDOM CHOICES OF THINGS 162 CHAPTER 8: TIME 165 8.1. WHEN PLAY BEGINS 165 8.2. AWARDING POINTS 165 8.3. INTRODUCING TABLES: RANKINGS 166 8.4. DISPLAYING QUOTATIONS 167 8.5. WHEN PLAY ENDS 167 8.6. EVERY TURN 169 8.7. THE TIME OF DAY 174 8.8. TELLING THE TIME 176 8.9. APPROXIMATE TIMES, LENGTHS OF TIME 176 8.10. COMPARING AND SHIFTING TIMES 176 8.11. CALCULATING TIMES 177 8.12. FUTURE EVENTS 177 8.13. ACTIONS AS CONDITIONS 181 8.14. THE PAST AND PERFECT TENSES 182 8.15. HOW MANY TIMES? 186 8.16. HOW MANY TURNS? 187 CHAPTER 9: SCENES 189 9.1. INTRODUCTION TO SCENES 189 9.2. CREATING A SCENE 189 9.3. USING THE SCENE INDEX 192 9.4. DURING SCENES 194 9.5. LINKING SCENES TOGETHER 198 9.6. MORE GENERAL LINKAGES 200 9.7. MULTIPLE BEGINNINGS AND REPEATS 202 9.8. MULTIPLE ENDINGS 206 9.9. REVIEW OF CHAPTER 9 215 CHAPTER 10: PHRASES 217 10.1. FITTING VALUES INTO PHRASES 217 10.2. THE PHRASEBOOK 218 10.3. PATTERN MATCHING 218 10.4. CONDITIONS AND QUESTIONS 219 10.5. IF 221 10.6. WHILE 222 10.7. BEGIN AND END 222 10.8. OTHERWISE 224 Graham Nelson and Emily Short Inform 7 Designer's Manual v 10.9. REPEAT 224 10.10. REPEAT RUNNING THROUGH 226 10.11. PHRASE OPTIONS 228 10.12. LET AND TEMPORARY VARIABLES 231 10.13. NEW CONDITIONS, NEW ADJECTIVES 233 10.14. PHRASES TO DECIDE OTHER THINGS 235 10.15. THE VALUE AFTER AND THE VALUE BEFORE 238 10.16. IN WHAT ORDER? 240 10.17. AMBIGUITIES 241 10.18. REVIEW OF CHAPTER 10 241 CHAPTER 11: ADVANCED ACTIONS 245 11.1. A RECAP OF ACTIONS 245 11.2. HOW ACTIONS ARE PROCESSED 245 11.3. GIVING INSTRUCTIONS TO OTHER PEOPLE 247 11.4. PERSUASION 249 11.5. UNSUCCESSFUL ATTEMPTS 251 11.6. SPONTANEOUS ACTIONS BY OTHER PEOPLE 254 11.7. NEW ACTIONS 258 11.8. IRREGULAR ENGLISH VERBS 261 11.9. CHECK, CARRY OUT, REPORT 263 11.10. MAKING ACTIONS WORK FOR OTHER PEOPLE 267 11.11. CHECK RULES FOR ACTIONS BY OTHER PEOPLE 272 11.12. REPORT RULES FOR ACTIONS BY OTHER PEOPLE 274 11.13. OUT OF WORLD ACTIONS 277 11.14. REACHING INSIDE RULES 278 11.15. CHANGING REACHABILITY 279 11.16. CHANGING VISIBILITY 282 11.17. GUIDELINES ON HOW TO WRITE RULES ABOUT ACTIONS 283 CHAPTER 12: RELATIONS 287 12.1. SENTENCE VERBS 287 12.2. WHAT SENTENCES ARE MADE UP FROM 288 12.3. WHAT ARE RELATIONS? 