absent
found_in
property, which can appear in many different rooms) which is absent
will in future no longer appear in the game. Note that you cannot make
a floating object disappear merely by giving it absent
,
but must explicitly remove
it as well.animate
creature
token
in grammar; picks up “him” or “her” (according
to gender) rather than “it”, likewise “his”;
an object the player is changed into becomes animate
; some
messages read “on whom”, etc., instead of “on
which”; can't be taken; its subobjects “belong to”
it rather than “are part of” it; messages don't assume
it can be “touched” or “squeezed” as an
ordinary object can; the actions Attack
, ThrowAt
are diverted to life
rather than rejected as being
‘futile violence’.clothing
concealed
ChangePlayer
happened loses this property; a concealed door
can't
be entered; does not appear in room descriptions.container
open
(or transparent
); may be described as closed, open, locked,
empty; a possession will give it a LetGo
action if the
player tries to remove it, or a Receive
if something is
put in; things can be taken or removed from it, or inserted into it,
but only if it is open
; likewise for “transfer”
and “empty”; room descriptions describe using when_open
or when_closed
if given; if there is no defined description,
an Examine
causes the contents to be searched (i.e. written
out) rather than a message “You see nothing special about…”;
Search
only reveals the contents of containers, otherwise
saying “You find nothing”. Note: an object cannot
be both a container
and a supporter
.door
when_open
or when_closed
if given; and an
Enter
action becomes a Go
action. If a
Go
has to go through this object, then: if concealed
,
the player “can't go that way”; if not open
, then
the player is told either that this cannot be ascended or descended (if
the player tried “up” or “down”), or that it is in
the way (otherwise); but if neither, then its door_to
property is
consulted to see where it leads; finally, if this is zero,
then it is said to “lead nowhere” and otherwise the player
actually moves to the location.edible
enterable
enterable
on the
floor can be entered. If an enterable
is also a container
then it can only be entered or exited if it is open
.female
animate
is assumed to be male
unless female
or neuter
is set.)general
light
location
is ordinarily dark; it will never be automatically
put away into the player's SACK_OBJECT
, as it might plausibly
be inflammable or the main light source.lockable
with_key
; if a container
and also locked
, may be called “locked” in
inventories.locked
container
and also lockable
,
may be called “locked” in inventories.male
animate
is assumed
to be male unless female
or neuter
is set.)moved
Initialise
has run
are given it; at the end of each turn, if an item is newly held by
the player and is scored
, it is given moved
and OBJECT_SCORE
points are awarded; an object's
initial
message only appears in room descriptions if it
is unmoved
.neuter
animate
is assumed neuter, because only
people and higher animals have gender. Anything animate
is
assumed male
unless female
or neuter
is set. A robot, for instance, might be an animate
object worth making neuter
.)on
switchable
object
with on
is described by with_on
in room
descriptions; it will be called “switched on” by Examine
.open
open
container
; if a container
, called
“open” by some descriptions; things can be taken or removed from an open
container
; similarly inserted, transferred or emptied. A
container
can only be entered or exited if it is both
enterable
and open
. An open door
can be entered. Described by when_open
in room
descriptions.openable
locked
.pluralname
pluralname
set. The library will then use the pronoun “them” and
the indefinite article “some” automatically.proper
scenery
scored
OBJECT_SCORE
points for picking it
up for the first time; or, if a room, ROOM_SCORE
points
for visiting it for the first time.static
supporter
LetGo
action if the player tries to remove it, or
a Receive
if something is put in; things can be taken
or removed from it, or put on it; likewise for transfers; a player
inside it is said to be “on” rather than “in”
it; room descriptions list its contents in separate paragraphs
if it is itself listed. Note: an object cannot be both
a container
and a supporter
.switchable
Examine
;
described using when_on
or when_off
in
room descriptions.talkable
animate
is inappropriate.transparent
transparent
container is treated as if it were
open
for printing of contents.visited
Look
first happens there:
if this room is scored
then ROOM_SCORE
points
are awarded. Affects whether room descriptions are abbreviated or not.workflag
WriteListFrom
.worn
MAX_CARRIED
; won't be automatically
put away into the SACK_OBJECT
; a Drop
action
will cause a Disrobe
action first; so will PutOn
or Insert
.Note. The only library attributes which
it's useful to apply to locations are light
,
scored
and visited
.