Inform 7 Home Page / Documentation
Examples in Thematic Order
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Examples in Alphabetical Order |
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Examples in Numerical Order |
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General Index |
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Part I. Writing with Inform |
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Part II. The Inform Recipe Book |
Chapter 1: How to Use The Recipe Book
§1.1. Preface
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§1.3. Disenchantment Bay
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§1.4. Information Only
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Chapter 2: Adaptive Prose
§2.1. Varying What Is Written
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§2.2. Varying What Is Read
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§2.3. Using the Player's Input
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Chapter 3: Place
§3.1. Room Descriptions
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§3.2. Map
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§3.3. Position Within Rooms
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§3.4. Continuous Spaces and The Outdoors
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§3.5. Doors, Staircases, and Bridges
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§3.6. Windows
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§3.7. Lighting
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§3.8. Sounds
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§3.9. Passers-By, Weather and Astronomical Events
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Chapter 4: Time and Plot
§4.1. The Passage Of Time
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§4.2. Scripted Scenes
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§4.3. Event Scheduling
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§4.4. Scene Changes
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§4.5. Flashbacks
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§4.6. Plot Management
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Chapter 5: The Viewpoint Character
§5.1. The Human Body
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§5.2. Traits Determined By the Player
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§5.3. Characterization
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§5.4. Background
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§5.5. Memory and Knowledge
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§5.6. Viewpoint
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Chapter 6: Commands
§6.3. Modifying Existing Commands
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§6.4. Looking
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§6.5. Examining
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§6.6. Looking Under and Hiding
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§6.7. Inventory
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§6.8. Taking, Dropping, Inserting and Putting
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§6.9. Going, Pushing Things in Directions
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§6.10. Entering and Exiting, Sitting and Standing
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§6.11. Waiting, Sleeping
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§6.13. Magic Words
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§6.14. Remembering, Converting and Combining Actions
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§6.15. Actions on Multiple Objects
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§6.17. Clarification and Correction
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§6.18. Alternatives To Standard Parsing
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Chapter 7: Other Characters
§7.1. Getting Acquainted
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§7.2. Liveliness
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§7.3. Reactive Characters
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§7.4. Barter and Exchange
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§7.5. Combat and Death
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§7.6. Getting Started with Conversation
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§7.7. Saying Simple Things
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§7.8. Saying Complicated Things
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§7.10. Character Emotion
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§7.11. Character Knowledge and Reasoning
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§7.12. Characters Following a Script
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§7.13. Traveling Characters
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§7.14. Obedient Characters
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§7.15. Goal-Seeking Characters
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§7.16. Social Groups
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Chapter 8: Vehicles, Animals and Furniture
§8.1. Bicycles, Cars and Boats
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§8.2. Ships, Trains and Elevators
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§8.3. Animals
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§8.4. Furniture
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§8.5. Kitchen and Bathroom
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Chapter 9: Props: Food, Clothing, Money, Toys, Books, Electronics
§9.1. Food
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§9.2. Bags, Bottles, Boxes and Safes
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§9.3. Clothing
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§9.4. Money
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§9.5. Dice and Playing Cards
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§9.6. Reading Matter
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§9.7. Painting and Labeling Devices
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§9.8. Simple Machines
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§9.9. Televisions and Radios
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§9.10. Telephones
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§9.11. Clocks and Scientific Instruments
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§9.12. Cameras and Recording Devices
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Chapter 10: Physics: Substances, Ropes, Energy and Weight
§10.1. Gases
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§10.2. Liquids
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§10.3. Dispensers and Supplies of Small Objects
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§10.4. Glass and Other Damage-Prone Substances
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§10.5. Volume, Height, Weight
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§10.6. Ropes
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§10.7. Electricity and Magnetism
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§10.8. Fire
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§10.9. Heat
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§10.10. Magic (Breaking the Laws of Physics)
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§10.11. Mathematics
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Chapter 11: Out Of World Actions and Effects
§11.1. Start-Up Features
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§11.2. Saving and Undoing
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§11.3. Helping and Hinting
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§11.4. Scoring
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§11.6. Ending The Story
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Chapter 12: Typography, Layout, and Multimedia Effects
§12.1. Typography
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§12.2. The Status Line
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§12.3. Footnotes
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§12.5. Glulx Multimedia Effects
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Chapter 13: Testing and Publishing
§13.1. Testing
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§13.2. Publishing
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