`selfobj`
The default player object. Avoid: use instead the `player` variable,
which usually refers to `selfobj`.
`selfobj`
The default player object. Avoid: use instead the `player` variable,
which usually refers to `selfobj`.
Returns the type of its `{arg}` : 3 for a string address, 2 for a routine
address, 1 for an object number, or 0 otherwise.
Returns the type of its `{arg}` : 3 for a string address, 2 for a routine
address, 1 for an object number, or 0 otherwise.
`Object` of that class both define the same property, the value specified
for the `Object` normally overrides the value inherited from the `Class`.
However, if the property is additive then both values apply, with the
`Object` of that class both define the same property, the value specified
for the `Object` normally overrides the value inherited from the `Class`.
However, if the property is additive then both values apply, with the
The `{value}` can be a space-separated list of `{obj_ids}`, or a routine
which invokes `PlaceInScope()` or `ScopeWithin()` to specify objects.
The `{value}` can be a space-separated list of `{obj_ids}`, or a routine
which invokes `PlaceInScope()` or `ScopeWithin()` to specify objects.
For an object: receives every `{action}` and `{fake_action}` for which
this is the `{noun}`. For a room: receives every `{action}` which occurs
here.
For an object: receives every `{action}` and `{fake_action}` for which
this is the `{noun}`. For a room: receives every `{action}` which occurs
here.
For a non-English object: its definite and indefinite articles. The
`{value}` is an array of strings.
For a non-English object: its definite and indefinite articles. The
`{value}` is an array of strings.
For an object: receives every `{action}` and `{fake_action}` for which
this is the `{noun}`. For a room: receives every action which occurs
here.
For an object: receives every `{action}` and `{fake_action}` for which
this is the `{noun}`. For a room: receives every action which occurs
here.
`StartDaemon({obj_id})` and which then runs once each turn until
deactivated by `StopDaemon({obj_id})`.
`StartDaemon({obj_id})` and which then runs once each turn until
deactivated by `StopDaemon({obj_id})`.
For an object: called before the object's description is output. For a
room: called before the room's (long) description is output.
For an object: called before the object's description is output. For a
room: called before the room's (long) description is output.
Invoked at the end of each turn (after all appropriate daemons and
timers) whenever the object is in scope. The `{value}` can be a string,
or a routine.
Invoked at the end of each turn (after all appropriate daemons and
timers) whenever the object is in scope. The `{value}` can be a string,
or a routine.
`inventory_stage` has the value 2, and the routine should return `false`
to continue, or `true` to stop processing and produce no further output.
`inventory_stage` has the value 2, and the routine should return `false`
to continue, or `true` to stop processing and produce no further output.
For an `animate` object: receives person-to-person actions (`Answer`,
`Ask`, `Attack`, `Give`, `Kiss`, `Order`, `Show`, `Tell`, `ThrowAt` and
`WakeOther`) for which this is the `{noun}`. The `{value}` is a routine
For an `animate` object: receives person-to-person actions (`Answer`,
`Ask`, `Attack`, `Give`, `Kiss`, `Order`, `Show`, `Tell`, `ThrowAt` and
`WakeOther`) for which this is the `{noun}`. The `{value}` is a routine
Defines a space-separated list of words which are added to the Inform
dictionary. Each word can be supplied in apostrophes '...' or quotes
"..."; in all other cases only words in apostrophes update the
Defines a space-separated list of words which are added to the Inform
dictionary. Each word can be supplied in apostrophes '...' or quotes
"..."; in all other cases only words in apostrophes update the
For an `animate` or `talkable` object: the `{value}` is a routine called
to carry out the player's orders. The routine should return `false` to
continue, or `true` to stop processing the action and produce no further
For an `animate` or `talkable` object: the `{value}` is a routine called
to carry out the player's orders. The routine should return `false` to
continue, or `true` to stop processing the action and produce no further
For a `lockable` object: the `{obj_id}` (generally some kind of key)
needed to lock and unlock the object, or `nothing` if no key fits.
For a `lockable` object: the `{obj_id}` (generally some kind of key)
needed to lock and unlock the object, or `nothing` if no key fits.
`Wear` "`DON`", "`PUT ON`", "`WEAR`"
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`Wear` "`DON`", "`PUT ON`", "`WEAR`"
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