Inform 7 Home Page / Documentation
Examples in Numerical Order
|   | Examples in Alphabetical Order | 
|   | Examples in Thematic Order | 
|   | General Index | 
|   | Part I. Writing with Inform | 
|   | Part II. The Inform Recipe Book | 
Chapter 1: Welcome to Inform
§1.1. Preface
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Chapter 3: Things
§3.1. Descriptions
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§3.2. Rooms and the map
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§3.3. One-way connections
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§3.4. Regions and the index map
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§3.5. Kinds
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§3.6. Either/or properties
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§3.7. Properties depend on kind
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§3.8. Scenery
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§3.9. Backdrops
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§3.11. Two descriptions of things
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§3.12. Doors
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§3.13. Locks and keys
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§3.14. Devices and descriptions
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§3.16. Vehicles and pushable things
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§3.17. Men, women and animals
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§3.18. Articles and proper names
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§3.20. Possessions and clothing
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§3.21. The player's holdall
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§3.23. Parts of things
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§3.24. Concealment
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§3.25. The location of something
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§3.26. Directions
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Chapter 4: Kinds
§4.1. New kinds
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§4.3. Degrees of certainty
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§4.4. Plural assertions
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§4.7. New either/or properties
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§4.8. New value properties
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§4.9. Using new kinds of value in properties
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§4.12. Values that vary
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§4.14. Duplicates
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§4.15. Assemblies and body parts
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Chapter 5: Text
§5.4. Text with numbers
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§5.5. Text with lists
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§5.6. Text with variations
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§5.7. Text with random alternatives
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§5.8. Line breaks and paragraph breaks
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§5.9. Text with type styles
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§5.11. Unicode characters
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§5.13. Making new substitutions
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Chapter 6: Descriptions
§6.4. Defining new adjectives
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§6.5. Defining adjectives for values
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§6.9. Which and who
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§6.13. To be able to see and touch
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§6.14. Adjacent rooms and routes through the map
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§6.15. All, each and every
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§6.16. Counting while comparing
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Chapter 7: Basic Actions
§7.2. Instead rules
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§7.3. Before rules
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§7.4. Try and try silently
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§7.5. After rules
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§7.6. Reading and talking
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§7.7. The other four senses
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§7.9. All actions and exceptional actions
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§7.10. The noun and the second noun
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§7.12. In the presence of, and when
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§7.13. Going from, going to
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§7.14. Going by, going through, going with
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§7.15. Kinds of action
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§7.16. Repeated actions
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Chapter 8: Change
§8.2. Changing the command prompt
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§8.3. Changing the status line
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§8.4. Change of either/or properties
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§8.5. Change of properties with values
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§8.7. Moving things
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§8.8. Moving backdrops
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§8.9. Moving the player
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§8.10. Removing things from play
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§8.11. Now...
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§8.15. Calling names
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§8.18. Randomness
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§8.19. Random choices of things
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Chapter 9: Time
§9.1. When play begins
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§9.2. Awarding points
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§9.4. When play ends
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§9.5. Every turn
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§9.6. The time of day
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§9.7. Telling the time
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§9.11. Future events
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§9.12. Actions as conditions
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§9.13. The past and perfect tenses
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§9.14. How many times?
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§9.15. How many turns?
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Chapter 10: Scenes
§10.2. Creating a scene
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§10.3. Using the Scene index
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§10.4. During scenes
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§10.5. Linking scenes together
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§10.6. More general linkages
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§10.7. Multiple beginnings and repeats
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§10.8. Multiple endings
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§10.9. Why are scenes designed this way?
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Chapter 11: Phrases
§11.3. Pattern matching
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§11.5. Conditions and questions
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§11.7. Begin and end
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§11.8. Otherwise
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§11.10. Repeat
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§11.11. Repeat running through
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§11.14. Phrase options
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§11.15. Let and temporary variables
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§11.16. New conditions, new adjectives
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§11.17. Phrases to decide other things
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§11.18. The value after and the value before
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Chapter 12: Advanced Actions
§12.3. Giving instructions to other people
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§12.4. Persuasion
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§12.5. Unsuccessful attempts
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§12.6. Spontaneous actions by other people
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§12.7. New actions
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§12.9. Check, carry out, report
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§12.10. Action variables
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§12.11. Making actions work for other people
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§12.12. Check rules for actions by other people
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§12.13. Report rules for actions by other people
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§12.15. Out of world actions
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§12.16. Reaching inside and reaching outside rules
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§12.17. Visible vs touchable vs carried
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§12.18. Changing reachability
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§12.19. Changing visibility
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§12.20. Stored actions
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Chapter 13: Relations
§13.2. What sentences are made up from
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§13.4. To carry, to wear, to have
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§13.6. Making reciprocal relations
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§13.7. Relations in groups
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§13.9. Defining new assertion verbs
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§13.10. Defining new prepositions
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§13.11. Indirect relations
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§13.12. Relations which express conditions
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§13.13. Relations involving values
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§13.14. Relations as values in their own right
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§13.16. What are relations for?
