To implement some of the out of world actions.
- §1. Announce Score Rule
- §2. Switch Score Notification On Rule
- §3. Standard Report Switching Score Notification On Rule
- §4. Switch Score Notification Off Rule
- §5. Standard Report Switching Score Notification Off Rule
- §6. Prefer Sometimes Abbreviated Room Descriptions Rule
- §7. Standard Report Prefer Sometimes Abbreviated Room Descriptions Rule
- §8. Prefer Unabbreviated Room Descriptions Rule
- §9. Standard Report Prefer Unabbreviated Room Descriptions Rule
- §10. Prefer Abbreviated Room Descriptions Rule
- §11. Standard Report Prefer Abbreviated Room Descriptions Rule
- §12. Announce Pronoun Meanings Rule
[ ANNOUNCE_SCORE_R; if (actor ~= player) rfalse; if (WorldModelKit`SCORING_CFGV == 0) { ANNOUNCE_SCORE_RM('C'); new_line; } else { ANNOUNCE_SCORE_RM('A'); PrintRank(); } ];
§2. Switch Score Notification On Rule.
[ SWITCH_SCORE_NOTIFY_ON_R; if (actor ~= player) rfalse; if (WorldModelKit`SCORING_CFGV == 0) ANNOUNCE_SCORE_R(); else notify_mode=1; ];
§3. Standard Report Switching Score Notification On Rule.
[ REP_SWITCH_NOTIFY_ON_R; if (actor ~= player) rfalse; if (WorldModelKit`SCORING_CFGV) { REP_SWITCH_NOTIFY_ON_RM('A'); new_line; } ];
§4. Switch Score Notification Off Rule.
[ SWITCH_SCORE_NOTIFY_OFF_R; if (actor ~= player) rfalse; if (WorldModelKit`SCORING_CFGV == 0) ANNOUNCE_SCORE_R(); else notify_mode=0; ];
§5. Standard Report Switching Score Notification Off Rule.
[ REP_SWITCH_NOTIFY_OFF_R; if (actor ~= player) rfalse; if (WorldModelKit`SCORING_CFGV) { REP_SWITCH_NOTIFY_OFF_RM('A'); new_line; } ];
§6. Prefer Sometimes Abbreviated Room Descriptions Rule.
[ PREFER_SOMETIMES_ABBREVIATED_R; if (actor ~= player) rfalse; lookmode=1; ]; Brief
§7. Standard Report Prefer Sometimes Abbreviated Room Descriptions Rule.
[ REP_PREFER_SOMETIMES_ABBR_R; if (actor ~= player) rfalse; print (TEXT_TY_Say) Story; REP_PREFER_SOMETIMES_ABBR_RM('A'); new_line; ]; Brief
§8. Prefer Unabbreviated Room Descriptions Rule.
[ PREFER_UNABBREVIATED_R; if (actor ~= player) rfalse; lookmode=2; ]; Verbose
§9. Standard Report Prefer Unabbreviated Room Descriptions Rule.
[ REP_PREFER_UNABBREVIATED_R; if (actor ~= player) rfalse; print (TEXT_TY_Say) Story; REP_PREFER_UNABBREVIATED_RM('A'); new_line; ]; Verbose
§10. Prefer Abbreviated Room Descriptions Rule.
[ PREFER_ABBREVIATED_R; if (actor ~= player) rfalse; lookmode=3; ]; Superbrief
§11. Standard Report Prefer Abbreviated Room Descriptions Rule.
[ REP_PREFER_ABBREVIATED_R; if (actor ~= player) rfalse; print (TEXT_TY_Say) Story; REP_PREFER_ABBREVIATED_RM('A'); new_line; ]; Superbrief
§12. Announce Pronoun Meanings Rule.
[ ANNOUNCE_PRONOUN_MEANINGS_R x y c d; if (actor ~= player) rfalse; ANNOUNCE_PRONOUN_MEANINGS_RM('A'); c = (LanguagePronouns-->0)/3; if (player ~= selfobj) c++; if (c==0) { ANNOUNCE_PRONOUN_MEANINGS_RM('D'); rtrue; } for (x = 1, d = 0 : x <= LanguagePronouns-->0: x = x+3) { print "~", (address) LanguagePronouns-->x, "~ "; y = LanguagePronouns-->(x+2); if (y == NULL) ANNOUNCE_PRONOUN_MEANINGS_RM('C'); else { ANNOUNCE_PRONOUN_MEANINGS_RM('B'); print (the) y; } d++; if (d < c-1) print ", "; if (d == c-1) { if (BasicInformKit`SERIAL_COMMA_CFGF) print ","; LW_Response('C'); } } if (player ~= selfobj) { print "~", (address) ME1__WD, "~ "; ANNOUNCE_PRONOUN_MEANINGS_RM('B'); c = player; player = selfobj; print (the) c; player = c; } "."; ];