Chord reference
The standard library, one section per action. Each entry's define action
grammar block is the shipped standard grammar verbatim — derived from
packages/parser-en-us/grammar/standard-en-us.story, the editable Chord source
every story loads (ADR-266/269), regenerated by repokit grammar and
freshness-gated by repokit verify (ADR-272). The implementation stays
TypeScript in packages/stdlib/.
77 standard actions, plus one system action (deadly-room-death) that no player types:
about, info, credits — if.action.about
Group meta · Emits if.event.about_displayed
define action about
grammar
about
info
creditsABOUT/INFO - Display information about the game, including credits and version. Example: ABOUT
Messages — override any with override message <alias>:
alias message id text
about-success success {verbatim:title} Version {verbatim:version} By {verbatim:author} {verbatim:description}
about-about-header about_header About {verbatim:title}
about-game-info game_info {verbatim:title} Version {verbatim:version} By {verbatim:author} Released: {releaseDate}
about-game-info-simple game_info_simple {verbatim:title} by {verbatim:author}
about-description description Description: {verbatim:description}
about-copyright copyright Copyright {copyright}
about-license license License: {license}
about-website website Website: {website}
about-contact contact Contact: {contact}
about-credits-header credits_header Credits:
about-credits-list credits_list {credits}
about-special-thanks special_thanks Special Thanks: {specialThanks}
about-dedication dedication Dedication: {dedication}
about-acknowledgments acknowledgments Acknowledgments: {acknowledgments}
about-engine-info engine_info Powered by {engine} version {verbatim:engineVersion}
about-technical-info technical_info Technical Information: Engine: {engine} v{verbatim:engineVersion} Platform: Interactive Fiction
about-play-stats play_stats Current Session: Time played: {playTime} Moves made: {sessionMoves}
about-session-info session_info You've been playing for {playTime} and made {sessionMoves} moves.
about-about-footer about_footer Thank you for playing!
about-enjoy-game enjoy_game We hope you enjoy playing {verbatim:title}!
about-about-compact about_compact {verbatim:title} v{version} by {verbatim:author}
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.about_displayed (ADR-052).
again, g — if.action.again
Group meta · Emits if.event.again_blocked
define action again
grammar
again
gAGAIN (G) - Repeat the last command. Example: G
Messages — override any with override message <alias>:
alias message id text
again-nothing-to-repeat nothing_to_repeat There is nothing to repeat.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.again_blocked (ADR-052).
answer, reply, respond, say — if.action.answering
Group social · no direct object · Slots target · Emits if.event.answer_blocked, if.event.answered
define action answering
grammar
answer the response
reply the response
respond the response
say the response
the response is a topicANSWER/SAY - Answer a question a character has put to you. Example: SAY YES
The questioner is the speaker of the open exchange in your conversation; while one is open, a bare answer (yes, norwich) reaches it without a verb. The exchange's answer row speaks the reply; answered is the fallback when the row has no phrase.
Messages — override any with override message <alias>:
alias message id text
answering-no-question no_question No one has asked {you} anything.
answering-no-response no_response Answer what?
answering-not-an-answer not_an_answer {capitalize the target} {verb:waits target} for an answer to the question.
answering-answered answered {You} {answer}, "{verbatim:response}."
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.answer_blocked (ADR-052).
ask about, question about, inquire of about — if.action.asking
Group social · direct object required · Slots target · Emits if.event.ask_blocked, if.event.asked
define action asking
grammar
ask the recipient about the topic
question the recipient about the topic
inquire of the recipient about the topic
the topic is a topicASK ABOUT - Ask characters about specific topics to gather information. Example: ASK GUARD ABOUT CASTLE
Messages — override any with override message <alias>:
alias message id text
asking-no-target no_target Ask whom?
asking-no-topic no_topic Ask about what?
asking-not-visible not_visible {You} {can't} see {the target}.
asking-too-far too_far {capitalize the target} {verb:is target} too far away.
asking-not-actor not_actor {You} can only ask questions of people.
asking-unknown-topic unknown_topic {capitalize the target} {verb:says target}, "I don't know anything about that."
asking-shrugs shrugs {capitalize the target} shrugs.
asking-no-idea no_idea {capitalize the target} {verb:says target}, "No idea what you're talking about."
asking-confused confused {capitalize the target} looks confused.
asking-responds responds {capitalize the target} {verb:tells target} you about {verbatim:topic}.
asking-explains explains {capitalize the target} {verb:explains target} about {verbatim:topic}.
asking-already-told already_told {capitalize the target} {verb:says target}, "I already told you about that."
asking-remembers remembers {capitalize the target} {verb:says target}, "Ah yes, about {verbatim:topic}..."
asking-not-yet not_yet {capitalize the target} {verb:says target}, "I can't tell you about that yet."
asking-must-do-first must_do_first {capitalize the target} {verb:says target}, "There's something you need to do first."
asking-earned-trust earned_trust {capitalize the target} {verb:says target}, "Since you've proven yourself, I'll tell you..."
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.ask_blocked (ADR-052).
ask for, beg for — if.action.asking_for
Group social · Slots recipient, item · Emits if.event.ask_for_blocked, if.event.asked_for
define action asking_for
grammar
ask the recipient for the item
beg the recipient for the itemASK FOR - Ask someone for a thing. Stories decide whether they hand it over. Example: ASK THE GROCER FOR THE APPLE
A request, distinct from asking about a topic (ADR-372): it changes nothing and refuses by default. A Chord on the player asking_for clause on the person or on the thing answers in its place; name the other noun on the head to narrow it — on the player asking_for the ration bar in the grocer's block. The clause body does any handing over (move the ration bar to the player).
Messages — override any with override message <alias>:
alias message id text
asking-for-no-target no_target Ask whom?
asking-for-no-item no_item Ask {the recipient} for what?
asking-for-not-visible not_visible {You} {can't} see {the recipient}.
asking-for-too-far too_far {capitalize the recipient} {verb:is recipient} too far away.
asking-for-not-actor not_actor {You} can only ask people for things.
asking-for-self self {You} can't ask {yourself} for things.
asking-for-already-have already_have {You} already {have} {the item}.
asking-for-refused refused {capitalize the recipient} {verb:doesn't recipient} seem inclined to hand over {the item}.
attack, kill, fight, slay — if.action.attacking
Group interaction · direct object required · Slots target, weapon · Emits if.event.attacked, if.event.death, if.event.dropped, if.event.exit_revealed, if.event.knocked_out
define action attacking
grammar
attack the target
kill the target
fight the target
slay the target
murder the target
hit the target
strike the target
break the target
smash the target
destroy the target
attack the target with or using the weapon
kill the target with or using the weapon
hit the target with or using the weapon
strike the target with or using the weapon
the weapon is an instrumentATTACK/HIT/FIGHT - Attack creatures or attempt to break objects. Example: ATTACK TROLL
Messages — override any with override message <alias>:
alias message id text
attacking-no-target no_target Attack what?
attacking-not-visible not_visible {You} {can't} see {the target}.
attacking-not-reachable not_reachable {You} {can't} reach {the target}.
attacking-self self Violence against {yourself} isn't the answer.
attacking-not-holding-weapon not_holding_weapon {You} aren't holding {the weapon}.
attacking-indestructible indestructible {capitalize the target} {verb:is target} far too solid to damage.
attacking-need-weapon-to-damage need_weapon_to_damage {capitalize the target} requires a weapon to damage.
attacking-wrong-weapon-type wrong_weapon_type {capitalize the target} can't be damaged with that type of weapon.
attacking-attack-ineffective attack_ineffective {Your} attack has no effect on {the target}.
attacking-attack-requires-weapon attack_requires_weapon {You} {need} a weapon to damage {the target}.
attacking-attack-wrong-weapon-typeattack_wrong_weapon_type That weapon won't work on {the target}.
attacking-attack-invulnerable attack_invulnerable {capitalize the target} cannot be damaged.
attacking-already-dead already_dead {capitalize the target} {verb:is target} already dead.
attacking-violence-not-the-answer violence_not_the_answer Violence is not the answer.
attacking-combat-cannot-attack combat.cannot_attack {You} {can't} attack {the target}.
attacking-combat-already-dead combat.already_dead {capitalize the target} {verb:is target} already dead.
attacking-combat-not-hostile combat.not_hostile {capitalize the target} isn't hostile.
attacking-combat-no-target combat.no_target Attack what?
attacking-combat-target-unconscioucombat.target_unconscious {capitalize the target} {verb:is target} already unconscious.
attacking-combat-need-weapon combat.need_weapon {You} {need} a weapon to attack effectively.
attacking-combat-attack-missed combat.attack.missed {You} {swing} at {the target} but miss!
attacking-combat-attack-hit combat.attack.hit {You} {hit} {the target} for {damage} damage.
attacking-combat-attack-hit-light combat.attack.hit_light {You} {graze} {the target}, doing {damage} damage.
attacking-combat-attack-hit-heavy combat.attack.hit_heavy {You} {land} a solid blow on {the target}, dealing {damage} damage!
attacking-combat-attack-knocked-oucombat.attack.knocked_out {capitalize the target} collapses, unconscious!
attacking-combat-attack-killed combat.attack.killed {You} {have} slain {the target}!
attacking-combat-defend-blocked combat.defend.blocked {capitalize the target} blocks {your} attack!
attacking-combat-defend-parried combat.defend.parried {capitalize the target} parries {your} attack!
attacking-combat-defend-dodged combat.defend.dodged {capitalize the target} dodges out of the way!
attacking-combat-health-healthy combat.health.healthy {capitalize the target} appears uninjured.
attacking-combat-health-wounded combat.health.wounded {capitalize the target} {verb:has target} been wounded.
attacking-combat-health-badly-wouncombat.health.badly_wounded {capitalize the target} {verb:is target} badly wounded.
attacking-combat-health-near-deathcombat.health.near_death {capitalize the target} {verb:is target} barely clinging to life!
attacking-combat-health-unconscioucombat.health.unconscious {capitalize the target} lies unconscious.
attacking-combat-health-dead combat.health.dead {capitalize the target} {verb:is target} dead.
attacking-combat-special-sword-glocombat.special.sword_glows {Your} sword glows brightly!
attacking-combat-special-sword-stocombat.special.sword_stops_glowing {Your} sword's glow fades.
attacking-combat-special-blessed-wcombat.special.blessed_weapon {Your} blessed weapon burns the undead!
attacking-combat-started combat.started Combat has begun!
attacking-combat-ended combat.ended The battle is over.
attacking-combat-player-died combat.player_died {You} {have} been slain!
attacking-combat-player-resurrectecombat.player_resurrected {You} {feel} life return to {your} body.
attacking-attacked attacked {You} {attack} {the target}.
attacking-attacked-with attacked_with {You} {attack} {the target} with {the weapon}.
attacking-hit-target hit_target {You} {hit} {the target}.
attacking-hit-blindly hit_blindly {You} {swing} wildly, hitting nothing.
attacking-hit-with hit_with {You} {hit} {the target} with {the weapon}.
attacking-struck struck {You} {strike} {the target}!
attacking-struck-with struck_with {You} {strike} {the target} with {the weapon}!
attacking-punched punched {You} {punch} {the target}.
attacking-kicked kicked {You} {kick} {the target}.
attacking-unarmed-attack unarmed_attack {You} {attack} {the target} with {your} bare hands.
attacking-target-broke target_broke {capitalize the target} breaks!
attacking-target-shattered target_shattered {capitalize the target} shatters into pieces!
attacking-broke broke {You} {break} {the target}!
attacking-smashed smashed {You} {smash} {the target} to pieces!
attacking-target-destroyed target_destroyed {capitalize the target} {verb:is target} utterly destroyed!
attacking-destroyed destroyed {You} {destroy} {the target}!
attacking-shattered shattered {capitalize the target} shatters!
attacking-target-damaged target_damaged {capitalize the target} shows signs of damage. ({damage} damage dealt)
attacking-killed-target killed_target {You} {have} defeated {the target}!
attacking-killed-blindly killed_blindly Something dies in the darkness.
attacking-items-spilled items_spilled {capitalize the target}'s possessions spill onto the ground.
attacking-passage-revealed passage_revealed A hidden passage is revealed!
attacking-debris-created debris_created Debris from {the target} litters the area.
attacking-defends defends {capitalize the target} defends against {your} attack.
attacking-dodges dodges {capitalize the target} dodges {your} attack.
attacking-retaliates retaliates {capitalize the target} fights back!
attacking-flees flees {capitalize the target} flees from {you}!
attacking-peaceful-solution peaceful_solution Violence isn't necessary here.
attacking-no-fighting no_fighting Fighting won't solve this problem.
attacking-unnecessary-violence unnecessary_violence That seems unnecessarily violent.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.attacked (ADR-052).
burn, burn with, ignite, set fire to — if.action.burning
Group manipulation · Slots target, tool · Emits if.event.burn_blocked, if.event.burned
define action burning
grammar
burn the target
burn the target with or using the tool
ignite the target
set fire to the target
the tool is an instrumentBURN - Burn something flammable, with the right tool if it needs one. Example: BURN THE LETTER WITH THE TORCH
Cutting's shape (ADR-371 D2): only a flammable thing can be burned, flammable with the <tool> names what it takes, and the burn itself is the thing's one on the player burning body — the standard action changes nothing. A thing that is not flammable prints the stock refusal.