290 12.4. TO CARRY, TO WEAR, TO HAVE 290 12.5. MAKING NEW RELATIONS 292 12.6. MAKING RECIPROCAL RELATIONS 292 12.7. RELATIONS IN GROUPS 296 12.8. THE BUILT-IN VERBS AND THEIR MEANINGS 302 12.9. DEFINING NEW ASSERTION VERBS 303 12.10. THE INVENTION OF LOVE 308 12.11. DEFINING NEW PREPOSITIONS 311 12.12. INDIRECT RELATIONS 318 12.13. RELATIONS WHICH EXPRESS CONDITIONS 321 Graham Nelson and Emily Short vi Inform 7 Designer's Manual 12.14. RELATIONS INVOLVING VALUES 322 12.15. WHAT ARE RELATIONS FOR? 323 CHAPTER 13: UNITS 327 13.1. THE MEASURE OF ALL THINGS 327 13.2. NUMBERS 327 13.3. WHEREABOUTS ON A SCALE? 329 13.4. COMPARING OBJECTS 330 13.5. SUPERLATIVES 330 13.6. UNITS 331 13.7. MORE ON SPECIFICATIONS 333 13.8. MULTIPLE-NUMBER SPECIFICATIONS 333 13.9. THE PARTS OF A NUMBER SPECIFICATION 334 13.10. UNDERSTANDING SPECIFIED NUMBERS 335 13.11. LIMITS ON THE SIZE OF NUMBERS 337 13.12. ARITHMETIC WITH UNITS 337 13.13. MULTIPLICATION OF UNITS 343 13.14. TOTALS 345 13.15. MAKING THE VERB TO WEIGH 351 CHAPTER 14: TABLES 353 14.1. LAYING OUT TABLES 353 14.2. LOOKING UP ENTRIES 353 14.3. CORRESPONDING ENTRIES 354 14.4. CHANGING ENTRIES 358 14.5. CHOOSING ROWS 359 14.6. REPEATING THROUGH TABLES 360 14.7. BLANK ENTRIES 362 14.8. BLANK COLUMNS 363 14.9. BLANK ROWS 364 14.10. ADDING AND REMOVING ROWS 366 14.11. SORTING 367 14.12. LISTED IN... 370 14.13. TOPIC COLUMNS 376 14.14. ANOTHER SCORING EXAMPLE 382 14.15. VARYING WHICH TABLE TO LOOK AT 388 14.16. DEFINING THINGS WITH TABLES 391 14.17. DEFINING VALUES WITH TABLES 396 14.18. TABLE CONTINUATIONS 397 CHAPTER 15: UNDERSTANDING 399 15.1. UNDERSTAND 399 15.2. NEW COMMANDS FOR OLD GRAMMAR 402 Graham Nelson and Emily Short Inform 7 Designer's Manual vii 15.3. OVERRIDING EXISTING COMMANDS 406 15.4. STANDARD TOKENS OF GRAMMAR 407 15.5. THE TEXT TOKEN 408 15.6. VISIBLE VS TOUCHABLE 410 15.7. ACTIONS APPLYING TO KINDS OF VALUE 412 15.8. UNDERSTANDING ANY, UNDERSTANDING ROOMS 415 15.9. UNDERSTANDING KINDS OF VALUE 417 15.10. COMMANDS CONSISTING ONLY OF NOUNS 418 15.11. UNDERSTANDING VALUES 420 15.12. THIS/THAT 421 15.13. NEW TOKENS 422 15.14. TOKEN CAN PRODUCE VALUES 423 15.15. UNDERSTANDING THINGS BY THEIR PROPERTIES 423 15.16. CONTEXT: UNDERSTANDING WHEN 428 15.17. UNDERSTANDING MISTAKES 429 15.18. PRECEDENCE 432 CHAPTER 16: ACTIVITIES 439 16.1. WHAT ARE ACTIVITIES? 