start_at = bedroom
redescribe = auto_beta
objects {
calendar : object "a calendar" at = "bedroom" ;
plate : object "a plate" at = "bedroom" ;
spoon : object "a spoon" at = "bedroom" ;
radiator : scenery "a radiator" at = "bedroom";
}
locations {
bedroom : location "You are in your bedroom.\nA picture hangs above your bed.{init:calendar ? ` On the nightstand you see a calendar.`} The kitchen is to the east.\nYou are so <TIRED>." {
contains {
picture : scenery "a picture" msg = "You examine the picture above your bed. It's a picture your your wife and yourself on your wedding day. It's dated February 14th.";
bed : scenery "your bed" msg = "This is where your <SLEEP>.";
nightstand : scenery "the nightstand" msg = "There are two nightstands. Both are empty." listed = "false" {
}
}
}
kitchen : location "You are in the kitchen." ;
study : location "You are in a study." ;
}
connections {
from, direction, to = [
bedroom, east, kitchen
bedroom, west, study,
]
}
themes {
my_theme : theme {
theme_settings {
text_decorations= [ directions, directions_subtract, entities , entities_subtract, entities_no_repeat ]
}
lister_exits {
exit_list_style = verbose
exit_list_capitalization = lower
experimental_enable_direction_arrows = false
}
colors {
exit_list_item_pen = 14
entity_pen = 12
entity_immovable_pen = 13
link_manual_pen = 10
inventory_item_pen = 11
default_alt1_pen = 11
}
}
}
// THIS WILL ADD A DIRECTION LINK FOR ENTER
my_location: location "From here you can <enter<_dir>> the room2.";
// THIS WILL ADD A DIRECTION LINK FOR EXIT
my_location: location "From here you can <exit<_dir>> the room2.";
// THIS WILL ADD A DIRECTION LINK FOR ENTER WITH CUSTOM TEXT DESCRIPTION
my_location: location "From here you can <go inside<_dir>>[enter] the room2.";
// THIS WILL PRINT SOUTH WITHOUT ANY DIRECTION LINKING
my_location: location "I came from the <south<->>, but exits are north and east. I can also <go inside<_dir>>[enter] the board.";
You can also gate a paragraph if an object is present using :
{objectid ? Text if object is located in the player location}
This is in addition to the existing:
{booleanvar ? text if boolean is true}
And of course the one we are talking about:
{init:objectid ? Text if the object id is in the current player location and has never been taken before}
Text colouring now is automatic (when this mode is enabled).
theme_settings {
text_decorations= [ directions, directions_subtract, entities , entities_subtract, entities_no_repeat ]
}
directions = colour in directions in the text
directions_subtract = remove directions in the main description text from the direction list
entities = colour in (and link) objects, scenery, and characters, based on their object description (checks that all coloured in objects are in scope), not just brute forcing nouns / adjectives or anything like that)
entities_subtract = remove mentioned entities from the object list
entities_no_repeat = don't link entities more than once if mentioned multiple times in the text
You can also gate a paragraph if an object is present using : {objectid ?
Text if object is located in the player location
} This is in addition to the existing: {booleanvar ?text if boolean is true
} And of course the one we are talking about: {init:objectid ?Text if the object id is in the current player location and has never been taken before
} Text colouring now is automatic (when this mode is enabled). theme_settings { text_decorations= [ directions, directions_subtract, entities , entities_subtract, entities_no_repeat ] } directions = colour in directions in the text directions_subtract = remove directions in the main description text from the direction list entities = colour in (and link) objects, scenery, and characters, based on their object description (checks that all coloured in objects are in scope), not just brute forcing nouns / adjectives or anything like that) entities_subtract = remove mentioned entities from the object list entities_no_repeat = don't link entities more than once if mentioned multiple times in the text