Messages — override any with override message <alias>:
alias message id text
burning-no-target no_target Burn what?
burning-not-flammable not_flammable {capitalize the item} isn't something {you} can burn.
burning-cant-burn cant_burn Burning {the item} would achieve nothing here.
burning-no-tool no_tool {You} {need} something to burn {the item} with.
burning-needs-tool needs_tool {You} {need} {the tool} to burn {the item}.
burning-tool-not-held tool_not_held {You} {aren't} holding {the tool}.
burning-wrong-tool wrong_tool {capitalize the tool} won't burn {the item}.
burning-burned burned {You} {set} fire to {the item}.
buy, purchase, pay for — if.action.buying
Group social · Slots target · Emits if.event.buy_blocked, if.event.bought
define action buying
grammar
buy the item
purchase the item
pay for the itemBUY - Buy something that has a price, if you can afford it. Example: BUY THE RATION BAR
A thing with a price (costs 3 credits) can be bought (ADR-372). The price spends the buyer's own counter of that name — the player character's counter credits starts 10 — and the thing moves to the buyer; short of credits is cant_afford, and a thing with no price is not for sale. An on the player buying clause on the thing may refuse or add.
Messages — override any with override message <alias>:
alias message id text
buying-no-target no_target Buy what?
buying-not-for-sale not_for_sale {capitalize the target} {verb:isn't target} for sale.
buying-already-have already_have {You} already {have} {the target}.
buying-cant-afford cant_afford {You} can't afford {the target}.
buying-bought bought {You} {buy} {the target}.
climb, climb up, climb down, scale — if.action.climbing
Group movement · Slots target · Emits if.event.climbed, if.event.entered, if.event.moved
define action climbing
grammar
climb the target
climb up the target
climb down the target
scale the target
ascend the target
descend the targetCLIMB - Climb objects or move in vertical directions. Example: CLIMB LADDER
Messages — override any with override message <alias>:
alias message id text
climbing-no-target no_target What do {you} want to climb?
climbing-not-climbable not_climbable {You} {can't} climb {the object}.
climbing-climb-nowhere climb_nowhere Climbing {the object} would get {you} nowhere.
climbing-cant-go-that-way cant_go_that_way {You} {can't} climb {verbatim:direction} from here.
climbing-climbed-up climbed_up {You} {climb} up.
climbing-climbed-down climbed_down {You} {climb} down.
climbing-climbed-onto climbed_onto {You} {climb} onto {the target}.
climbing-already-there already_there {You're} already on {the place}.
climbing-too-high too_high That's too high to climb.
climbing-too-dangerous too_dangerous That looks too dangerous to climb.
climbing-need-equipment need_equipment {You}'d need climbing equipment for that.
climbing-too-slippery too_slippery It's too slippery to climb.
climbing-nothing-to-climb nothing_to_climb There's nothing to climb here.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.climbed (ADR-052).
close, shut, cover — if.action.closing
Group container_manipulation · direct object required · Slots target · Emits if.event.close_blocked, if.event.closed
define action closing
grammar
close the door
shut the door
cover the doorCLOSE/SHUT - Close doors, containers, and other closeable objects. Example: CLOSE DOOR
Messages — override any with override message <alias>:
alias message id text
closing-no-target no_target Close what?
closing-not-closable not_closable {capitalize the item} can't be closed.
closing-already-closed already_closed {capitalize the item} {verb:is item} already closed.
closing-closed closed {You} {close} {the item}.
closing-cant-reach cant_reach {You} {can't} reach {the item}.
closing-prevents-closing prevents_closing {You} {can't} close {the item} while {obstacle} {verb:is obstacle} in the way.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.close_blocked (ADR-052).
consult about, look up in, read about in — if.action.consulting
Group observation · Slots source · Emits if.event.consult_blocked, if.event.consulted
define action consulting
grammar
consult the source about the topic
look up the topic in the source
read about the topic in the source
the topic is a topicCONSULT - Look a topic up in a book, a directory or a manual. Example: CONSULT THE DIRECTORY ABOUT VANCE
A readable thing answers from its own define topics table, matched exactly as a person's is for ask (ADR-372); an unmatched topic speaks the stock line. A readable thing's table holds plain about …: rows only — exchanges and threads stay with people.
Messages — override any with override message <alias>:
alias message id text
consulting-no-target no_target Consult what?
consulting-no-topic no_topic Look up what in {the source}?
consulting-not-consultable not_consultable {capitalize the source} {verb:isn't source} something {you} can look things up in.
consulting-nothing-found nothing_found {You} {find} nothing about that in {the source}.
cut with, cut using, cut, slice — if.action.cutting
Group manipulation · direct object required · Slots target, tool · Emits if.event.cut, if.event.cut_blocked
define action cutting
grammar
cut the object with or using the tool
cut the target
slice the target
chop the target
the tool is an instrumentCUT - Cut something with a suitable tool. Example: CUT ROPE WITH KNIFE
Messages — override any with override message <alias>:
alias message id text
cutting-no-target no_target Cut what?
cutting-not-cuttable not_cuttable {capitalize the item} {verb:is item} not something {you} can cut.
cutting-cant-cut cant_cut Cutting {the item} would achieve nothing here.
cutting-no-tool no_tool {You} {need} something to cut {the item} with.
cutting-needs-tool needs_tool {You} {need} {the tool} to cut {the item}.
cutting-tool-not-held tool_not_held {You} {need} to be holding {the tool}.
cutting-wrong-tool wrong_tool {capitalize the tool} won't cut {the item}.
cutting-cut cut {You} {cut} {the item}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.cut (ADR-052).
deadly-room-death — if.action.deadly_room_death
Group special
No player-typed grammar — a system action the platform dispatches (deadly-room hazards), never a command.
Messages — override any with override message <alias>:
alias message id text
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler (ADR-052).
dig with, dig using, dig — if.action.digging
Group manipulation · direct object required · Slots target, tool · Emits if.event.dug, if.event.dug_blocked
define action digging
grammar
dig the location with or using the tool
dig the target
the tool is an instrumentCUT - Cut something with a suitable tool. Example: DIG SAND WITH SHOVEL
Messages — override any with override message <alias>:
alias message id text
digging-no-target no_target Dig what?
digging-not-diggable not_diggable {capitalize the item} {verb:is item} not something {you} can dig.
digging-cant-dig cant_dig Digging {the item} would achieve nothing here.
digging-no-tool no_tool {You} {need} something to dig {the item} with.
digging-needs-tool needs_tool {You} {need} {the tool} to dig {the item}.
digging-tool-not-held tool_not_held {You} {need} to be holding {the tool}.
digging-wrong-tool wrong_tool {capitalize the tool} won't dig {the item}.
digging-dug dug {You} {dig} {the item}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.dug (ADR-052).
drink, sip, quaff, swallow — if.action.drinking
Group interaction · direct object required · Slots item · Emits if.event.drunk, if.event.taken
define action drinking
grammar
drink the item
sip the item
quaff the item
swallow the item
imbibe the item
drink from the target
sip from the targetDRINK - Drink liquids to quench thirst or gain effects. Example: DRINK WATER
Messages — override any with override message <alias>:
alias message id text
drinking-no-item no_item Drink what?
drinking-not-visible not_visible {You} {can't} see {the item}.
drinking-not-reachable not_reachable {You} {can't} reach {the item}.
drinking-not-drinkable not_drinkable That's not something {you} can drink.
drinking-already-consumed already_consumed There's nothing left to drink.
drinking-container-closed container_closed {You} {need} to open {the item} first.
drinking-drunk drunk {You} {drink} {the item}.
drinking-drunk-all drunk_all {You} {drink} all of {the item}.
drinking-drunk-some drunk_some {You} {drink} some of {the item}.
drinking-drunk-from drunk_from {You} {drink} from {the item}.
drinking-refreshing refreshing {You} {drink} {the item}. How refreshing!
drinking-satisfying satisfying {You} {drink} {the item}. That hits the spot.
drinking-bitter bitter {You} {drink} {the item}. It's quite bitter.
drinking-sweet sweet {You} {drink} {the item}. It's sweet.
drinking-strong strong {You} {drink} {the item}. It's strong!
drinking-thirst-quenched thirst_quenched {You} {drink} {the item}. {Your} thirst is quenched.
drinking-still-thirsty still_thirsty {You} {drink} {the item}, but {you're} still thirsty.
drinking-magical-effects magical_effects {You} {drink} {the item}. {You} {feel} strange...
drinking-healing healing {You} {drink} {the item}. {You} {feel} better!
drinking-from-container from_container {You} {drink} the {liquidType} from {the item}.
drinking-empty-now empty_now {You} {drink} the last of the {liquidType}.
drinking-some-remains some_remains {You} {drink} some {liquidType}. Some remains.
drinking-sipped sipped {You} {take} a sip of {the item}.
drinking-quaffed quaffed {You} {quaff} {the item} heartily.
drinking-gulped gulped {You} {gulp} down {the item}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.drunk (ADR-052).
drop, discard, release, put down — if.action.dropping
Group object_manipulation · direct object required · Slots item · Emits if.event.drop_blocked, if.event.dropped
define action dropping
grammar
drop the item
discard the item
release the item
put down the item
throw away the item
let go of the itemDROP/PUT DOWN - Drop objects from your inventory. Example: DROP SWORD
Messages — override any with override message <alias>:
alias message id text
dropping-no-target no_target Drop what?
dropping-not-held not_held {You} aren't holding {the item}.
dropping-nothing-to-drop nothing_to_drop {You} aren't carrying anything.
dropping-dropped dropped Dropped.
dropping-still-worn still_worn {You}'ll need to take off {the item} first.
dropping-dropped-in dropped_in {You} {put} {the item} in {the container}.
dropping-dropped-on dropped_on {You} {put} {the item} on {the surface}.
dropping-dropped-multi dropped_multi {item}: Dropped.
dropping-dropped-breaks dropped_breaks {capitalize the item} {verb:hits item} the floor and {verb:breaks item}.
dropping-dropped-afloat dropped_afloat {capitalize the item} {verb:floats item} where {verb:it item} {verb:falls item}.
dropping-lost-overboard lost_overboard {capitalize the item} drifts away.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.drop_blocked (ADR-052).
eat, consume, devour, munch — if.action.eating
Group interaction · direct object required · Slots item · Emits if.event.eaten, if.event.taken
define action eating
grammar
eat the item
consume the item
devour the item
munch the item
nibble the item
munch on the item
nibble on the itemEAT - Eat edible items to satisfy hunger or gain effects. Example: EAT APPLE
Messages — override any with override message <alias>:
alias message id text
eating-no-item no_item Eat what?
eating-not-visible not_visible {You} {can't} see {the item}.
eating-not-reachable not_reachable {You} {can't} reach {the item}.
eating-not-edible not_edible That's not something {you} can eat.
eating-is-drink is_drink {You} should drink {the item}, not eat it.
eating-already-consumed already_consumed There's nothing left of {the item} to eat.
eating-eaten eaten {You} {eat} {the item}.
eating-eaten-all eaten_all {You} {eat} all of {the item}.
eating-eaten-some eaten_some {You} {eat} some of {the item}.
eating-eaten-portion eaten_portion {You} {eat} a portion of {the item}.
eating-delicious delicious {You} {eat} {the item}. Delicious!
eating-tasty tasty {You} {eat} {the item}. It's quite tasty.
eating-bland bland {You} {eat} {the item}. It's rather bland.
eating-awful awful {You} {eat} {the item}. It tastes awful!
eating-filling filling {You} {eat} {the item}. That was filling.
eating-still-hungry still_hungry {You} {eat} {the item}, but {you're} still hungry.
eating-satisfying satisfying {You} {eat} {the item}. Very satisfying!
eating-poisonous poisonous {You} {eat} {the item}. It tastes strange...
eating-nibbled nibbled {You} {nibble} on {the item}.
eating-tasted tasted {You} {taste} {the item}.
eating-devoured devoured {You} {devour} {the item} hungrily.
eating-munched munched {You} {munch} on {the item}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.eaten (ADR-052).
empty, empty out, empty into — if.action.emptying
Group object_manipulation · Slots target · Emits if.event.empty_blocked, if.event.emptied
define action emptying
grammar
empty the target
empty out the target
empty the target into or in or onto or on the destinationEMPTY - Empty a container onto the floor, or into another container. Example: EMPTY THE BOX INTO THE CRATE
Moves everything an open container holds to the room you are in, or into another container (or onto a supporter) item by item until it has no room — the items already moved stay moved and the first one that did not fit is named (ADR-370 D6). A Chord on the player emptying clause in the container's block speaks in place of the stock lines.