439 16.2. HOW ACTIVITIES WORK 439 16.3. RULES APPLIED TO ACTIVITIES 440 16.4. WHILE CLAUSES 440 16.5. NEW ACTIVITIES 441 16.6. BEGINNING AND ENDING ACTIVITIES MANUALLY 446 16.7. INTRODUCTION TO THE LIST OF BUILT-IN ACTIVITIES 446 16.8. DECIDING THE CONCEALED POSSESSIONS OF SOMETHING 447 16.9. PRINTING THE NAME OF SOMETHING 447 16.10. PRINTING THE PLURAL NAME OF SOMETHING 454 16.11. LISTING CONTENTS OF SOMETHING 455 16.12. GROUPING TOGETHER SOMETHING 456 16.13. PRINTING ROOM DESCRIPTION DETAILS OF SOMETHING 456 16.14. PRINTING A REFUSAL TO ACT IN THE DARK 458 16.15. PRINTING THE ANNOUNCEMENT OF DARKNESS 459 16.16. PRINTING THE NAME OF A DARK ROOM 460 16.17. PRINTING THE DESCRIPTION OF A DARK ROOM 460 16.18. CONSTRUCTING THE STATUS LINE 463 16.19. WRITING A PARAGRAPH ABOUT 465 16.20. LISTING NONDESCRIPT THINGS OF SOMETHING 473 16.21. DECIDING THE SCOPE OF SOMETHING 475 16.22. SUPPLYING A MISSING NOUN/SECOND NOUN 485 16.23. READING A COMMAND 486 16.24. PRINTING A PARSER ERROR 492 16.25. DECIDING WHETHER ALL INCLUDES 493 16.26. PRINTING THE BANNER TEXT 494 16.27. PRINTING THE PLAYER'S OBITUARY 494 Graham Nelson and Emily Short viii Inform 7 Designer's Manual 16.28. AMUSING A VICTORIOUS PLAYER 495 CHAPTER 17: RULEBOOKS 497 17.1. ON RULES 497 17.2. NAMED RULES AND RULEBOOKS 498 17.3. NEW RULES 499 17.4. NEW RULEBOOKS 503 17.5. PROCEDURAL RULES 507 17.6. PHRASES CONCERNING RULES 510 17.7. SUCCESS AND FAILURE 516 17.8. CONSIDER AND ABIDE 520 17.9. CONSIDER IS NOT THE SAME AS FOLLOW 521 17.10. IN WHAT ORDER? 536 17.11. FIRST AND LAST RULES 537 17.12. REVIEW OF CHAPTER 17 543 CHAPTER 18: PUBLISHING 547 18.1. FINDING A READERSHIP 547 18.2. HOW A NOVEL IS PUBLISHED 547 18.3. HOW INTERACTIVE FICTION IS PUBLISHED 548 18.4. BIBLIOGRAPHIC DATA 549 18.5. GENRES 550 18.6. THE LIBRARY CARD 550 18.7. THE TREATY OF BABEL AND THE IFID 551 18.8. THE RELEASE BUTTON 551 18.9. THE JOY OF FEELIES 552 18.10. THE MATERIALS FOLDER 552 18.11. COVER ART 553 18.12. AN INTRODUCTORY BOOKLET 554 18.13. A WEBSITE 554 18.14. WEBSITE TEMPLATES 555 18.15. WALKTHROUGH SOLUTIONS 556 18.16. RELEASING THE SOURCE TEXT 558 18.17. IMPROVING THE INDEX MAP 558 18.18. PRODUCING AN EPS FORMAT MAP 559 18.19. SETTINGS IN THE MAP-MAKER 560 18.20. TABLE OF MAP-MAKER SETTINGS 561 18.21. KINDS OF VALUE ACCEPTED BY THE MAP-MAKER 562 18.22. TITLING AND ABBREVIATIONS 564 18.23. RUBRICS 568 CHAPTER 19: EXTENSIONS 569 19.1. THE STATUS OF EXTENSIONS 569 Graham Nelson and Emily Short
Description: