Inform Library 6/10 library message numbers Copyright 2000 Sean Barrett "[partial]" indicates a message which does not terminate with a newline. A leading "?" in the description means I'm not totally sure. =========================================================================== Prompt: Called before user input Miscellany: 1 Called if more than 63 objects are specified in a multi-object routine 2 Called if a multi-object list is empty (e.g. GET ALL BUT ONLYITEM) 3 [partial] message between "***" on death 4 [partial] message between "***" on victory 5-8 messages dealing with undo, or with after death or victory 9 when light goes out 10 empty input line 11 UNDO on first turn 12 UNDO twice in a row 13 successful UNDO 14 OOPS with nothing to correct 15 OOPS by itself 16 OOPS with multiple words 17 room description for 'the dark' 18 [partial] short_name for player 19 description for player 20 response to NPC, AGAIN 21 ? AGAIN on a blank line 22 response if comma as first non-blank character 23 can't match noun phrase with object in CHARACTER, DO SOMETHING 24 target is neither animate nor talkable in CHARACTER, DO SOMETHING 25 parsed a prefix of the noun phrase, e.g. CHARACTER FOO, DO SOMETHING 26 message when doing an implicit TAKE 27-36 parse errors; see section (I) of Parse__parse() 37 standard response for grammar requesting animate on non-animate object 38-44 parse errors; see section (I) of Parse__parse() 45-46 [partial] disambiguation question prefixes (? for 'creature' token) 47 response for ALL in disallowed context 48-49 disambiguation when noun phrase omitted 50 score notification message 51 message when multi-item command is halted because player is moved (?or it goes light or dark) 52-53 messages for the library DoMenu menus ListMiscellany: [partial] messages for listing objects in various conditions, both in INV WIDE and INV TALL; see WriteAfterEntry() for more info Pronouns: [partial] responses to the 'pronouns' command Order: default response for CHARACTER, DO SOMETHING Quit, Restart, Restore, Save, Verify, ScriptOn, ScriptOff, NotifyOn, NotifyOff various metagame messages Places: [partial] prefix of PLACES output Objects: [partial] various messages for OBJECTS output Score: [partial] message for SCORE and at end-game FullScore: [partial] messages for FULL SCORE Inv: 1 INV when carrying nothing 2 [partial] INV prefix message (for both INV WIDE and INV TALL) Take: 1 message when object taken, both multi-object and normal (bug: lm_o is not set to the object) 2 TAKE ME 3 TAKE CHARACTER 4 TAKE OBJECT_I'M_IN 5 TAKE OBJECT_I_HAVE 6 TAKE CHARACTER'S_OBJECT 7 TAKE OBJECT_IN_TRANSPARENT_NONCONTAINER 8 take an object that has no comman ancestor with parent 9 take an object inside lm_o which is closed 10 take scenery 11 take static 12 take too much 13 message when putting an object in the sack object to make room Drop: 1 drop object which is already in room 2 drop object which player doesn't have 3 when auto-disrobing an object about to drop or throw 4 message when object dropped, both multi-object and normal Remove (e.g. GET X FROM Y): 1 parent(noun) is closed 2 second isn't parent(noun) 3 message when object removed PutOn (PUT X ON Y, not PUT ON X) 1 player isn't holding noun 2 PUT X ON X 3 second isn't a supporter 4 "DROP ME" and PUT X ON Y where both are in player 5 implicit take message 6 not enough room 7 multi-object put success message 8 single object put success message Insert (PUT X IN Y) 1 player isn't holding noun 2 second isn't a container 3 second is closed 4 ? notused ("object is worn" message, now implicit disrobe) 5 PUT X IN X 6 implicit take message 7 not enough room 8 multi-object insert success 9 single object insert success EmptyT (multi-object transfer: EMPTY X INTO Y) 1 noun isn't container, or second isn't container/supporter 2 noun or second isn't open if a container 3 noun contains nothing 4 EMPTY X INTO X Give: 1 Not holding the object to be given 2 GIVE X TO ME 3 default animate object response Show: 1 player isn't holding noun 2 default animate object response Enter: 1 player is already in thing to be entered 2 noun isn't enterable 3 noun is closed container 4 noun is in player, or inaccessible 5 response to entering named container 6 message printed when automatically leaving another enterable (e.g. on platform1, say ENTER PLATFORM2) 7 message printed when automatically entering a parent enterable of the target GetOff: 1 message when trying to leave object which is not the immediate parent (GET OFF X when player is in Y--even if Y is on X) Exit: 1 current location has no 'out' defined 2 currently in a closed container 3 message on getting off successfully (LOOK is invoked automatically) VagueGo: response to "GO" with no direction Go: 1 return value from before on parent(player) was 0 2 noun has 'concealed' and 'door' 3 noun has 'closed' and 'door' and direction was up 4 noun has 'closed' and 'door' and direction was down 5 noun has 'closed' and 'door' 6 door_to returns 0 LMode1, LMode2, LMode3: feedback on BRIEF, VERBOSE, SUPERBRIEF Look: 1 [partial] displayed after room shortname for nested supporters 2 [partial] displayed after room shortname for nested containers 3 [partial] displayed after room shortname if player_print_flag is true 4 List items on a visible supporter. 5 List items in/on ancestors of player; some have already been printed 6 List items in/on ancestors of player Examine: 1 There is no light. 2 Default successful examine. 3 Examine of an object which is switchable LookUnder: 1 There is no light. 2 Default successful LOOK UNDER X Search: 1 There is no light. 2 Search of an empty supporter. 3 Search of a non-empty supporter. 4 Search of a non-container. 5 Search of a closed, non-transparent container. 6 Search of an empty container. 7 Search of a non-empty container. Unlock: 1 noun hasnt lockable 2 noun isnt locked 3 second is not key for noun (lm_o = second) 4 successful unlock Lock: 1 noun hasnt lockable 2 noun is already locked 3 noun is open 4 second is not key for noun 5 successful lock Switchon: 1 noun hasnt switchable 2 noun is already on 3 successful switch on Switchoff: 1 noun hasnt switchable 2 noun is already off 3 successfull switch off Open: 1 noun hasnt openable 2 noun is locked 3 noun is already open 4 successfully open a container that isn't transparent, that the player is outside, and is probably non-empty 5 successfully open anything else Close: 1 noun hasnt openable 2 noun is closed 3 successfully close Disrobe: 1 noun hasnt worn 2 successfully disrobe Wear: 1 noun hasnt clothing 2 player isn't holding noun 3 noun has worn 4 successfully worn Eat: 1 noun hasnt edible 2 default eat message (after object is 'remove'd) WakeOther 1 message for waking a touchable animate Touch 1 touch an animate object 2 touch any other object 3 TOUCH ME, KISS ME Wave 1 player isn't holding noun 2 default message Pull,Push,Turn: 1 noun is static 2 noun is scenery 3 default message 4 noun is animate PushDir: 1 default message 2 AllowPushDir() if second isn't a compass direction 3 AllowPushDir() if second is up or down Squeeze: 1 squeeze an animate object 2 default message ThrowAt: 1 throwing an object at an inanimate object 2 default message for animate target Attack: 1 default message (must be animate target) Kiss: 1 default message (must be animate target) Answer,Ask: 1 default message Tell: 1 TELL ME 2 default message Order: 1 default message for "NPC, DO SOMETHING" and "ASK NPC FOR SOMETHING" Yes,No Pray,Wake Think,Smell,Listen,Taste,Blow,Rub Jump,JumpOver,Swing,Swim,Climb,WaveHands Tie,Drink,Fill,Sing,Sleep,Set,SetTo,Buy Consult,Strong,Mild default message