Messages — override any with override message <alias>:
alias message id text
emptying-no-target no_target Empty what?
emptying-not-a-container not_a_container {You} {can't} empty {the target}.
emptying-container-closed container_closed {capitalize the target} {verb:is target} closed.
emptying-already-empty already_empty {capitalize the target} {verb:is target} already empty.
emptying-into-itself into_itself {You} {can't} empty {the target} into itself.
emptying-cant-empty-into cant_empty_into {You} {can't} empty {the target} into {the destination}.
emptying-destination-closed destination_closed {capitalize the destination} {verb:is destination} closed.
emptying-emptied-here emptied_here {You} {empty} {the target} onto the floor: {items}.
emptying-emptied-into emptied_into {You} {empty} {the target} into {the destination}: {items}.
emptying-destination-full destination_full {capitalize the destination} {verb:has destination} no room for {the item}.
enter, get in, get into, climb in — if.action.entering
Group movement · direct object required · Slots target · Emits if.event.entered
define action entering
grammar
enter the portal
get in the portal
get into the portal
climb in the portal
climb into the portal
go in the portal
go into the portal
board the vehicle
means gesture board
get on the vehicleENTER/GET IN - Enter containers, vehicles, or furniture that can hold you. Example: ENTER CAR
Messages — override any with override message <alias>:
alias message id text
entering-no-target no_target Enter what?
entering-not-enterable not_enterable {You} {can't} enter {the place}.
entering-already-inside already_inside {You're} already in {the place}.
entering-container-closed container_closed {capitalize the container} {verb:is container} closed.
entering-too-full too_full {capitalize the place} {verb:is place} full (maximum {max} occupants).
entering-entered entered {You} {get} into {the place}.
entering-entered-on entered_on {You} {get} onto {the place}.
entering-cant-enter cant_enter {You} {can't} enter {the place}: {reason}.
entering-not-here not_here {You} {don't} see {the place} here.
entering-too-small too_small {capitalize the place} {verb:is place} too small for {you} to enter.
entering-occupied occupied {capitalize the place} {verb:is place} already occupied.
entering-boarded boarded {You} {board} {the vehicle}.
entering-vehicle-not-boardable vehicle_not_boardable {You} {can't} board {the vehicle}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.entered (ADR-052).
examine, x, inspect, check — if.action.examining
Group observation · direct object required · Slots target · Emits if.event.examined
define action examining
grammar
examine the target
x the target
inspect the target
check the target
view the target
observe the target
look at the target
look [carefully] at the targetEXAMINE/X/LOOK AT - Look closely at objects to see detailed descriptions. Example: X BOOK
Messages — override any with override message <alias>:
alias message id text
examining-no-target no_target Examine what?
examining-not-visible not_visible {You} {can't} see {the item} here.
examining-cant-see cant_see {You} {can't} see {the item} here.
examining-examined examined {verbatim:description}{slot:detail}
examining-examined-self examined_self {verbatim:description}
examining-examined-container examined_container {verbatim:description}{slot:detail}
examining-examined-supporter examined_supporter {verbatim:description}{slot:detail}
examining-examined-readable examined_readable {verbatim:description}{slot:detail}
examining-examined-switchable examined_switchable {verbatim:description}{slot:detail}
examining-examined-wearable examined_wearable {verbatim:description}{slot:detail}
examining-examined-door examined_door {verbatim:description}{slot:detail}
examining-examined-wall examined_wall {verbatim:description}{slot:detail}
examining-nothing-special nothing_special {You} {see} nothing special about {the item}.
examining-default-description default_description {capitalize the item} {verb:is item} just {a item}.{slot:detail}
examining-default-description-selfdefault_description_self As good-looking as ever.
examining-description description {verbatim:description}{slot:detail}
examining-brief-description brief_description {verbatim:description}
examining-no-description no_description {You} {see} nothing special about {the item}.
examining-container-open container_open {capitalize the item} {verb:is item} open.
examining-container-closed container_closed {capitalize the item} {verb:is item} closed.
examining-container-empty container_empty {capitalize the item} {verb:is item} empty.
examining-container-contents container_contents In {the container} {you} {see} {items}.
examining-surface-contents surface_contents On {the surface} {you} {see} {items}.
examining-worn-by-you worn_by_you {You} {are} wearing {the item}.
examining-worn-by-other worn_by_other {actor} {verb:is actor} wearing {the item}.
examining-seen-from-afar seen_from_afar {verbatim:description}
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.examined (ADR-052).
go out, exit, get out, leave — if.action.exiting
Group movement · Slots container · Emits if.event.exited
define action exiting
grammar
go out
exit
get out
leave
climb out
exit the container
get out of the container
climb out of the container
disembark
disembark the vehicle
get off the vehicle
alightEXIT/LEAVE/GET OUT - Exit from containers, vehicles, or furniture you are inside. Example: EXIT
Messages — override any with override message <alias>:
alias message id text
exiting-already-outside already_outside {You're} not inside anything.
exiting-container-closed container_closed {capitalize the container} {verb:is container} closed.
exiting-cant-exit cant_exit {You} {can't} exit {the place}.
exiting-exited exited {You} {get} out of {the place}.
exiting-exited-from exited_from {You} {get} {preposition} {the place}.
exiting-nowhere-to-go nowhere_to_go There's nowhere to go from here.
exiting-not-in-that not_in_that But {you} {aren't} in {the container}.
exiting-not-on-that not_on_that But {you} {aren't} on {the container}.
exiting-exit-blocked exit_blocked The way out is blocked.
exiting-must-stand-first must_stand_first {You}'ll need to stand up first.
exiting-vehicle-not-at-hatch vehicle_not_at_hatch There's no way off from here.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.exited (ADR-052).
extinguish, put out, blow out, snuff — if.action.extinguishing
Group device_manipulation · direct object required · Slots target · Emits if.event.extinguish_blocked, if.event.extinguished
define action extinguishing
grammar
extinguish the target
put out the target
put the target out
blow out the target
blow the target out
snuff the target
snuff out the target
douse the targetEXTINGUISH - Put out a lantern, a candle or a flame. Example: BLOW OUT THE CANDLE
Puts out a lit light-source (ADR-374 D9). A switchable light is switched off instead — extinguishing hands it to switching off, so switching off's lines, refusals and on the player switching_off clauses all apply. When the room goes dark for the player, the line says so.
Messages — override any with override message <alias>:
alias message id text
extinguishing-no-target no_target Put out what?
extinguishing-not-light-source not_light_source {capitalize the target} isn't something {you} can put out.
extinguishing-not-lit not_lit {capitalize the target} {verb:isn't target} lit.
extinguishing-extinguished extinguished {You} {put} out {the target}.
extinguishing-extinguished-into-darkness extinguished_into_darkness {You} {put} out {the target}, and darkness closes in.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.extinguished (ADR-052).
give to, give, offer to, hand to — if.action.giving
Group social · direct object required · indirect object required · Slots item, recipient · Emits if.event.give_blocked, if.event.given
define action giving
grammar
give the item to the recipient
give the recipient the item
offer the item to the recipient
hand the item to the recipient
hand the recipient the itemGIVE TO - Give objects to other characters. Example: GIVE FLOWER TO ALICE
Messages — override any with override message <alias>:
alias message id text
giving-no-item no_item Give what?
giving-no-recipient no_recipient Give it to whom?
giving-not-holding not_holding {You} aren't holding {the item}.
giving-recipient-not-visible recipient_not_visible {You} {can't} see {the recipient}.
giving-recipient-not-reachable recipient_not_reachable {capitalize the recipient} {verb:is recipient} too far away.
giving-not-actor not_actor {You} can only give things to people.
giving-self self {You} already {have} {the item}!
giving-inventory-full inventory_full {capitalize the recipient} says, "I can't carry any more."
giving-too-heavy too_heavy {capitalize the recipient} says, "That's too heavy for me."
giving-not-interested not_interested {capitalize the recipient} doesn't seem interested in {the item}.
giving-refuses refuses {capitalize the recipient} politely declines.
giving-given given {You} {give} {the item} to {the recipient}.
giving-accepts accepts {capitalize the recipient} accepts {the item}.
giving-gratefully-accepts gratefully_accepts {capitalize the recipient} gratefully accepts {the item}.
giving-reluctantly-accepts reluctantly_accepts {capitalize the recipient} reluctantly takes {the item}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.give_blocked (ADR-052).
go, walk, run, head — if.action.going
Group movement · Slots source, destination, door · Emits if.event.actor_entered, if.event.actor_exited, if.event.actor_moved, if.event.region_entered, if.event.region_exited, if.event.went
define action going
grammar
go the direction
walk the direction
run the direction
head the direction
travel the direction
the direction
directions
north or n
south or s
east or e
west or w
northeast or ne
northwest or nw
southeast or se
southwest or sw
up or u
down or d
in or inside
out or outsideGO/N/S/E/W - Move in compass directions or to connected locations. Example: GO NORTH or N
Messages — override any with override message <alias>:
alias message id text
going-room-description room_description {name} {verbatim:description}
going-contents-list contents_list {You} can {see} {items} here.
going-no-exit no_exit {You} {can't} go that way.
going-no-exit-that-way no_exit_that_way {You} {can't} go that way.
going-door-closed door_closed {capitalize the door} {verb:is door} closed.
going-door-locked door_locked {capitalize the door} {verb:is door} locked.
going-too-dark too_dark It is pitch dark. You are likely to be eaten by a grue.
going-moved moved {You} {go} {verbatim:direction}.
going-cant-go-through cant_go_through {You} {can't} go through {obstacle}.
going-already-there already_there {You're} already there.
going-nowhere-to-go nowhere_to_go {You}'ll have to say which compass direction to go in.
going-no-direction no_direction {You}'ll have to say which direction to go.
going-not-in-room not_in_room {You're} not in a place where {you} can go anywhere.
going-no-exits no_exits There are no obvious exits.
going-movement-blocked movement_blocked {verbatim:message}
going-destination-not-found destination_not_found {You} {can't} go that way.
going-need-light need_light It's too dark to go that way safely.
going-went went {You} {go} {verbatim:direction}.
going-vehicle-at-end vehicle_at_end {capitalize the vehicle} is at the end of its line.
going-expanse-edge expanse_edge {You} can go no farther that way.
going-vehicle-alongside vehicle_alongside {capitalize the vehicle} comes alongside {the thing}.
going-vehicle-in-irons vehicle_in_irons {capitalize the vehicle} {verb:is vehicle} in irons.
going-sailing-edge sailing_edge Wind and sea drive {you} back.
going-stays-by-vehicle stays_by_vehicle {You} {stay} where {you} {are}, by the vehicle.
going-arrived arrived {You} {arrive}.
going-cant-go cant_go {You} {can't} go that way.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.actor_entered (ADR-052).
help, commands — if.action.help
Group meta · Emits if.event.help_displayed
define action help
grammar
help
commandsHELP - Get help on game commands and topics. Example: HELP MOVEMENT
Messages — override any with override message <alias>:
alias message id text
help-general general Welcome to Interactive Fiction! Basic commands: - LOOK (L): Examine your surroundings - INVENTORY (I): List what you're carrying - EXAMINE (X) [object]: Look at something closely - TAKE/DROP [object]: Pick up or put down items - GO [direction] or just [direction]: Move around For more help on a specific topic, type HELP [topic].
help-topic topic Help on {verbatim:topic}:
help-unknown-topic unknown_topic No help available on '{verbatim:topic}'. Type HELP for general help.
help-help-movement help_movement Movement commands: - GO NORTH/SOUTH/EAST/WEST (or just N/S/E/W) - UP/DOWN (U/D) - IN/OUT - ENTER [place] - EXIT
help-help-objects help_objects Object commands: - TAKE/GET [object] - DROP [object] - EXAMINE/LOOK AT [object] - OPEN/CLOSE [object] - PUT [object] IN/ON [container] - WEAR/REMOVE [clothing]
help-help-special help_special Special commands: - SAVE/RESTORE: Save and load your game - SCORE: Check your progress - WAIT (Z): Let time pass - AGAIN (G): Repeat last command - QUIT: Exit the game
help-first-time first_time New to Interactive Fiction? Try these commands to get started: - LOOK to see where you are - INVENTORY to see what you're carrying - EXAMINE interesting objects - Go in compass directions (NORTH, SOUTH, etc.)
help-stuck-help stuck_help If you're stuck, try: - LOOK around carefully - EXAMINE everything - Check your INVENTORY - Try different verbs with objects
help-help-footer help_footer For a complete list of commands, consult the game documentation.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.help_displayed (ADR-052).
hide behind, duck behind, crouch behind, hide under — if.action.hiding
Group interaction · direct object required · Slots target · Emits if.event.hide_blocked, if.event.player_concealed, if.event.player_revealed, if.event.reveal_blocked
define action hiding
grammar
hide behind the target
means position behind
duck behind the target
means position behind
crouch behind the target
means position behind
hide under the target
means position under
duck under the target
means position under
crouch under the target
means position under
hide on the target
means position on
hide in the target
means position inside
hide inside the target
means position inside
duck inside the target
means position insideHIDE BEHIND/UNDER/ON/IN - Conceal yourself to observe without being detected. Example: HIDE BEHIND CURTAIN
Messages — override any with override message <alias>:
alias message id text
hiding-behind behind {You} {slip} behind {the target}.
hiding-under under {You} {crawl} under {the target}.
hiding-on on {You} {crouch} on {the target}, out of sight.
hiding-inside inside {You} {climb} into {the target}, concealing {yourself}.
hiding-nothing-to-hide nothing_to_hide {You} {can't} hide there.
hiding-cant-hide-there-behind cant_hide_there_behind {You} {can't} hide behind {the target}.
hiding-cant-hide-there-under cant_hide_there_under {You} {can't} hide under {the target}.
hiding-cant-hide-there-on cant_hide_there_on {You} {can't} hide on {the target}.
hiding-cant-hide-there-inside cant_hide_there_inside {You} {can't} hide inside {the target}.
hiding-already-hidden already_hidden {You're} already hidden.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.hide_blocked (ADR-052).
put in, put inside, put into, insert in — if.action.inserting
Group object_manipulation · direct object required · indirect object required · Slots item, container · Emits if.event.insert_blocked, if.event.put_in
define action inserting
grammar
put the item in or into or inside the container
insert the item in or into the containerINSERT/PUT IN - Put objects inside containers. Example: PUT COIN IN SLOT
Messages — override any with override message <alias>:
alias message id text
inserting-no-target no_target Insert what?
inserting-no-destination no_destination Insert {the item} into what?
inserting-not-held not_held {You} {need} to be holding {the item} first.
inserting-not-insertable not_insertable {capitalize the item} can't be inserted into things.
inserting-not-container not_container {You} {can't} insert things into {the destination}.
inserting-already-there already_there {capitalize the item} {verb:is item} already in {the destination}.
inserting-inserted inserted {You} {insert} {the item} into {the container}.
inserting-wont-fit wont_fit {capitalize the item} won't fit in {the container}.
inserting-container-closed container_closed {capitalize the container} {verb:is container} closed.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.insert_blocked (ADR-052).
inventory, inv, i — if.action.inventory
Group meta · Emits if.event.inventory
define action inventory
grammar
inventory
inv
iINVENTORY/I - Check what you are carrying and wearing. Example: I
Messages — override any with override message <alias>:
alias message id text
inventory-empty empty {You} aren't carrying anything.
inventory-inventory-empty inventory_empty {You} aren't carrying anything.
inventory-nothing-at-all nothing_at_all {You} aren't carrying anything at all.
inventory-hands-empty hands_empty {Your} hands are empty.
inventory-pockets-empty pockets_empty {Your} pockets are empty.
inventory-carrying carrying {You} {be} carrying:
inventory-wearing wearing {You} {be} wearing:
inventory-carrying-and-wearing carrying_and_wearing {You} {be} carrying and wearing:
inventory-item-list item_list {item}
inventory-holding-list holding_list {items}
inventory-worn-list worn_list {items} (worn)
inventory-inventory-header inventory_header {You} {be} carrying:
inventory-carrying-count carrying_count {You} {be} carrying {holdingCount} item(s).
inventory-wearing-count wearing_count {You} {be} wearing {wearingCount} item(s).
inventory-burden-light burden_light {You're} traveling light.
inventory-burden-heavy burden_heavy {You're} carrying quite a load.
inventory-burden-overloaded burden_overloaded {You're} weighed down with everything {you're} carrying.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.inventory (ADR-052).
jump, leap, hop, jump up — if.action.jumping
Group meta · Slots location · Emits if.event.jump_blocked, if.event.jumped
define action jumping
grammar
jump
leap
hop
jump upJUMP - Jump on the spot. Stories decide what, if anything, happens. Example: JUMP
A signal action (ADR-370): it always succeeds, changes nothing, and speaks the jumped line unless the room the player is in reacts — a Chord on the player jumping clause on that room speaks in its place.
Messages — override any with override message <alias>:
alias message id text
jumping-jumped jumped {You} {jump} on the spot. Nothing comes of it.
kiss, hug, embrace — if.action.kissing
Group social · Slots target · Emits if.event.kiss_blocked, if.event.kissed
define action kissing
grammar
kiss the target
hug the target
embrace the targetKISS - Kiss someone or something. Stories decide how it is received. Example: KISS THE FROG
A signal action with an object (ADR-370): it changes nothing and speaks one of two stock lines, by whether the target is a person. A Chord on the player kissing clause in the kissed thing's block speaks in its place.
Messages — override any with override message <alias>:
alias message id text
kissing-no-target no_target Kiss what?
kissing-kissed-person kissed_person {capitalize the target} {verb:is target} having none of that.
kissing-kissed-thing kissed_thing {You} {kiss} {the target}. Nothing comes of it.
light, light with — if.action.lighting
Group device_manipulation · direct object required · Slots target, tool · Emits if.event.light_blocked, if.event.lit
define action lighting
grammar
light the target
light the target with or using the tool
the tool is an instrumentLIGHT - Light a lantern, a candle or a lamp. Example: LIGHT THE CANDLE WITH THE MATCH
Lights an unlit light-source (ADR-374 D9); light-source with the <tool> names what it takes, by the same rule as burning's tools. A switchable light is switched on instead — lighting hands it to switching on, so its power, its lines and on the player switching_on clauses all apply. Lighting a dark room describes it, as switching on a lamp does. ignite is burning's.
Messages — override any with override message <alias>:
alias message id text
lighting-no-target no_target Light what?
lighting-not-light-source not_light_source {capitalize the target} isn't something {you} can light.
lighting-already-lit already_lit {capitalize the target} {verb:is target} already lit.
lighting-no-fuel no_fuel {capitalize the target} won't light; it has nothing left to burn.
lighting-no-tool no_tool {You} {need} something to light {the item} with.
lighting-needs-tool needs_tool {You} {need} {the tool} to light {the item}.
lighting-tool-not-held tool_not_held {You} {aren't} holding {the tool}.
lighting-wrong-tool wrong_tool {capitalize the tool} won't light {the item}.
lighting-lit lit {You} {light} {the target}.
lighting-lit-in-darkness lit_in_darkness {You} {light} {the target}, and the darkness draws back.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.lit (ADR-052).
hear, listen, listen to — if.action.listening
Group sensory · Slots target · Emits if.event.listen_blocked, if.event.listened
define action listening
grammar
hear
hear the target
listen
listen to the targetLISTEN - Listen for sounds in the environment or from specific objects. Example: LISTEN TO RADIO
Messages — override any with override message <alias>:
alias message id text
listening-not-visible not_visible {You} {can't} see {the target} well enough to focus on its sounds.
listening-silence silence {You} {hear} nothing out of the ordinary.
listening-ambient-sounds ambient_sounds {You} {hear} the usual ambient sounds.
listening-active-devices active_devices {You} can {hear} {devices} operating nearby.
listening-no-sound no_sound {capitalize the target} isn't making any sound.
listening-device-running device_running {capitalize the target} {verb:is target} making a soft humming sound.
listening-device-off device_off {capitalize the target} {verb:is target} silent.
listening-container-sounds container_sounds {You} {hear} faint sounds from inside {the target}.
listening-liquid-sounds liquid_sounds {You} {hear} liquid sloshing in {the target}.
listening-listened-to listened_to {You} {listen} carefully to {the target}.
listening-listened-environment listened_environment {You} {listen} carefully.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.listen_blocked (ADR-052).
lock, lock with, lock using, secure — if.action.locking
Group lock_manipulation · direct object required · Slots target, key · Emits if.event.lock_blocked, if.event.locked
define action locking
grammar
lock the target
lock the target with or using the key
secure the target
the key is an instrumentLOCK - Lock doors and containers with the appropriate key. Example: LOCK DOOR WITH KEY
Messages — override any with override message <alias>:
alias message id text
locking-no-target no_target Lock what?
locking-not-lockable not_lockable {capitalize the item} can't be locked.
locking-no-key no_key What do {you} want to lock it with?
locking-wrong-key wrong_key {capitalize the key} doesn't fit {the item}.
locking-already-locked already_locked {capitalize the item} {verb:is item} already locked.
locking-not-closed not_closed {You} {need} to close {the item} first.
locking-locked locked {You} {lock} {the item}.
locking-locked-with locked_with {You} {lock} {the item} with {the key}.
locking-cant-reach cant_reach {You} {can't} reach {the item}.
locking-key-not-held key_not_held {You} {need} to be holding {the key}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.lock_blocked (ADR-052).
look, l, look around — if.action.looking
Group observation · Emits if.event.looked
define action looking
grammar
look
l
look [around]LOOK/L - Look around the current location to see what is there. Example: LOOK
Messages — override any with override message <alias>:
alias message id text
looking-room-description room_description {name} {verbatim:description}
looking-room-dark room_dark It's pitch dark, and {you} {can't} see a thing.
looking-exits exits Exits: {exits}
looking-you-see you_see {You} can {see} {items} here.
looking-contents-list contents_list {You} can {see} {items} here.
looking-nothing-special nothing_special {You} {see} nothing special.
looking-container-contents container_contents In {the container} {you} {see} {items}.
looking-surface-contents surface_contents On {the surface} {you} {see} {items}.
looking-sighting-close-by sighting_close_by {capitalize the thing}, close by, to the {verbatim:direction}.
looking-sighting-in-the-distance sighting_in_the_distance {capitalize the thing}, in the distance, to the {verbatim:direction}.
looking-sighting-on-the-horizon sighting_on_the_horizon {capitalize the thing}, on the horizon, to the {verbatim:direction}.
looking-sighting-here sighting_here {capitalize the thing}, right here.
looking-hidden-at hidden_at ({You're} hiding {verbatim:position} {the spot}.)
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.looked (ADR-052).
look under, look beneath, look underneath — if.action.looking_under
Group sensory · Slots target · Emits if.event.look_under_blocked, if.event.looked_under
define action looking_under
grammar
look under the target
look beneath the target
look underneath the targetLOOK UNDER - Look under something for anything hidden there. Example: LOOK UNDER THE BED
Reveals the concealed things the target holds — the same set search reveals — and names them; with nothing concealed it speaks the stock line (ADR-370 D5). A reveal that depends on anything else is the story's: a Chord on the player looking_under clause in the thing's block speaks in its place.
Messages — override any with override message <alias>:
alias message id text
looking-under-no-target no_target Look under what?
looking-under-nothing-under nothing_under {You} {find} nothing under {the target}.
looking-under-found-under found_under Under {the target} {you} {find} {items}.
lower — if.action.lowering
Group manipulation · direct object required
define action lowering
grammar
lower the targetLOWER - Lower objects like baskets, drawbridges, or blinds. Example: LOWER BASKET
Messages — override any with override message <alias>:
alias message id text
lowering-no-target no_target Lower what?
lowering-cant-lower-that cant_lower_that {You} {can't} lower {the target}.
lowering-already-down already_down That's already lowered.
lowering-lowered lowered {You} {lower} {the target}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler (ADR-052).
open, open with, open using, unwrap — if.action.opening
Group container_manipulation · direct object required · Slots target, tool · Emits if.event.exit_revealed, if.event.open_blocked, if.event.opened, if.event.revealed
define action opening
grammar
open the door
open the container with or using the tool
unwrap the door
uncover the door
open up the door
the tool is an instrumentOPEN - Open doors, containers, and other openable objects. Example: OPEN DOOR
Messages — override any with override message <alias>:
alias message id text
opening-no-target no_target Open what?
opening-not-openable not_openable {capitalize the item} can't be opened.
opening-already-open already_open {capitalize the item} {verb:is item} already open.
opening-locked locked {capitalize the item} {verb:is item} locked.
opening-opened opened {You} {open} {the item}.
opening-revealing revealing Opening {the container} reveals {items}.
opening-its-empty its_empty {You} {open} {the container}, which is empty.
opening-cant-reach cant_reach {You} {can't} reach {the item}.
opening-no-tool no_tool {You} {need} something to open {the item} with.
opening-needs-tool needs_tool {You} {need} {the tool} to open {the item}.
opening-tool-not-held tool_not_held {You} {need} to be holding {the tool}.
opening-wrong-tool wrong_tool {capitalize the tool} won't open {the item}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.exit_revealed (ADR-052).
pull, drag, yank, tug — if.action.pulling
Group interaction · direct object required · Slots target · Emits if.event.detached, if.event.pulled, if.event.sound
define action pulling
grammar
pull the target
drag the target
yank the target
tug the targetPULL/DRAG - Pull objects, levers, cords, or drag heavy items. Example: PULL LEVER
Messages — override any with override message <alias>:
alias message id text
pulling-no-target no_target Pull what?
pulling-not-visible not_visible {You} {can't} see {the target}.