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Chapter 14: Adaptive Text and Responses
§14.3. More on adapting verbs
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§14.6. Adapting demonstratives and possessives
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§14.9. Verbs as values
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§14.11. Changing the text of responses
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Chapter 15: Numbers and Equations
§15.2. Numbers and real numbers
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§15.8. Units
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§15.12. Making the verb "to weigh"
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§15.15. The parts of a number specification
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§15.16. Understanding specified numbers
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§15.17. Totals
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§15.18. Equations
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§15.19. Arithmetic with units
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§15.20. Multiplication of units
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Chapter 16: Tables
§16.3. Corresponding entries
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§16.6. Repeating through tables
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§16.9. Blank rows
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§16.10. Adding and removing rows
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§16.11. Sorting
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§16.12. Listed in...
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§16.13. Topic columns
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§16.14. Another scoring example
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§16.15. Varying which table to look at
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§16.16. Defining things with tables
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§16.18. Table continuations
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§16.19. Table amendments
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Chapter 17: Understanding
§17.1. Understand
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§17.2. New commands for old grammar
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§17.3. Overriding existing commands
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§17.4. Standard tokens of grammar
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§17.5. The text token
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§17.6. Actions applying to kinds of value
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§17.7. Understanding any, understanding rooms
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§17.9. Understanding kinds of value
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§17.10. Commands consisting only of nouns
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§17.11. Understanding values
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§17.13. New tokens
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§17.15. Understanding things by their properties
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§17.16. Understanding things by their relations
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§17.17. Context: understanding when
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§17.18. Changing the meaning of pronouns
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§17.19. Does the player mean...
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§17.20. Multiple action processing
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§17.21. Understanding mistakes
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§17.22. Precedence
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Chapter 18: Activities
§18.1. What are activities?
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§18.5. New activities
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§18.9. Deciding the concealed possessions of something
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§18.10. Printing the name of something
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§18.11. Printing the plural name of something
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§18.12. Printing a number of something
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§18.13. Listing contents of something
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§18.15. Issuing the response text of something
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§18.16. Printing room description details of something
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§18.18. Printing a refusal to act in the dark
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§18.22. Printing the description of a dark room
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§18.23. Constructing the status line
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§18.24. Writing a paragraph about
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§18.25. Listing nondescript items of something
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§18.26. Printing the locale description of something
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§18.27. Choosing notable locale objects for something
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§18.28. Printing a locale paragraph about
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§18.29. Deciding the scope of something
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§18.31. Asking which do you mean
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§18.32. Supplying a missing noun/second noun
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§18.33. Reading a command
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§18.34. Implicitly taking something
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§18.35. Printing a parser error
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§18.37. Printing the banner text
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§18.38. Printing the player's obituary
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§18.39. Amusing a victorious player
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§18.40. Starting the virtual machine
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Chapter 19: Rulebooks
§19.2. Named rules and rulebooks
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§19.3. New rules
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§19.4. Listing rules explicitly
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§19.5. Changing the behaviour of rules
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§19.8. New rulebooks
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§19.9. Basis of a rulebook
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§19.11. Success and failure
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§19.12. Named outcomes
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§19.13. Rulebooks producing values
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§19.15. Two rulebooks used internally
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Chapter 20: Advanced Text
§20.4. Upper and lower case letters
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§20.6. Regular expression matching
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§20.7. Making new text with text substitutions
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§20.8. Replacements
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Chapter 21: Lists
§21.3. Saying lists of values
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§21.5. Building lists
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§21.6. Lists of objects
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§21.9. Accessing entries in a list
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§21.10. Lengthening or shortening a list
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§21.11. Variations: arrays, logs, queues, stacks, sets, sieves and rings
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Chapter 22: Advanced Phrases
§22.2. Descriptions as values
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Chapter 23: Figures, Sounds and Files
§23.13. Writing and reading tables to external files
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§23.14. Writing, reading and appending text to files
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§23.15. Exchanging files with other programs
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Chapter 25: Releasing
§25.23. Titling and abbreviation
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Chapter 27: Extensions
§27.5. A simple example extension
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§27.7. Extensions and story file formats
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§27.15. Defining phrases in Inform 6
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§27.19. Longer extracts of Inform 6 code
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§27.28. Segmented substitutions
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§27.30. To say one of
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