Version 1/200616 of Under They Thunder Definitions by Andrew Schultz begins here. "This should briefly describe the purpose of Under They Thunder Definitions." volume general to decide whether always-no: no. to decide whether always-yes: no. section relative room specifications to say of-room of (rm - a room): if location of player is not rm, say " of [rm]" to say in-room of (rm - a room): if location of player is not rm, say " in [rm]" to say in-here of (rm - a room): say "[if player is in rm]here[else]in [rm][end if]" to say here-there of (rm - a room): say " of [if player is in rm]here[else][rm][end if]" to say once-now of (ts - a truth state): say "[if ts is true]now[else]once[end if]" to say is-are of (nu - a number): say "[if nu is 1]is[else]are[end if]" book directions definition: a direction (called d) is viable: if player is in Ere Say Seer and d is outside, yes; if the room d of location of player is nowhere, no; if player is in Art Stay and d is down and score < 1, no; [?? again fix the conditional] if player is in Berth Earth Bay: if d is west or d is south: if did-east-berth is false, yes; no; yes; book read verb definition: a thing (called th) is now-readable: if th is not touchable, no; if th is a thing-to-read listed in table of readables, yes; if th is a helpbook, yes; no; book talk verb definition: a thing (called th) is npcish: unless th is a person, no; if th is the player, no; if th is touchable, yes; no; book think verb to decide whether thinkable of (t1 - a truth state) and (t2 - a truth state): [we have a truth state for if something appears in THINK (t1) and compare it to (t2), a flag that says, you did the action.] if t1 is false, no; if t2 is true: say "(trivial technical bug) I didn't properly reset variables for the THINK code. If you can email me at [email], it'd be good to know--this shouldn't affect gameplay, but it means I got slightly sloppy with coding and testing."; now t2 is false; yes; book VERBS verb to decide whether any-local-opts: [this will be built on] if player is in Breeding Reading Bay and Shelf Elf Shay is talked-to, yes; no; book numbers and strings to say between-only of (nu - a number): if nu is 1: say "only 1"; else: say "1-[nu]"; to say paren-range of (nu - a number): if nu is 1: say "1"; else: say "(1-[nu])"; volume by room arranged alphabetically to decide which number is conditional-max: if opt-stay-stop is false, decide on the maximum score; decide on points-left + score; to decide which number is points-left: [the order follows the short walkthrough] let temp be 1; [the final point] if sco-vg-clod is false, increment temp; if sco-use-clod-sleek is false, increment temp; if sco-talk-thump is false, increment temp; if sco-vg-boats is false, increment temp; if isle day dial is unvisited, increment temp; if sco-use-phone is false, increment temp; if able kay cable is off-stage: increment temp; if did-break-ray is true: if ray rile is unvisited, increment temp; if sco-use-clever is false, increment temp; if sco-use-cable-blower is false, increment temp; if isle away awhile is unvisited, increment temp; if sco-ankh-flank is false, increment temp; decide on temp; book Actually, general chase stuff first count-this-turn is a truth state that varies. to decide whether in-any-chase: if sta-chase-b is true or sta-chase-c is true, yes; no; to decide which person is cur-chaser: if sta-chase-b is true, decide on Chase Ace Che; if sta-chase-c is true, decide on Imp Prey Primp; say ""; decide on K; book all hay hall to decide whether ready-final-battle: if final-battle-points is 2, yes; no; to decide which number is final-battle-points: decide on boolval of sco-use-saw-slumber + boolval of sco-use-cam-fleet; book Berth Earth Bay to decide whether already-clod: if player has clod, yes; if player has day doll, yes; to decide whether iffy-hurt: if sco-use-cliffy-cracked is true and sco-use-function-cliffy is false, yes; no; book Bless Less Bay to decide whether can-get-oil: if player is not in bless less bay, no; if player does not have ice day dice, no; if ice day dice is allscored, no; if sco-ray-roil is false, no; yes; book Blown Lone Bay to decide whether blown-guardians-gone: if sco-use-lit-jay is true and sco-use-slop-march is true, yes; no; book Boats Oats Bay definition: a room (called rm) is isle-no-ship: if rm is West Est Way or rm is Beast East Bay, yes; no; definition: a room (called rm) is shippy: if rm is Oats Bay, yes; if rm is isle-no-ship, no; [these are part of the sea, but they border on Isle Tray Trial, which holds the boats] if map region of rm is Eee Say Sea, yes; no; to decide whether can-see-ship: if player is in Oats Bay, yes; if mrlp is Eee Say Sea, yes; no; book Breeding Reading Bay definition: a helpbook (called he) is undone: process the finished-reading-rule of he; if the rule failed, yes; no; definition: a helpbook (called he) is done: process the finished-reading-rule of he; if the rule succeeded, yes; no; to decide which number is undone-helpbooks: let temp be 0; repeat with Q running through helpbooks: process the finished-reading-rule of Q; if the rule failed, increment temp; decide on temp; to decide which number is done-helpbooks: let temp be 0; repeat with Q running through helpbooks: process the finished-reading-rule of Q; if the rule succeeded, increment temp; decide on temp; book Chez F Chef to decide which number is chef-ingredients-got: decide on number of moot ingredients; to decide which number is chef-ingredients-needed: decide on number of not moot ingredients; book cruddy ruddy cay to decide whether goading-should: if did-talk-should is false, no; if sco-talk-should is true, no; yes; book far are fey to decide whether block-far-east: if sco-use-foil-proof is true and sco-use-proof-falter is false, yes; no; book Sci I Say to decide whether ray-needs-rile: if did-break-ray is true and sco-use-clever is false, yes; [ray-needs-rile] no; to decide whether ray-needs-rod: if did-ray-ankh is true and sco-use-rod-ray is false, yes; [ray-needs-rod] no; to decide whether ray-is-working: if did-break-ray is false and did-raid-aid-ray is true, yes; [ray-is-working] no; to decide which number is got-score of (la - a latinable): let temp be 0; repeat through guess-table of la: if worked-yet entry is true, increment temp; decide on temp; to decide which number is need-score of (la - a latinable): let temp be 0; repeat through guess-table of la: if can-work entry is true and worked-yet entry is false, increment temp; decide on temp; to decide which number is not-guessed of (la - a latinable): let temp be 0; repeat through guess-table of la: if can-work entry is true and worked-yet entry is false and tried-yet entry is false, increment temp; decide on temp; to decide which number is total-score of (la - a latinable): let temp be 0; repeat through guess-table of la: if can-work entry is true, increment temp; decide on temp; definition: a latinable (called la) is unscored: if got-score of la is 0, yes; no; definition: a latinable (called la) is allscored: if need-score of la is 0, yes; no; book Sing Ing Say to decide which number is songs-left: decide on number of songs in Sing Ing Say. to decide which number is song-index of (so - a song): let temp be 1; if so is not listed in song-list: say ""; decide on 1; while temp <= number of entries in song-list: if entry temp of song-list is so, decide on temp; increment temp; to decide which song is next-song of (so - a song): let SI be song-index of so + 1; if SI > number of entries in song-list, now SI is 1; decide on entry SI of song-list; book Start Art Stay to decide which number is rayables: decide on number of rayable rooms. book which say switch to decide whether can-switch: [??whacks / wax axe way, bawl/ball all bay] yes; if bawl all bay is visited, yes; no; book Wall All Way to decide whether get-by-wall: no. book Waste Aced Way definition: a thing (called th) is moot: if th is in Aced Way, yes; no; volume to decide volume to determine Under They Thunder Definitions ends here. ---- DOCUMENTATION ----