pulling-not-reachable not_reachable {You} {can't} reach {the target}.
pulling-cant-pull-that cant_pull_that {capitalize the target} {verb:is target} not something {you} can pull.
pulling-worn worn {You} {can't} pull {the target} while wearing it.
pulling-already-pulled already_pulled {capitalize the target} has already been pulled.
pulling-wont-budge wont_budge {capitalize the target} won't budge.
pulling-pulled pulled {You} {pull} {the target}.
pulling-nothing-happens nothing_happens {You} {pull} {the target}, but nothing happens.
pulling-detached detached {You} {pull} {the target} free of {the anchor}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.detached (ADR-052).
push, press, shove, move — if.action.pushing
Group device_manipulation · direct object required · Slots target · Emits if.event.pushed
define action pushing
grammar
push the target
press the target
shove the target
move the target
push the target the direction
shove the target the direction
move the target the direction
directions
north or n
south or s
east or e
west or w
northeast or ne
northwest or nw
southeast or se
southwest or sw
up or u
down or d
in or inside
out or outsidePUSH/PRESS - Push objects, press buttons, or move heavy items. Example: PUSH BUTTON
Messages — override any with override message <alias>:
alias message id text
pushing-no-target no_target Push what?
pushing-not-visible not_visible {You} {can't} see {the target}.
pushing-not-reachable not_reachable {You} {can't} reach {the target}.
pushing-too-heavy too_heavy {capitalize the target} {verb:is target} far too heavy to push (weighs {weight}kg).
pushing-wearing-it wearing_it {You} {can't} push {the target} while wearing it.
pushing-button-pushed button_pushed {You} {push} {the target}.
pushing-button-clicks button_clicks {You} {press} {the target}. Click!
pushing-switch-toggled switch_toggled {You} {push} {the target}, toggling it {newState}.
pushing-pushed-direction pushed_direction {You} {push} {the target} {verbatim:direction}.
pushing-pushed-nudged pushed_nudged {You} {give} {the target} a push, but it doesn't move far.
pushing-pushed-with-effort pushed_with_effort With considerable effort, {you} {push} {the target} {verbatim:direction}.
pushing-reveals-passage reveals_passage As {you} {push} {the target} {verbatim:direction}, it slides aside, revealing a hidden passage!
pushing-wont-budge wont_budge {capitalize the target} won't budge.
pushing-pushing-does-nothing pushing_does_nothing Pushing {the target} has no effect.
pushing-fixed-in-place fixed_in_place {capitalize the target} {verb:is target} fixed in place.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.pushed (ADR-052).
put on, put onto, hang on, move to — if.action.putting
Group object_manipulation · direct object required · indirect object required · Slots item, container · Emits if.event.put_blocked, if.event.put_in, if.event.put_on
define action putting
grammar
put the item on or onto the supporter
hang the item on the hook
move the item to the destination
place the item in or into or inside the container
place the item on or onto the supporterPUT ON/IN - Place objects on surfaces or in containers. Example: PUT VASE ON TABLE
Messages — override any with override message <alias>:
alias message id text
putting-no-target no_target Put what?
putting-no-destination no_destination Where do {you} want to put {the item}?
putting-not-held not_held {You} {need} to be holding {the item} first.
putting-not-container not_container {You} {can't} put things in {the destination}.
putting-not-surface not_surface {You} {can't} put things on {the destination}.
putting-container-closed container_closed {capitalize the container} {verb:is container} closed.
putting-already-there already_there {capitalize the item} {verb:is item} already {relation} {the destination}.
putting-put-in put_in {You} {put} {the item} in {the container}.
putting-put-on put_on {You} {put} {the item} on {the surface}.
putting-cant-put-in-itself cant_put_in_itself {You} {can't} put {the item} inside itself.
putting-cant-put-on-itself cant_put_on_itself {You} {can't} put {the item} on itself.
putting-no-room no_room There's no room in {the container}.
putting-no-space no_space There's no space on {the surface}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.put_blocked (ADR-052).
quit, q, exit game — if.action.quitting
Group meta · Emits if.event.quit_blocked, if.event.quit_requested
define action quitting
grammar
quit
q
exit gameQUIT/EXIT - Quit the game with confirmation
Messages — override any with override message <alias>:
alias message id text
quitting-quit-confirm-query quit_confirm_query Are {you} sure {you} want to quit?
quitting-quit-save-query quit_save_query Would {you} like to save before quitting?
quitting-quit-unsaved-query quit_unsaved_query {You} {have} unsaved progress. What would {you} like to do?
quitting-quit-confirmed quit_confirmed Thanks for playing! Final score: {finalScore} out of {maxScore} Moves: {moves}
quitting-quit-cancelled quit_cancelled Quit cancelled.
quitting-quit-and-saved quit_and_saved Game saved. Thanks for playing! Final score: {finalScore} out of {maxScore} Moves: {moves}
quitting-final-score final_score {Your} final score was {finalScore} out of {maxScore}.
quitting-final-stats final_stats Final Statistics: Score: {finalScore}/{maxScore} Moves: {moves} Time played: {playTime}
quitting-achievements-earned achievements_earned {You} earned {count} achievements during {your} play!
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.quit_blocked (ADR-052).
raise, lift — if.action.raising
Group manipulation · direct object required
define action raising
grammar
raise the target
lift the targetRAISE/LIFT - Raise or lift objects like baskets or drawbridges. Example: RAISE BASKET
Messages — override any with override message <alias>:
alias message id text
raising-no-target no_target Raise what?
raising-cant-raise-that cant_raise_that {You} {can't} raise {the target}.
raising-already-up already_up That's already raised.
raising-raised raised {You} {raise} {the target}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler (ADR-052).
read, peruse, study — if.action.reading
Slots target · Emits if.event.read
define action reading
grammar
read the target
peruse the target
study the targetREAD - Read text on books, signs, notes, and inscriptions. Example: READ BOOK
Messages — override any with override message <alias>:
alias message id text
reading-what-to-read what_to_read What do you want to read?
reading-not-readable not_readable There's nothing written on {the item}.
reading-cannot-read-now cannot_read_now {verbatim:reason}
reading-read-text read_text {capitalize the item} reads: {verbatim:text}
reading-read-book read_book {capitalize the item} reads: {verbatim:text}
reading-read-book-page read_book_page {capitalize the item} (page {currentPage} of {totalPages}): {verbatim:text}
reading-read-sign read_sign {capitalize the item} says: {verbatim:text}
reading-read-inscription read_inscription {capitalize the item} reads: {verbatim:text}
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.read (ADR-052).
take from with, take from using, remove from, extract from — if.action.removing
Group object_manipulation · direct object required · indirect object required · Slots item, source, tool · Emits if.event.remove_blocked, if.event.taken
define action removing
grammar
take the item from the container
get the item from the container
take the item from the container with or using the tool
remove the item from the container
extract the item from the container
the tool is an instrumentREMOVE/TAKE FROM - Take objects out of containers. Example: TAKE BOOK FROM SHELF
Messages — override any with override message <alias>:
alias message id text
removing-no-target no_target Remove what?
removing-no-source no_source Remove {the item} from what?
removing-not-in-container not_in_container {capitalize the item} isn't in {the container}.
removing-not-on-surface not_on_surface {capitalize the item} isn't on {the surface}.
removing-container-closed container_closed {capitalize the container} {verb:is container} closed.
removing-removed-from removed_from {You} {take} {the item} from {the container}.
removing-removed-from-surface removed_from_surface {You} {take} {the item} from {the surface}.
removing-cant-reach cant_reach {You} {can't} reach {the item}.
removing-already-have already_have {You} already {have} {the item}.
removing-attached attached {capitalize the item} {verb:is item} fixed to {the anchor}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.remove_blocked (ADR-052).
restart — if.action.restarting
Group meta · Emits if.event.restart_blocked, if.event.restart_requested
define action restarting
grammar
restartRESTART - Start the story over from the beginning. Example: RESTART
Messages — override any with override message <alias>:
alias message id text
restarting-restart-confirm restart_confirm Are you sure you want to restart? All unsaved progress will be lost.
restarting-restart-unsaved restart_unsaved You have unsaved progress. Restart anyway?
restarting-restart-requested restart_requested Restarting the story...
restarting-game-restarting game_restarting The story restarts.
restarting-starting-over starting_over Starting over from the beginning.
restarting-new-game new_game A new story begins.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.restart_blocked (ADR-052).
restore, load, load game, restore game — if.action.restoring
Group meta · Emits if.event.restore_blocked, if.event.restore_requested
define action restoring
grammar
restore
load
load game
restore gameRESTORE/LOAD - Restore a previously saved game. Example: RESTORE
Messages — override any with override message <alias>:
alias message id text
restoring-game-restored game_restored Game restored.
restoring-game-loaded game_loaded Game loaded from '{verbatim:saveName}'.
restoring-restore-successful restore_successful {Your} saved game has been restored successfully.
restoring-welcome-back welcome_back Welcome back! Game restored from {verbatim:saveName}.
restoring-restore-details restore_details Restored: {verbatim:saveName} Score: {score} Moves: {moves}
restoring-quick-restore quick_restore Quick restore completed.
restoring-resuming-game resuming_game Resuming {your} adventure...
restoring-restore-failed restore_failed Failed to restore game.
restoring-save-not-found save_not_found No save named '{verbatim:saveName}' was found.
restoring-no-saves no_saves No saved games found.
restoring-corrupt-save corrupt_save The save file '{verbatim:saveName}' appears to be corrupted.
restoring-incompatible-save incompatible_save This save file is from a different version and cannot be loaded.
restoring-restore-not-allowed restore_not_allowed {You} cannot restore a game at this time.
restoring-confirm-restore confirm_restore Restore game from '{verbatim:saveName}'? Current progress will be lost.
restoring-unsaved-progress unsaved_progress {You} {have} unsaved progress. Restore anyway?
restoring-available-saves available_saves Available saves: {saves}
restoring-no-saves-available no_saves_available No saved games available.
restoring-choose-save choose_save Which save would {you} like to restore?
restoring-import-save import_save Import a save file to restore.
restoring-save-imported save_imported Save file imported successfully.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.restore_blocked (ADR-052).
stand up, come out, reveal myself, unhide — if.action.revealing
Group interaction
define action revealing
grammar
stand up
come out
reveal myself
unhide
stop hidingSTAND UP/COME OUT/UNHIDE - Stop hiding and reveal yourself. Example: STAND UP
Messages — override any with override message <alias>:
alias message id text
revealing-revealed revealed {You} {come} out of hiding.
revealing-not-hidden not_hidden {You're} not hiding.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler (ADR-052).
save, save game — if.action.saving
Group meta · Emits if.event.save_blocked, if.event.save_requested
define action saving
grammar
save
save gameSAVE - Save your current game progress. Example: SAVE
Messages — override any with override message <alias>:
alias message id text
saving-game-saved game_saved Game saved.
saving-game-saved-as game_saved_as Game saved as '{verbatim:saveName}'.
saving-save-successful save_successful {Your} game has been saved successfully.
saving-save-slot save_slot Game saved to slot {verbatim:saveName}.
saving-overwrite-save overwrite_save Previous save '{verbatim:saveName}' has been overwritten.
saving-save-details save_details Saved: {verbatim:saveName} Score: {score} Moves: {moves}
saving-quick-save quick_save Quick save completed.
saving-auto-save auto_save Auto-saving game...
saving-save-failed save_failed Failed to save game.
saving-no-save-slots no_save_slots No save slots available.
saving-invalid-save-name invalid_save_name '{verbatim:saveName}' is not a valid save name.
saving-save-not-allowed save_not_allowed {You} cannot save the game at this time.
saving-save-in-progress save_in_progress Another save is already in progress.
saving-confirm-overwrite confirm_overwrite A save named '{verbatim:saveName}' already exists. Overwrite it?
saving-save-reminder save_reminder Don't forget to save {your} game regularly!
saving-saved-locally saved_locally Game saved to local storage.
saving-saved-to-cloud saved_to_cloud Game saved to cloud storage.
saving-save-exported save_exported Save file exported successfully.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.save_blocked (ADR-052).
goodbye, bye, farewell, say goodbye — if.action.saying_goodbye
Group social · direct object optional · Slots target · Emits if.event.goodbye_blocked, if.event.said_goodbye
define action saying_goodbye
grammar
goodbye
bye
farewell
say goodbye
say farewell
goodbye to the person
say goodbye to the person
say farewell to the personGOODBYE - End the conversation you are having. Example: BYE
Closes your live conversation from your side. What the character says as it ends is their active thread's on parting: row; a greetings block's on leaving: row is the character's own departure and does not fire here.
