Discussions about interactive fiction

Archive for December, 2010

TADS3 – actions done multiple times

I’m not sure of a good way to go about this, but does anyone have an idea of
how to code the following in TADS3:

There is a bridge support. If the player tries to kick the support three
times, it will break. Each time they kick it, a different message is
generated. So like this:


Well, it looks a bit looser.


Definitely looser now. The pole is practically off the base.


Crash! The bridge support gives way.

This is probably easy to do, but for some reason I am not getting it to

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Inform: Printing Long Blocks of Text

In I6 it is easy to print out fairly long blocks of text by saying:

print "text block 1";
print "text block 2";  etc   thru "text block n";
unitl the large amount of text was done.

I’ve tried that in I7 with no success.
Also tried doing a carryout function which didnt’ seem to work.

Any suggestions?


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Thanks for the lemonaid code.

Hi Al,

thanks for your time there. Inform 7 is interesting in that you have to
really consider building your objects in terms of not just the natural
language, but the definition of drinking and things. I suspect we will
get a "drinkable" option, and perhaps a liquid thing? included in a
future revision. For instance:

A Closed, openable, opaque container called a bottle is here.
The bottle contains some lemonade that is a kind of drinkable liquid.

Simple, but wouldn’t that make more sense to the programmer? I’m new to
this and only have been at it for a week or so, perhaps I am getting it
all wrong. I was only thinking of it because we have terms like that is
eddible and takable, etc…

What do you all think and I am sorry of course if I am making an idiot
of myself here.


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Inform 7 – multiple objects and containers


I have just been playing around with some code to make a fruit tree
that allows the player to pick its fruit. I’ve adapted the code from
the ‘Early Childhood’ examples in the manual.

This is what I have:

A fruit is a kind of thing. A fruit is usually edible.
An apple is a kind of fruit. A banana is a kind of fruit.

The garden is a room. "A large apple tree rises from the center of the
An apple tree is scenery in the Garden.

The description of the apple tree is "[if apple tree contains apple]The
apple tree has [number of apples in tree] plump apples growing from
it.[otherwise]The tree is devoid of any fruit.".

On the apple tree are six apples. In the garden are four bananas.

Test me with "get apple / get apple / get banana / get banana / get

I figured that the tree would be a supporter or perhaps a container,
but as soon as I put the apples on/in the tree I cannot take more than
one (without a get all). However, if they are simply on the floor then
I can – the bananas proove that.

Why is that? Is this by design and I need to create some rules to take
the apples? Or am I missing something else?

I would appreciate any advice.
(thanks in advance for your paitence too).

Many thanks.

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I7: The printed name of the player

I’m trying to figure out how to change the printed name of the player
in situations where "you" is more appropriate than "yourself."
Consider this situation:

Start Room is a room.  "This is a room."

Report someone trying kissing a person:
  Say "[The person asked] kisses [the noun]."

Persuasion rule for asking someone to try doing something:  Persuasion

Jane is a person in the Start Room.

>Jane, kiss me

Jane kisses yourself

Obviously, "Jane kisses you" would be more appropriate.  So the first
thing I tried was to add this:

The printed name of the player is "[the pronoun of the player]"

To say the pronoun of the player:
  If the person asked is the player, say "yourself";
  Otherwise say "you".

However, the game will still always use "yourself" to refer to the
player.  I even tried

The printed name of the player is "you".

and it had no effect; the game still referred to the player as
"yourself."  Is there any way to change the printed name of the player?
 Is the program using some property other than "printed name" to refer
to the player?

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Hourglass Comp (ADRIFT Mini-comp)

(Otherwise known as the 3rd Three Hour Games Competition, the
announcement thread can be seen in full here:

T H E    H O U R G L A S S    C O M P E T I T I O N

Yes, it’s that time again! This is a competition for the struggling
newbie and accomplished master alike – it can be used as a method to
kickstart your creative drive and to help you on your way to completing
a full-sized game, to boast about your writing skills and give your
fingers some speed exercise, or simply to kid yourself that you can
finish making a game (ahem).

So, although the name has changed, the rules are exactly the same.

- Games must be made in three hours or less, this is the challenge and
focus of the competition. Brief paper/mental planning is allowed, but
the game making itself must be done in three hours.

- Entries must be made with ADRIFT v3.9 or ADRIFT v4.

- Games must be original work.

- A limit of three entries per author.

- All entries to be sent to woodfi…@gmail.com.

- The deadline for entries is the 5th August 2006.

- Any problems or questions, email me at the above address.

… plus, this time the competition has the added bonus of a mystery
prize and certificate for the winner (provided they’re in the UK)!

So good luck, and remember – send your entries to woodfi…@gmail.com
by 5th August 2006!

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I7: Banner Printing Troubles Redux

I’m still having difficulty printing the game banner first.

Despite Stephen’s extension "Extended  Banner"  (which unfortunately is
not very well documented) and  Eric Eve’s suggestion in an earlier post
of Emily’s "more watertight way to do it", I still can’t find that

Here is the banner from Savoir-Faire.

An interactive search for loot. Copyright Emily Short 2002-4.
Type HELP if you have not played this game before, even if you are
familiar with IF.
Release 8 / Serial number 040205 / Inform v6.15 Library 6/10

I’d like to see source code for doing this in I7.
I already know how to do the following:
The story headline is "An interactive search for loot. ….."

The rest is the fun part and getting the banner to print before
anything else.

Any help with this will be much appreciated.

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your current project[s]

assuming you’re not worried about someone nicking your ideas; what are
you working on at the mo? how’s it coming along, etc?

thought it might be interesting to get an idea of what the community’s
up to.

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I7; please help hapless new author


I’m trying to write some code which will allow me to build a pre-set
dungeon but with random one-way connections for travelling downward
through it. Ideally, I’d like to place one of these trapdoors in a
random room in each region, each region corresponding to a "level" of
the dungeon, and with each trapdoor moving the player to a random room
in the next region. What I can do that actually works is as follows:

"Trapdoors" by ifnyou

Level One is a region.

Entrance is a room in level one. "The dank air here tells you that
you’re undergroud, although you still see some light filtering in from
somewhere above."

Anteroom is west of Entrance. "You find yourself in a cramped
anteroom." Anteroom is in level one.

A trapdoor is a kind of thing. A trapdoor is enterable. A trapdoor has
a property called destination.

After entering a trapdoor:
        Move the player to destination.

A black trapdoor is in the Entrance. "There is a black trapdoor here."
The black trapdoor is a trapdoor. The destination of the black trapdoor
is Hallway.

Level Two is a region.

Hallway is a room in level two. "A long, narrow hallway."

Corridor is west of Hallway. "A narrow, lengthy corridor." Corridor is
in level two.

This is fine as far as it goes but it doesn’t go nearly as far as I
like. The trapdoor is in a fixed location and its destination is fixed,
too. I can show you the numerous things I tried and which didn’t work,
but, unless that’s actually going to help, I will refrain from sharing
my incompetence. ;)

I’ve made several sweeps through the manual but I’m impatient and keep
learning things which will only be useful later. ;) I’d be very
grateful for any help at all – just a pointer at the right part of the
manual to study more intensively would help plenty – although if
someone feels like actually solving the problem I wouldn’t complain. ;)

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McDream Minicomp

So this will be a lot easier than I had hoped.

We have a winner!

Eric Eve submitted Dreadwine.

Lacking any other submissions, there is no need for a vote.

You can download this from and I will
submit it to the archive.


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