absentfound_in
property, which can appear in many different rooms) which is absent
will in future no longer appear in the game. Note that you cannot make
a floating object disappear merely by giving it absent,
but must explicitly remove it as well.animatecreature token
in grammar; picks up “him” or “her” (according
to gender) rather than “it”, likewise “his”;
an object the player is changed into becomes animate; some
messages read “on whom”, etc., instead of “on
which”; can't be taken; its subobjects “belong to”
it rather than “are part of” it; messages don't assume
it can be “touched” or “squeezed” as an
ordinary object can; the actions Attack, ThrowAt
are diverted to life rather than rejected as being
‘futile violence’.clothingconcealedChangePlayer
happened loses this property; a concealed door can't
be entered; does not appear in room descriptions.containeropen
(or transparent); may be described as closed, open, locked,
empty; a possession will give it a LetGo action if the
player tries to remove it, or a Receive if something is
put in; things can be taken or removed from it, or inserted into it,
but only if it is open; likewise for “transfer”
and “empty”; room descriptions describe using when_open
or when_closed if given; if there is no defined description,
an Examine causes the contents to be searched (i.e. written
out) rather than a message “You see nothing special about…”;
Search only reveals the contents of containers, otherwise
saying “You find nothing”. Note: an object cannot
be both a container and a supporter.doorwhen_open or when_closed if given; and an
Enter action becomes a Go action. If a
Go has to go through this object, then: if concealed,
the player “can't go that way”; if not open, then
the player is told either that this cannot be ascended or descended (if
the player tried “up” or “down”), or that it is in
the way (otherwise); but if neither, then its door_to property is
consulted to see where it leads; finally, if this is zero,
then it is said to “lead nowhere” and otherwise the player
actually moves to the location.edibleenterableenterable on the
floor can be entered. If an enterable is also a container
then it can only be entered or exited if it is open.femaleanimate is assumed to be male
unless female or neuter is set.)generallightlocation is ordinarily dark; it will never be automatically
put away into the player's SACK_OBJECT, as it might plausibly
be inflammable or the main light source.lockablewith_key; if a container
and also locked, may be called “locked” in
inventories.lockedcontainer and also lockable,
may be called “locked” in inventories.maleanimate is assumed
to be male unless female or neuter is set.)movedInitialise has run
are given it; at the end of each turn, if an item is newly held by
the player and is scored, it is given moved
and OBJECT_SCORE points are awarded; an object's
initial message only appears in room descriptions if it
is unmoved.neuteranimate is assumed neuter, because only
people and higher animals have gender. Anything animate is
assumed male unless female or neuter
is set. A robot, for instance, might be an animate
object worth making neuter.)onswitchable object
with on is described by with_on in room
descriptions; it will be called “switched on” by Examine.openopen
container; if a container, called
“open” by some descriptions; things can be taken or removed from an open
container; similarly inserted, transferred or emptied. A
container can only be entered or exited if it is both
enterable and open. An open door
can be entered. Described by when_open in room
descriptions.openablelocked.pluralnamepluralname
set. The library will then use the pronoun “them” and
the indefinite article “some” automatically.propersceneryscoredOBJECT_SCORE points for picking it
up for the first time; or, if a room, ROOM_SCORE points
for visiting it for the first time.staticsupporterLetGo action if the player tries to remove it, or
a Receive if something is put in; things can be taken
or removed from it, or put on it; likewise for transfers; a player
inside it is said to be “on” rather than “in”
it; room descriptions list its contents in separate paragraphs
if it is itself listed. Note: an object cannot be both
a container and a supporter.switchableExamine;
described using when_on or when_off in
room descriptions.talkableanimate is inappropriate.transparenttransparent container is treated as if it were
open for printing of contents.visitedLook first happens there:
if this room is scored then ROOM_SCORE points
are awarded. Affects whether room descriptions are abbreviated or not.workflagWriteListFrom.wornMAX_CARRIED; won't be automatically
put away into the SACK_OBJECT; a Drop action
will cause a Disrobe action first; so will PutOn
or Insert.Note. The only library attributes which
it's useful to apply to locations are light,
scored and visited.