Messages — override any with override message <alias>:
alias message id text
saying-goodbye-not-talking not_talking {You} {aren't} talking to anyone.
saying-goodbye-not-talking-to not_talking_to {You} {aren't} talking to {the target}.
saying-goodbye-said-goodbye said_goodbye {You} {say} goodbye to {the target}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.goodbye_blocked (ADR-052).
no — if.action.saying_no
Group social · Slots target · Emits if.event.say_no_blocked, if.event.said_no
define action saying_no
grammar
noNO - Say no. Answers an open question; otherwise, nobody asked. Example: NO
Inside an open define exchange, bare no is the exchange's answer and never reaches here. Outside one it is a signal action (ADR-370): a Chord on the player saying_no clause in the block of the person you are talking to fires (or on the room, when you are talking to nobody), else the stock line stands.
Messages — override any with override message <alias>:
alias message id text
saying-no-nobody-asked nobody_asked Nobody asked {you} anything.
sorry, apologize, apologise — if.action.saying_sorry
Group social · Slots target · Emits if.event.say_sorry_blocked, if.event.said_sorry
define action saying_sorry
grammar
sorry
apologize
apologiseSORRY - Apologize. Stories decide whether anyone is listening. Example: SORRY
A signal action (ADR-370): a Chord on the player saying_sorry clause in the block of the person you are talking to fires (or on the room, when you are talking to nobody), else the stock line stands.
Messages — override any with override message <alias>:
alias message id text
saying-sorry-nothing-to-apologize-for nothing_to_apologize_for There is nothing to apologize for.
yes — if.action.saying_yes
Group social · Slots target · Emits if.event.say_yes_blocked, if.event.said_yes
define action saying_yes
grammar
yesYES - Say yes. Answers an open question; otherwise, nobody asked. Example: YES
Inside an open define exchange, bare yes is the exchange's answer and never reaches here. Outside one it is a signal action (ADR-370): a Chord on the player saying_yes clause in the block of the person you are talking to fires (or on the room, when you are talking to nobody), else the stock line stands.
Messages — override any with override message <alias>:
alias message id text
saying-yes-nobody-asked nobody_asked Nobody asked {you} anything.
score, points — if.action.scoring
Group meta · Emits if.event.score_displayed
define action scoring
grammar
score
pointsSCORE - Display your current score and game progress. Example: SCORE
Messages — override any with override message <alias>:
alias message id text
scoring-no-scoring no_scoring This isn't that kind of game.
scoring-score-simple score_simple {Your} score is {score} points.
scoring-score-display score_display {You} {have} scored {score} out of a possible {maxScore}.
scoring-score-with-rank score_with_rank {You} {have} scored {score} out of {maxScore}, earning {you} the rank of {rank}.
scoring-perfect-score perfect_score {You} {have} achieved a perfect score of {maxScore} points!
scoring-promotion promotion {You} {have} risen to the rank of {rank}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.score_displayed (ADR-052).
search carefully, search, look in, look inside — if.action.searching
Group sensory · direct object required · Slots target · Emits if.event.searched
define action searching
grammar
search [carefully]
search the target
look in or inside the target
look through the target
rummage in or through the targetSEARCH/LOOK IN - Search objects or locations for hidden items or additional details. Example: SEARCH DESK
Messages — override any with override message <alias>:
alias message id text
searching-not-visible not_visible {You} {can't} see {the target} to search it.
searching-not-reachable not_reachable {You} {can't} reach {the target} to search it.
searching-container-closed container_closed {capitalize the target} {verb:is target} closed.
searching-nothing-special nothing_special {You} {find} nothing of interest.
searching-found-items found_items {You} {discover}: {items}.
searching-empty-container empty_container {capitalize the target} {verb:is target} empty.
searching-container-contents container_contents In {the target} {you} {see}: {items}.
searching-supporter-contents supporter_contents On {the target} {you} {see}: {items}.
searching-searched-location searched_location {You} {search} around carefully.
searching-searched-object searched_object {You} {search} {the target} thoroughly.
searching-found-concealed-in-contafound_concealed_in_container Hidden inside {the target}, {you} {discover}: {items}.
searching-found-concealed-on-suppofound_concealed_on_supporter Hidden on {the target}, {you} {discover}: {items}.
searching-found-concealed-here found_concealed_here Hidden here, {you} {discover}: {items}.
searching-looked-through looked_through {You} {look} through {the target}.
searching-looked-through-nothing looked_through_nothing {You} {see} nothing through {the target}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.searched (ADR-052).
set to, turn to, adjust to — if.action.setting
Group manipulation · Slots target · Emits if.event.set_blocked, if.event.set
define action setting
grammar
set the target to the value
turn the target to the value
adjust the target to the value
set the target
the value is a topicSET - Set a dial or selector to one of its positions. Example: SET THE DIAL TO HIGH
A thing marked settable is a dial, and its states, reversible: line is the positions (ADR-371 D3): set selector to titan writes the same state change the selector to titan does, so while the selector is titan, select on the selector and the verb agree. A Chord on the player setting to <value> clause fires only for that value; after the player setting fires for every one. A thing that is not settable prints the stock refusal; a value that is not one of its states names them.
Messages — override any with override message <alias>:
alias message id text
setting-no-target no_target Set what?
setting-no-value no_value Set {the target} to what?
setting-cant-set-that cant_set_that {capitalize the target} isn't something {you} can set.
setting-not-a-setting not_a_setting {capitalize the target} goes to {values}.
setting-set set {You} {set} {the target} to {verbatim:value}.
set course for, set a course for — if.action.setting_course
Group movement · Slots vehicle · Emits if.event.course_blocked, if.event.course_set
define action setting_course
grammar
set course for the destination
set a course for the destination
the destination is a topicSET COURSE FOR - Send a vehicle you are aboard to one of its destinations. Example: SET COURSE FOR THE REEF
The destinations command set (ADR-366 D5d, D5i): aboard a movement: flight vehicle whose commands: line lists destinations, set course for <destination> names one of its destinations: rooms and puts it under way; the vehicle's own machine then leaves, is nowhere for the passage, and arrives. The destination is typed as free text and matched against the destination rooms' names, since those rooms are never in the player's scope. Aboard a vehicle that does not list the set, the refusal is vehicle_no_such_command. A Chord on the player setting_course clause in the vehicle's block speaks in place of the stock lines.
The coordinates command set (ADR-376 D4, under use expanses): aboard a movement: open vehicle whose commands: line lists coordinates, set course for 14, 9 sets a course for that cell of its expanse and set course for the Derelict for one of the expanse's landmarks; the vehicle's machine runs diagonally until one axis matches, then straight, and a landmark's cell is arrived at. Coordinates beyond the expanse's size refuse with coordinates_outside_expanse; a course whose first leg points into the edge the vehicle has reached refuses with the author's edge phrase (edge_blocked) or the stock expanse_edge.
Messages — override any with override message <alias>:
alias message id text
setting-course-not-in-vehicle not_in_vehicle {You're} not aboard anything that takes a course.
setting-course-vehicle-no-such-command vehicle_no_such_command {capitalize the vehicle} takes no course.
setting-course-no-destination no_destination Set course for where?
setting-course-not-a-destination not_a_destination {capitalize the vehicle} {verb:does vehicle} not go to {verbatim:destination}.
setting-course-already-there already_there {capitalize the vehicle} {verb:is vehicle} already at {the destination}.
setting-course-vehicle-under-way vehicle_under_way {capitalize the vehicle} {verb:is vehicle} already under way.
setting-course-course-set course_set {You} {set} course for {the destination}.
setting-course-course-set-cell course_set_cell {You} {set} course for {verbatim:x}, {verbatim:y}.
setting-course-coordinates-outside-expanse coordinates_outside_expanse {verbatim:destination} lies beyond the edge.
setting-course-expanse-edge expanse_edge {You} can go no farther that way.
setting-course-edge-blocked edge_blocked {verbatim:message}
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.course_set (ADR-052).
show to, show, display to, present to — if.action.showing
Group social · direct object required · indirect object required · Slots item, viewer · Emits if.event.show_blocked, if.event.shown
define action showing
grammar
show the item to the recipient
show the recipient the item
display the item to the recipient
present the item to the recipientSHOW TO - Show objects to other characters. Example: SHOW BADGE TO GUARD
Messages — override any with override message <alias>:
alias message id text
showing-no-item no_item Show what?
showing-no-viewer no_viewer Show it to whom?
showing-not-carrying not_carrying {You} aren't carrying {the item}.
showing-viewer-not-visible viewer_not_visible {You} {can't} see {the viewer}.
showing-viewer-too-far viewer_too_far {capitalize the viewer} {verb:is viewer} too far away to see clearly.
showing-not-actor not_actor {You} can only show things to people.
showing-self self {You} {examine} {the item} closely.
showing-shown shown {You} {show} {the item} to {the viewer}.
showing-viewer-examines viewer_examines {capitalize the viewer} examines {the item} carefully.
showing-viewer-nods viewer_nods {capitalize the viewer} nods.
showing-viewer-impressed viewer_impressed {capitalize the viewer} looks impressed.
showing-viewer-unimpressed viewer_unimpressed {capitalize the viewer} seems unimpressed.
showing-viewer-recognizes viewer_recognizes {capitalize the viewer} recognizes {the item}!
showing-wearing-shown wearing_shown {You} {show} {the viewer} that {you're} wearing {the item}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.show_blocked (ADR-052).
sleep, go to sleep, go to bed, lie down, nap, doze, rest — if.action.sleeping
Group meta · Emits if.event.sleep_blocked, if.event.slept
define action sleeping
grammar
sleep
go to sleep
go to bed
lie down
nap
doze
rest
slumberSLEEP/GO TO BED/LIE DOWN - Try to sleep. Stories decide where and when it works. Example: SLEEP
A signal action (GH #362): it always succeeds, changes nothing, and speaks the not_tired line unless the room the player is in reacts — a Chord on the player sleeping clause on that room speaks in its place.
Messages — override any with override message <alias>:
alias message id text
sleeping-not-tired not_tired {You} aren't tired.
sleeping-slept slept {You} {sleep} for a while.
sleeping-dozed-off dozed_off {You} {doze} off for a bit.
sleeping-fell-asleep fell_asleep {You} {fall} into a deep sleep.
sleeping-brief-nap brief_nap {You} {take} a brief nap.
sleeping-deep-sleep deep_sleep {You} {fall} into a deep, restful sleep.
sleeping-slept-fitfully slept_fitfully {You} {sleep} fitfully.
sleeping-cant-sleep-here cant_sleep_here {You} {can't} sleep in {location}.
sleeping-too-dangerous-to-sleep too_dangerous_to_sleep It's too dangerous to sleep in {location}.
sleeping-already-well-rested already_well_rested {You're} already well-rested and don't feel tired.
sleeping-woke-refreshed woke_refreshed {You} {wake} feeling refreshed.
sleeping-disturbed-sleep disturbed_sleep {Your} sleep is disturbed.
sleeping-nightmares nightmares {You} {have} unsettling dreams.
sleeping-peaceful-sleep peaceful_sleep {You} {enjoy} a peaceful sleep.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.sleep_blocked (ADR-052).
steer, heave to — if.action.steering
Group movement · Slots vehicle · Emits if.event.steer_blocked, if.event.steered
define action steering
grammar
steer the direction
heave to
means gesture heave-to
port the turn
means gesture port
starboard the turn
means gesture starboard
port
means gesture port
starboard
means gesture starboard
hard to port
means gesture hard-port
hard to starboard
means gesture hard-starboard
ahead
means gesture ahead
come about
means gesture come-about
make sail
means gesture make-sail
shorten sail
means gesture shorten-sail
furl [the] sails
means gesture furl-sails
the turn is a topic
directions
north or n
south or s
east or e
west or w
northeast or ne
northwest or nw
southeast or se
southwest or sw
up or u
down or dSTEER - Set the heading of a vehicle you are aboard; HEAVE TO clears it. Example: STEER NORTH
The compass command set (ADR-366 D5c, D5i): aboard a movement: compass vehicle whose commands: line lists compass, steer north and go north are one action and set the heading; the vehicle's own machine then moves it one room that way every pace turns while the room ahead admits it, and heave to clears the heading. Aboard a movement: streets vehicle steer north is going — the vehicle moves one exit at once. Aboard a vehicle that does not list the set, the refusal is vehicle_no_such_command; on foot it is not_in_vehicle. A Chord on the player steering clause in the vehicle's block speaks in place of the stock lines, and extend action steering adds an author's own words to the set.
Aboard a movement: open vehicle (ADR-376 D3, under use expanses) the same set steers across an expanse: the vehicle steps stride units along the heading every pace turns, arrives at a landmark whose cell its path crosses, stops alongside a floating thing, and stops at an edge, after which a heading with any component toward that edge refuses with the author's edge phrase (edge_blocked) or the stock expanse_edge.
