Sharpee
Chord / Standard Library / Chord reference

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
    credits

ABOUT/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
    g

AGAIN (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 topic

ANSWER/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 topic

ASK 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 item

ASK 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 instrument

ATTACK/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 instrument

BURN - 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 item

BUY - 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 target

CLIMB - 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 door

CLOSE/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 topic

CONSULT - 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 instrument

CUT - 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 instrument

CUT - 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 target

DRINK - 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 item

DROP/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 item

EAT - 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 destination

EMPTY - 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 vehicle

ENTER/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 target

EXAMINE/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
    alight

EXIT/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 target

EXTINGUISH - 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 item

GIVE 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 outside

GO/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
    commands

HELP - 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 inside

HIDE 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 container

INSERT/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
    i

INVENTORY/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 up

JUMP - 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 target

KISS - 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 instrument

LIGHT - 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 target

LISTEN - 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 instrument

LOCK - 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 target

LOOK 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 target

LOWER - 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 instrument

OPEN - 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 target

PULL/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 outside

PUSH/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 supporter

PUT 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 game

QUIT/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 target

RAISE/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 target

READ - 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 instrument

REMOVE/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
    restart

RESTART - 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 game

RESTORE/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 hiding

STAND 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 game

SAVE - 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 person

GOODBYE - 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
    no

NO - 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
    apologise

SORRY - 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
    yes

YES - 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
    points

SCORE - 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 target

SEARCH/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 topic

SET - 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 topic

SET 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 recipient

SHOW 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
    slumber

SLEEP/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 d

STEER - 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 target

SMELL/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 device

TURN 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 device

TURN 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 item

TAKE/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 off

TAKE 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 on

TALK 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 topic

TELL 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 recipient

THROW 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 item

TIE - 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 target

TOUCH/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 target

TURN/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
    undo

UNDO - 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 instrument

UNLOCK - 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 item

UNTIE - 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
    version

VERSION - 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
    z

WAIT/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 up

WAKE/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 target

WAVE - 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 item

WEAR/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).