The interactive-fiction specific layer of Inform, as a module. This is version 1.
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What This Module Does - An overview of the if module's role and abilities.
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IF Module - Setting up the use of this module.
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ISBN-like data and cataloguing information, and Release... sentences.
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Bibliographic Data - To manage the special variables providing bibliographic data on the work of IF being generated (title, author's name and so forth), and to write the Library Card in the index. -
Release Instructions - To write the iFiction record for the work of IF compiled, its release instructions and its picture manifest, if any. -
The iFiction Record - To write the iFiction record for the work of IF compiled. -
The Blurb File - To write the blurb file of instructions for inblorb to release the project.
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A simulated world of geography, spatial containment and scenes.
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Spatial Model - A feature which constructs the fundamental spatial model used by IF, to represent containment, support, carrying, wearing, and incorporation. -
Everywhere, Nowhere and Here - To define the unary predicates for some anaphoric location adjectives. -
Spatial Relations - Binary predicates for spatial relationships. -
Spatial Inferences - Six families of inference used by the spatial feature. -
Persons - A feature marking instances of person as being "animate". -
The Player - A feature to give a special role to a person who is the protagonist. -
Devices - A feature giving minimal support for switchable devices. -
Backdrops - A feature to provide support for backdrop objects, which are present as scenery in multiple rooms at once. -
Regions - A feature providing support for grouping rooms together into named and nestable regions. -
The Map - A feature to provide a geographical model, linking rooms and doors together in oppositely-paired directions. -
Map Connection Relations - To define one binary predicate for each map direction, such as "mapped north of". -
Timed Rules - A feature to support rules like "At 12:03AM: ...". -
Scenes - A feature to support named periods of time during an interactive story. -
The Score - A feature to support the score variables. -
Mapping Hint Requests - Special sentences giving layout or design hints on how to produce the World map in the index and an EPS map.
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Actions are impulses to do something within the simulated world.
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Actions Plugin - A feature for actions, by which animate characters change the world model. -
Actions-Only Nodes and Annotations - Additional syntax tree node and annotation types used by the actions feature. -
Action Kinds - Three action-related kinds of value. -
Action Conditions - A special condition for testing against action patterns. -
Actions - Each different sort of impulse to do something is an "action name". -
Action Semantics - Constraints on how actions may be used in the model world. -
Action Variables - Variables shared by the rules of the rulebooks processing an action. -
Action Name Names - There is an annoying profusion of ways an action can have a name. -
Action Patterns - An action pattern is a description which may match many actions or none. The text "doing something" matches every action, while "throwing something at a door in a dark room" is seldom matched. -
Action Name Lists - Action name lists are used in parsing action patterns, and identify which action names seem to be possible within them. -
Action Pattern Clauses - Pattern-matches on individual nouns in an action are called clauses. -
Parse Action Patterns - Turning text into APs. -
Parse Clauses - Parsing the clauses part of an AP from source text. -
Explicit Actions - An exactly specified action is called "explicit". -
Named Action Patterns - A named action pattern is a categorisation of behaviour. -
Going - A feature to provide a little extra support for the "going" action. -
Rules Predicated on Actions - Rules can be set to run only if the action matches a given pattern.
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Understand... sentences become a grammar for the command parser to use at run-time.
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Parsing Plugin - A feature for command-parser support. -
Understand Sentences - Command parser grammar is laid out in special Understand... sentences. -
Command Grammars - The possible command text following a command verb, or referring to a single concept or object, is gathered into a "command grammar". -
Command Grammar Lines - A CG line is a list of CG tokens to specify a textual pattern. For example, "take [something] out" is a CG line of three tokens. -
Command Grammar Tokens - CGs are list of CG lines, which are lists of CG tokens. -
Determination Types - Command grammars, their lines and their tokens may each "determine" up to two values, and here we provide a way to describe the range of those. -
Property Visibility - Some properties can be referred to in the player's commands. -
Test Scripts - A rudimentary but useful testing system for runnign short sequences of commands through the command parser at runtime.
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Dialogue - A nascent system for managing conversation. -
Dialogue Beats - To manage dialogue beats and to parse their cue paragraphs. -
Dialogue Lines - To manage dialogue lines. -
Dialogue Choices - To manage dialogue choices. -
Dialogue Nodes - The structure of a dialogue beat as a tree of nodes, each of which can be either a line or a choice. -
Dialogue Relations - Binary predicates for spatial relationships. -
Performance Styles - Manners of speaking, used in dialogue.
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