The naval command set (ADR-375 D3, D7, under use sailing): aboard an open vehicle whose commands: line lists naval, port 15 and starboard 15 degrees turn the bearing by that many degrees, under way or not (a ship with no bearing yet turns from north); a bare port or starboard asks naval_how_far; hard to port and hard to starboard turn ninety; ahead puts the ship under way on her bearing, and heave to takes her out of it keeping the bearing; come about tacks through the wind to the same angle on its other side, refusing in a calm (naval_no_wind) or dead into or before the wind (naval_cannot_come_about). Aboard a ship with sails:, make sail, shorten sail and furl sails move one setting at a time, refusing at the ends (sails_at_full, sails_already_furled); the ship's sailing block then sets her pace from the band for her angle off the expanse's wind, and in a stopped band she lies in irons (going's vehicle_in_irons) until turned out or the wind shifts.
Messages — override any with override message <alias>:
alias message id text
steering-not-in-vehicle not_in_vehicle {You're} not aboard anything {you} can steer.
steering-vehicle-no-such-command vehicle_no_such_command {You} {can't} steer {the vehicle}.
steering-cannot-steer cannot_steer {You} {can't} steer {the vehicle} that way.
steering-not-under-way not_under_way {capitalize the vehicle} {verb:is vehicle} not under way.
steering-steered steered {You} {steer} {the vehicle} {verbatim:direction}.
steering-hove-to hove_to {You} {heave} to, and {the vehicle} loses way.
steering-expanse-edge expanse_edge {You} can go no farther that way.
steering-edge-blocked edge_blocked {verbatim:message}
steering-naval-how-far naval_how_far How many degrees?
steering-naval-no-wind naval_no_wind There is no wind to come about through.
steering-naval-cannot-come-about naval_cannot_come_about {capitalize the vehicle} {verb:lies vehicle} dead to the wind, with no other side to come about to.
steering-sails-at-full sails_at_full All sail is set.
steering-sails-already-furled sails_already_furled The sails are already furled.
steering-turned turned {You} {bring} {the vehicle} to {verbatim:side}, to {verbatim:bearing} degrees.
steering-ahead ahead {capitalize the vehicle} gathers way on {verbatim:bearing} degrees.
steering-came-about came_about {You} {come} about, and {the vehicle} settles on {verbatim:bearing} degrees.
steering-sail-made sail_made {You} {make} sail.
steering-sail-shortened sail_shortened {You} {shorten} sail.
steering-sails-furled sails_furled {You} {furl} the sails.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.steered (ADR-052).
smell, sniff — if.action.smelling
Group sensory · direct object required · Slots target · Emits if.event.smell_blocked, if.event.smelled
define action smelling
grammar
smell
sniff
smell the target
sniff the targetSMELL/SNIFF - Smell objects or detect scents in your current location. Example: SMELL FLOWER
Messages — override any with override message <alias>:
alias message id text
smelling-not-visible not_visible {You} {can't} see {the target} to smell it.
smelling-too-far too_far {capitalize the target} {verb:is target} too far away to smell.
smelling-no-scent no_scent {You} {don't} smell anything unusual.
smelling-room-scents room_scents The air carries various scents.
smelling-food-nearby food_nearby {You} {smell} food nearby.
smelling-smoke-detected smoke_detected {You} {detect} a faint smell of smoke.
smelling-no-particular-scent no_particular_scent {capitalize the target} {verb:has target} no particular smell.
smelling-food-scent food_scent {capitalize the target} smells delicious.
smelling-drink-scent drink_scent {capitalize the target} {verb:has target} a pleasant aroma.
smelling-burning-scent burning_scent {capitalize the target} gives off a smoky smell.
smelling-container-food-scent container_food_scent {You} {smell} food inside {the target}.
smelling-musty-scent musty_scent {capitalize the target} smells a bit musty.
smelling-fresh-scent fresh_scent {capitalize the target} smells fresh and clean.
smelling-smelled smelled {You} {smell} {the target}.
smelling-smelled-environment smelled_environment {You} {sniff} the air.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.smell_blocked (ADR-052).
turn off, switch off, flip off, deactivate — if.action.switching_off
Group device_manipulation · direct object required · Slots target
define action switching_off
grammar
turn off the device
switch off the device
flip off the device
turn the device off
deactivate the device
stop the device
power off the deviceTURN OFF/SWITCH OFF - Turn off devices, lights, and other switchable objects. Example: TURN OFF RADIO
Messages — override any with override message <alias>:
alias message id text
switching-off-no-target no_target Switch off what?
switching-off-not-visible not_visible {You} {can't} see {the target}.
switching-off-not-reachable not_reachable {You} {can't} reach {the target}.
switching-off-not-switchable not_switchable {capitalize the target} isn't something {you} can switch off.
switching-off-already-off already_off {capitalize the target} {verb:is target} already off.
switching-off-switched-off switched_off {You} {switch} off {the target}.
switching-off-light-off light_off {You} {switch} off {the target}, plunging the area into darkness.
switching-off-light-off-still-lit light_off_still_lit {You} {switch} off {the target}.
switching-off-device-stops device_stops {capitalize the target} powers down with a soft whir.
switching-off-silence-falls silence_falls {You} {switch} off {the target}. Silence falls.
switching-off-with-sound with_sound {You} {switch} off {the target}. {sound}
switching-off-door-closes door_closes {capitalize the target} switches off and closes.
switching-off-was-temporary was_temporary {capitalize the target} switches off (it had {remainingTime} seconds left).
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler (ADR-052).
turn on, switch on, flip on, activate — if.action.switching_on
Group device_manipulation · direct object required · Slots target
define action switching_on
grammar
turn on the device
switch on the device
flip on the device
turn the device on
activate the device
start the device
power on the deviceTURN ON/SWITCH ON - Turn on devices, lights, and other switchable objects. Example: TURN ON LAMP
Messages — override any with override message <alias>:
alias message id text
switching-on-no-target no_target Switch on what?
switching-on-not-visible not_visible {You} {can't} see {the target}.
switching-on-not-reachable not_reachable {You} {can't} reach {the target}.
switching-on-not-switchable not_switchable {capitalize the target} isn't something {you} can switch on.
switching-on-already-on already_on {capitalize the target} {verb:is target} already on.
switching-on-no-power no_power {capitalize the target} {verb:has target} no power source.
switching-on-switched-on switched_on {You} {switch} on {the target}.
switching-on-light-on light_on {You} {switch} on {the target}, illuminating the area.
switching-on-device-humming device_humming {capitalize the target} hums to life.
switching-on-temporary-activation temporary_activation {capitalize the target} switches on temporarily.
switching-on-with-sound with_sound {You} {switch} on {the target}. {sound}
switching-on-door-opens door_opens {capitalize the target} switches on and opens.
switching-on-illuminates-darkness illuminates_darkness {capitalize the target} switches on, banishing the darkness.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler (ADR-052).
take, get, grab, acquire — if.action.taking
Group object_manipulation · direct object required · Slots item · Emits if.event.removed, if.event.take_blocked, if.event.taken
define action taking
grammar
take the item
get the item
grab the item
acquire the item
collect the item
pick up the item
take up the item
retrieve the itemTAKE/GET/PICK UP - Pick up objects and add them to your inventory. Example: TAKE LAMP
Messages — override any with override message <alias>:
alias message id text
taking-no-target no_target Take what?
taking-cant-take-self cant_take_self {You} {can't} take {yourself}.
taking-already-have already_have {You} already {have} {the item}.
taking-cant-take-room cant_take_room {You} {can't} take {the item}.
taking-fixed-in-place fixed_in_place {capitalize the item} {verb:is item} fixed in place.
taking-attached attached {capitalize the item} {verb:is item} fixed to {the anchor}.
taking-container-full container_full {You're} carrying too much already.
taking-too-heavy too_heavy Your load is too heavy. You will have to leave something behind.
taking-cannot-take cannot_take {You} {can't} take {the item}.
taking-taken taken Taken.
taking-nothing-to-take nothing_to_take You take in everything you see and enjoy the moment.
taking-taken-from taken_from {You} {take} {the item} from {the container}.
taking-taken-multi taken_multi {item}: Taken.
taking-retrieved retrieved {You} {haul} {the item} aboard.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.removed (ADR-052).
remove, doff, unequip, take off — if.action.taking_off
Group wearable_manipulation · direct object required · Slots item
define action taking_off
grammar
remove the item
doff the item
unequip the item
take off the item
take the item offTAKE OFF/REMOVE - Remove worn clothing or accessories. Example: TAKE OFF COAT
Messages — override any with override message <alias>:
alias message id text
taking-off-no-target no_target Take off what?
taking-off-not-wearing not_wearing {You} aren't wearing {the item}.
taking-off-removed removed {You} {take} off {the item}.
taking-off-cant-remove cant_remove {You} {can't} take off {the item}.
taking-off-prevents-removal prevents_removal {You}'ll need to take off {the blocking} first.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler (ADR-052).
talk to, talk with, speak to, speak with — if.action.talking
Group social · direct object required · Slots target · Emits if.event.talk_blocked, if.event.talked
define action talking
grammar
talk to or with the target
speak to or with the target
chat with the target
converse with the target
tell me more
continue
go onTALK TO - Start a conversation with another character. Example: TALK TO MERCHANT
Messages — override any with override message <alias>:
alias message id text
talking-no-target no_target Talk to whom?
talking-not-visible not_visible {You} {can't} see {the target}.
talking-too-far too_far {capitalize the target} {verb:is target} too far away for conversation.
talking-not-actor not_actor {You} can only talk to people.
talking-self self Talking to {yourself} is a sign of madness.
talking-not-available not_available {capitalize the target} doesn't want to talk right now.
talking-talked talked {You} {greet} {the target}.
talking-no-response no_response {capitalize the target} doesn't respond.
talking-acknowledges acknowledges {capitalize the target} acknowledges {you}.
talking-first-meeting first_meeting {You} {introduce} {yourself} to {the target}.
talking-greets-back greets_back {capitalize the target} {verb:says target}, "Hello there!"
talking-formal-greeting formal_greeting {capitalize the target} {verb:says target}, "Good day to you."
talking-casual-greeting casual_greeting {capitalize the target} {verb:says target}, "Hey!"
talking-greets-again greets_again {capitalize the target} {verb:says target}, "Hello again."
talking-remembers-you remembers_you {capitalize the target} {verb:says target}, "Ah, it's you again."
talking-friendly-greeting friendly_greeting {capitalize the target} smiles in recognition.
talking-has-topics has_topics {capitalize the target} seems willing to discuss various topics.
talking-nothing-to-say nothing_to_say {capitalize the target} {verb:has target} nothing particular to say.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.talk_blocked (ADR-052).
tell about, inform about — if.action.telling
Group social · direct object required · Slots target · Emits if.event.tell_blocked, if.event.told
define action telling
grammar
tell the recipient about the topic
inform the recipient about the topic
the topic is a topicTELL ABOUT - Tell characters about topics or give them information. Example: TELL ALICE ABOUT KEY
Messages — override any with override message <alias>:
alias message id text
telling-no-target no_target Tell whom?
telling-no-topic no_topic Tell them about what?
telling-not-visible not_visible {You} {can't} see {the target}.
telling-too-far too_far {capitalize the target} {verb:is target} too far away.
telling-not-actor not_actor {You} can only tell things to people.
telling-told told {You} {tell} {the target} about {verbatim:topic}.
telling-informed informed {You} {inform} {the target} about {verbatim:topic}.
telling-interested interested {capitalize the target} listens with interest.
telling-very-interested very_interested {capitalize the target} {verb:says target}, "Really? Tell me more!"
telling-grateful grateful {capitalize the target} {verb:says target}, "Thank you for telling me!"
telling-already-knew already_knew {capitalize the target} {verb:says target}, "Yes, I'm aware of that."
telling-not-interested not_interested {capitalize the target} doesn't seem interested.
telling-bored bored {capitalize the target} looks bored.
telling-dismissive dismissive {capitalize the target} {verb:says target}, "So what?"
telling-ignores ignores {capitalize the target} ignores what {you're} saying.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.tell_blocked (ADR-052).
throw at, throw, toss, hurl — if.action.throwing
Group interaction · direct object required · indirect object required · Slots item, target · Emits if.event.item_destroyed, if.event.throw_blocked, if.event.thrown
define action throwing
grammar
throw the item at the target
throw the item
toss the item
hurl the item
throw the item to the recipient
toss the item at the target
toss the item to the recipient
hurl the item at the target
hurl the item to the recipientTHROW AT - Throw objects at targets, in directions, or just drop them forcefully. Example: THROW ROCK AT WINDOW
Messages — override any with override message <alias>:
alias message id text
throwing-no-item no_item Throw what?
throwing-not-holding not_holding {You} aren't holding {the item}.
throwing-target-not-visible target_not_visible {You} {can't} see {the target}.
throwing-target-not-here target_not_here {capitalize the target} isn't here.
throwing-no-exit no_exit There's no exit {verbatim:direction}.
throwing-too-heavy too_heavy {capitalize the item} {verb:is item} too heavy to throw far (weighs {weight}kg).
throwing-self self {You} {can't} throw things at {yourself}.
throwing-thrown thrown {You} {throw} {the item}.
throwing-thrown-down thrown_down {You} {toss} {the item} to the ground.
