This chapter introduces the syntax required to:
- Create rules and actions
- Refer to the direct and indirect objects of an action using noun and second noun
- Override all actions using
doing anything - Adding exceptions using
other than - Override rules that stop or continue using
stop the actionorcontinue the action - Classify a thing as
on-stageoroff-stage - Unlist a rule from the Standard Rules
- Create
useoptions - Include an adjective after a noun using
which issyntax - Test
ACTIONS - Test
RULES
- The keyword
nowplaced in front of a condition makes it so - A rule is a thing that happens as a result of player actions or author instructions
- A rulebook is a collection of rules
- Every Inform game includes the Standard Rules which teach the story world basic concepts
- Action rules change the way Inform responds to player commands
- When dealing with actions, the special word
nounmeans the direct object of the player’s most recent command - There is also a special word named
second nounthat becomes available in commands with an indirect object - An action out of world happens outside of the flow of gameplay (e.g., saving, restoring)
- Each of Inform’s Actions comes with a set of six rulebooks that govern their behavior
There are three action default rulebooks and three action exception rulebooks.
| Rulebook | Type | Description | Then... |
|---|---|---|---|
| Check | Default | “Let’s check to make sure that’s okay” | …go on unless the phrase contains instead |
| Carry out | Default | “Okay, let’s carry out the results.” | …go on |
| Report | Default | “Otherwise, report on what normally happens.” | …go on |
| Before | Exception | “Wait… in this case before you do that, do this!” | …go on |
| Instead | Exception | “Don’t do that in this case… instead do this.” | …stop |
| After | Exception | “In this case, this is what happens after.” | …stop |
- Small Kindnesses by Aaron Reed