throwing-thrown-at thrown_at {You} {throw} {the item} at {the target}.
throwing-hits-target hits_target {You} {throw} {the item} at {the target}. It hits!
throwing-misses-target misses_target {You} {throw} {the item} at {the target}, but miss.
throwing-bounces-off bounces_off {capitalize the item} bounces off {the target}.
throwing-lands-on lands_on {capitalize the item} lands on {the target}.
throwing-lands-in lands_in {capitalize the item} lands in {the target}.
throwing-thrown-direction thrown_direction {You} {throw} {the item} {verbatim:direction}.
throwing-sails-through sails_through {capitalize the item} sails through the exit to the {verbatim:direction}.
throwing-breaks-on-impact breaks_on_impact {capitalize the item} shatters on impact!
throwing-breaks-against breaks_against {capitalize the item} smashes against {the target}!
throwing-fragile-breaks fragile_breaks The fragile {item} breaks into pieces.
throwing-target-ducks target_ducks {capitalize the target} ducks out of the way.
throwing-target-catches target_catches {capitalize the target} catches {the item}!
throwing-target-angry target_angry {capitalize the target} doesn't appreciate being hit with {the item}.
throwing-thrown-afloat thrown_afloat {capitalize the item} {verb:floats item} where {verb:it item} {verb:falls item}.
throwing-lost-overboard lost_overboard {capitalize the item} drifts away.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · after the player breaking on a fragile thing, which a break fires (ADR-373) · an event handler on if.event.thrown (ADR-052).
tie, fasten, attach — if.action.tying
Group object_manipulation · Slots item, anchor · Emits if.event.tie_blocked, if.event.tied
define action tying
grammar
tie the item to the anchor
fasten the item to the anchor
attach the item to the anchor
tie the itemTIE - Tie a thing to something. It stays there until you untie it. Example: TIE ROPE TO RAILING
Tying takes the thing if it is not held, puts it where the anchor is, and attaches it there (ADR-373): taking it then refuses with attached until it is untied or pulled free. Anything can be tied to anything but itself or a person. Both nouns are consulted, so on the player tying to the cleat in the line's block names the anchor.
Messages — override any with override message <alias>:
alias message id text
tying-no-target no_target Tie what?
tying-no-anchor no_anchor What do {you} want to tie {the item} to?
tying-self self {You} can't tie {the item} to itself.
tying-not-to-people not_to_people {You} can't tie things to people.
tying-tied tied {You} {tie} {the item} to {the anchor}.
touch, rub, feel, pat — if.action.touching
Group sensory · direct object required · Slots target · Emits if.event.touch_blocked, if.event.touched
define action touching
grammar
touch the target
rub the target
feel the target
pat the target
stroke the target
poke the target
prod the targetTOUCH/FEEL - Touch objects to discover their texture, temperature, or other tactile properties. Example: TOUCH STONE
Messages — override any with override message <alias>:
alias message id text
touching-no-target no_target Touch what?
touching-not-visible not_visible {You} {can't} see {the target} to touch it.
touching-not-reachable not_reachable {You} {can't} reach {the target}.
touching-feels-normal feels_normal {capitalize the target} feels as {you}'d expect.
touching-feels-warm feels_warm {capitalize the target} feels warm to the touch.
touching-feels-hot feels_hot {capitalize the target} {verb:is target} hot! {You} {pull} {your} hand back quickly.
touching-feels-soft feels_soft {capitalize the target} feels soft.
touching-feels-hard feels_hard {capitalize the target} feels hard and solid.
touching-feels-smooth feels_smooth {capitalize the target} feels smooth.
touching-feels-wet feels_wet {capitalize the target} feels damp.
touching-device-vibrating device_vibrating {capitalize the target} {verb:is target} vibrating slightly.
touching-immovable-object immovable_object {capitalize the target} {verb:is target} solid and immovable.
touching-liquid-container liquid_container {You} {feel} liquid sloshing inside {the target}.
touching-touched touched {You} {touch} {the target}.
touching-touched-gently touched_gently {You} gently {touch} {the target}.
touching-poked poked {You} {poke} {the target}.
touching-prodded prodded {You} {prod} {the target}.
touching-patted patted {You} {pat} {the target}.
touching-stroked stroked {You} {stroke} {the target}.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.touch_blocked (ADR-052).
turn, rotate, twist — if.action.turning
Group manipulation · direct object required · Slots target · Emits if.event.turn_blocked, if.event.turned
define action turning
grammar
turn the target
rotate the target
twist the targetTURN/ROTATE - Turn dials, knobs, wheels, cranks, or keys to operate mechanisms. Example: TURN DIAL TO 5
Messages — override any with override message <alias>:
alias message id text
turning-no-target no_target Turn what?
turning-not-visible not_visible {You} {can't} see {the target}.
turning-not-reachable not_reachable {You} {can't} reach {the target}.
turning-wearing-it wearing_it {You} {can't} turn {the target} while wearing it.
turning-cant-turn-that cant_turn_that {capitalize the target} isn't something {you} can turn.
turning-dial-turned dial_turned {You} {turn} {the target}.
turning-dial-set dial_set {You} {turn} {the target} to {setting}.
turning-dial-adjusted dial_adjusted {You} {adjust} {the target} {verbatim:direction}.
turning-knob-turned knob_turned {You} {turn} {the target}.
turning-knob-clicks knob_clicks {You} {turn} {the target} with a click.
turning-knob-toggled knob_toggled {You} {turn} {the target}, switching it {newState}.
turning-wheel-turned wheel_turned {You} {turn} {the target}.
turning-crank-turned crank_turned {You} {crank} {the target}.
turning-mechanism-grinds mechanism_grinds {You} {turn} {the target}. Gears grind and machinery moves.
turning-requires-more-turns requires_more_turns {You} {turn} {the target}. It seems to need more turning.
turning-mechanism-activated mechanism_activated As {you} {turn} {the target}, {you} {hear} machinery activate!
turning-valve-opened valve_opened {You} {turn} {the target}, opening the valve.
turning-valve-closed valve_closed {You} {turn} {the target}, closing the valve.
turning-flow-changes flow_changes {You} {turn} {the target}, adjusting the flow.
turning-key-needs-lock key_needs_lock {You} {need} to put {the target} in a lock first.
turning-key-turned key_turned {You} {turn} {the target} in the lock.
turning-turned turned {You} {turn} {the target}.
turning-rotated rotated {You} {rotate} {the target}.
turning-spun spun {You} {spin} {the target}.
turning-nothing-happens nothing_happens {You} {turn} {the target}, but nothing happens.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.turn_blocked (ADR-052).
undo — if.action.undoing
Group meta
define action undoing
grammar
undoUNDO - Undo the previous turn. Example: UNDO
Messages — override any with override message <alias>:
alias message id text
undoing-undo-success undo_success Previous turn undone.
undoing-undo-to-turn undo_to_turn Undone. (Now at turn {turn})
undoing-undo-failed undo_failed Undo failed.
undoing-nothing-to-undo nothing_to_undo Nothing to undo.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler (ADR-052).
unlock with, unlock using, unlock, unsecure — if.action.unlocking
Group lock_manipulation · direct object required · Slots target, key · Emits if.event.unlock_blocked, if.event.unlocked
define action unlocking
grammar
unlock the door with or using the key
unlock the target
unsecure the target
the key is an instrumentUNLOCK - Unlock doors and containers with the appropriate key. Example: UNLOCK CHEST WITH KEY
Messages — override any with override message <alias>:
alias message id text
unlocking-no-target no_target Unlock what?
unlocking-not-lockable not_lockable {capitalize the item} can't be unlocked.
unlocking-no-key no_key What do {you} want to unlock it with?
unlocking-wrong-key wrong_key {capitalize the key} doesn't fit {the item}.
unlocking-already-unlocked already_unlocked {capitalize the item} {verb:is item} already unlocked.
unlocking-unlocked unlocked {You} {unlock} {the item}.
unlocking-unlocked-with unlocked_with {You} {unlock} {the item} with {the key}.
unlocking-cant-reach cant_reach {You} {can't} reach {the item}.
unlocking-key-not-held key_not_held {You} {need} to be holding {the key}.
unlocking-still-locked still_locked {capitalize the item} {verb:is item} locked.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.unlock_blocked (ADR-052).
untie, untie from, unfasten — if.action.untying
Group object_manipulation · Slots item · Emits if.event.untie_blocked, if.event.untied
define action untying
grammar
untie the item
untie the item from the anchor
unfasten the itemUNTIE - Untie a tied thing. Example: UNTIE ROPE
Untying frees a thing that was tied and leaves it where it is (ADR-373). Only a tied thing unties: a thing attached to something comes free by pulling, when it is detachable.
Messages — override any with override message <alias>:
alias message id text
untying-no-target no_target Untie what?
untying-not-tied not_tied {capitalize the item} {verb:isn't item} tied to anything.
untying-untied untied {You} {untie} {the item}.
version — if.action.version
Group meta · Emits if.event.version_displayed
define action version
grammar
versionVERSION - Display version information about the game and engine. Example: VERSION
Messages — override any with override message <alias>:
alias message id text
version-version-full version_full {verbatim:storyTitle} v{verbatim:storyVersion} Sharpee Engine v{verbatim:engineVersion} Built: {buildDate}
version-version-no-date version_no_date {verbatim:storyTitle} v{verbatim:storyVersion} Sharpee Engine v{verbatim:engineVersion}
version-version-compact version_compact {verbatim:storyTitle} v{verbatim:storyVersion} (Sharpee v{verbatim:engineVersion})
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.version_displayed (ADR-052).
wait, z — if.action.waiting
Group meta · Emits if.event.wait_blocked, if.event.waited
define action waiting
grammar
wait
zWAIT/Z - Wait for time to pass without doing anything. Example: Z
Messages — override any with override message <alias>:
alias message id text
waiting-waited waited Time passes.
waiting-waited-patiently waited_patiently {You} {wait} patiently.
waiting-time-passes time_passes Time passes...
waiting-nothing-happens nothing_happens {You} {wait}. Nothing happens.
waiting-waited-in-vehicle waited_in_vehicle {You} {wait} in {the vehicle}.
waiting-waited-for-event waited_for_event {You} {wait} for something to happen.
waiting-waited-anxiously waited_anxiously {You} {wait} anxiously.
waiting-waited-briefly waited_briefly {You} {wait} for a moment.
waiting-something-approaches something_approaches As {you} {wait}, {you} {hear} something approaching.
waiting-time-runs-out time_runs_out {You}'ve waited too long!
waiting-patience-rewarded patience_rewarded {Your} patience is rewarded.
waiting-grows-restless grows_restless {You} {grow} restless from waiting.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.wait_blocked (ADR-052).
wake, wake up — if.action.waking
Group meta · Emits if.event.wake_blocked, if.event.woken
define action waking
grammar
wake
wake upWAKE/WAKE UP - Wake up. Stories decide what that means. Example: WAKE UP
A signal action (GH #362): it always succeeds, changes nothing, and speaks the already_awake line unless the room the player is in reacts — a Chord on the player waking clause on that room speaks in its place.
Messages — override any with override message <alias>:
alias message id text
waking-already-awake already_awake {You're} already awake.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.wake_blocked (ADR-052).
wave, wave hands, wave hand — if.action.waving
Group interaction · direct object optional · Slots target · Emits if.event.wave_blocked, if.event.waved
define action waving
grammar
wave
wave hands
wave hand
wave the targetWAVE - Wave your hands, or wave something you are holding. Example: WAVE THE FLAG
One action for both forms (ADR-370): bare wave consults the room, wave <thing> consults the thing, which must be held. A Chord on the player waving clause in a thing's block fires for wave <it>; the same clause on a room fires for the bare form; else the stock line stands.
Messages — override any with override message <alias>:
alias message id text
waving-not-held not_held {You} {aren't} holding {the target}.
waving-waved-hands waved_hands {You} {wave}. Nobody waves back.
waving-waved waved {You} {wave} {the target} about. Nothing happens.
wear, don, equip, put on — if.action.wearing
Group wearable_manipulation · direct object required · Slots item · Emits if.event.taken, if.event.wear_blocked, if.event.worn
define action wearing
grammar
wear the item
don the item
equip the item
put on the itemWEAR/PUT ON - Wear clothing or accessories that you are carrying. Example: WEAR HAT
Messages — override any with override message <alias>:
alias message id text
wearing-no-target no_target Wear what?
wearing-not-wearable not_wearable {You} {can't} wear {the item}.
wearing-not-held not_held {You} {need} to be holding {the item} first.
wearing-already-wearing already_wearing {You're} already wearing {the item}.
wearing-worn worn {You} {put} on {the item}.
wearing-cant-wear-that cant_wear_that {You} {can't} wear {the item}.
wearing-hands-full hands_full {You} {need} to have {your} hands free to put that on.
Change it: override message (above) · an action interceptor on the action id (ADR-090/228) · an event handler on if.event.taken (ADR-052).