Version 4/061226 of Atmospheric Effects by Mikael Segercrantz begin here. "A table-based way to add atmospheric effects to rooms, regions, things and scenes." Part 1 - Generalia Chapter 1(a) - Kinds of value Section 1(a)1 - Scenic type A scenic type is a kind of value. The scenic types are full random, fully random, random and ordered. Section 1(a)2 - Running type A running type is a kind of value. The running types are run once, once, run forever and forever. Section 1(a)3 - Further type A further type is a kind of value. The further types are default and stopping. Section 1(a)4 - Ignoring type An ignoring type is a kind of value. The ignoring types are ignore and do not ignore. Section 1(a)5 - Shown type A shown type is a kind of value. The shown types are already shown and unshown. Chapter 1(b) - Modifications Section 1(b)1 - Room A room has a table-name called scenic table. The scenic table of a room is usually the Table of Default Atmospherics. A room has an ignoring type called ignoring. The ignoring of a room is usually do not ignore. Section 1(b)2 - Region A region has a table-name called scenic table. The scenic table of a region is usually the Table of Default Atmospherics. A region has an ignoring type called ignoring. The ignoring of a region is usually do not ignore. A region has a shown type called isshown. The isshown of a region is usually unshown. Section 1(b)3 - Things A thing has a table-name called scenic table. The scenic table of a thing is usually the Table of Default Atmospherics. A thing has an ignoring type called ignoring. The ignoring of a thing is usually do not ignore. Chapter 1(c) - Global tables Section 1(c)1 - Table of Default Atmospherics Table of Default Atmospherics during initch latch aftcnt curcnt sctype runtype frtype igtype subtable a scene a number a number a number a number a scenic type a running type a further type an ignoring type a table-name Section 1(c)2 - Table of Atmospheric Definition Table of Atmospheric Definition loci ignoring subtable an object an ignoring type a table-name Section 1(c)3 - Table of Default Messages Table of Default Messages used message a number text Section 1(c)4 - Table of Messages to Show Table of Messages to Show message text with 19 blank rows Chapter 1(d) - Other globals Section 1(d)1 - The empty region The empty region is a region. Part 2 - Initialization Chapter 2(a) - Corrections Section 2(a)1 - Correct synonyms To correct synonyms: repeat with r running through rooms begin; correct synonyms of r; end repeat; repeat with r running through regions begin; correct synonyms of r; end repeat; repeat with r running through things begin; correct synonyms of r; end repeat. Section 2(a)2 - Correct synonyms of To correct synonyms of (r - an object): if r is a room or r is a region or r is a thing begin; repeat through the scenic table of r begin; if the scenic table of r is the Table of Default Atmospherics begin; change the runtype entry to run forever; end if; if the subtable entry is the Table of Default Messages, change the runtype entry to run forever; if the sctype entry is full random, change the sctype entry to fully random; if the runtype entry is once, change the runtype entry to run once; if the runtype entry is forever, change the runtype entry to run forever; end repeat; end if. Chapter 2(b) - Initialization Section 2(b)1 - Initializing from Table of Atmospheric Definition To initialize from table: repeat through the Table of Atmospheric Definition begin; if the loci entry is a room or the loci entry is a region or the loci entry is a thing begin; change the scenic table of the loci entry to the subtable entry; change the ignoring of the loci entry to the ignoring entry; end if; end repeat. Section 2(b)2 - Initializing the locations To initialize the locations: repeat with r running through rooms begin; initialize the location r; end repeat; repeat with r running through regions begin; initialize the location r; end repeat; repeat with r running through things begin; initialize the location r; end repeat. Section 2(b)3 - Initialize the location To initialize the location (r - an object): if r is a room or r is a region or r is a thing begin; let tbl be the scenic table of r; repeat with n running from 1 to the number of rows in tbl begin; choose row n in tbl; if there is a subtable entry begin; if there is an initch entry begin; otherwise; change the initch entry to 100; end if; if there is a latch entry begin; otherwise; change the latch entry to the initch entry; end if; if there is an aftcnt entry begin; otherwise; change the aftcnt entry to 0; end if; if the aftcnt entry is less than 0, change the aftcnt entry to 0; change the curcnt entry to 0; if there is an sctype entry begin; otherwise; change the sctype entry to random; end if; if there is a runtype entry begin; otherwise; change the runtype entry to run forever; end if; if there is an frtype entry begin; otherwise; change the frtype entry to stopping; end if; if there is an igtype entry begin; otherwise; change the igtype entry to do not ignore; end if; if the subtable entry is the Table of Default Messages begin; change the frtype entry to stopping; change the runtype entry to run forever; end if; repeat through the subtable entry begin; change the used entry to 0; end repeat; end if; end repeat; end if. Section 2(b)4 - When play begins When play begins: initialize from table; initialize the locations; correct synonyms. Part 3 - Decisions and counting Chapter 3(a) - Counting Section 3(a)1 - Number of used rows To decide what number is the number of used rows in (tbl - a table-name): let count be 0; repeat through tbl begin; if there is a used entry begin; if the used entry is greater than 0, increase the count by 1; end if; end repeat; decide on count. Section 3(a)2 - Number of free rows To decide what number is the number of free rows in (tbl - a table-name): let count be 0; repeat through tbl begin; if there is a used entry begin; if the used entry is 0, increase the count by 1; end if; end repeat; decide on count. Chapter 3(b) - Numerical decisions Section 3(b)1 - Maximum number To decide what number is the largest number in (tbl - a table-name): let current be 0; repeat through tbl begin; if there is a used entry begin; if the used entry is greater than current, change current to the used entry; end if; end repeat; decide on current. Chapter 3(c) - Decisions Section 3(c)1 - A scenic is shown To decide whether a scenic with initch (ic - a number) latch (lc - a number) aftcnt (ac - a number) curcnt (cc - a number) is shown: if ac is 0 begin; if a random chance of ic in 100 succeeds, decide yes; decide no; otherwise; if cc is less than ac begin; if a random chance of ic in 100 succeeds, decide yes; decide no; otherwise; if a random chance of lc in 100 succeeds, decide yes; decide no; end if; end if. Part 4 - Saying Chapter 4(a) - General Section 4(a)1 - Display row To display row (row number - a number) in (tbl - a table-name) running (runtype - a running type): let current row be 0; sort tbl in used order; repeat with i running from 1 to the number of rows in tbl begin; choose row i in tbl; if there is a message entry begin; if current row is less than row number, increase current row by 1; if current row is row number and the used entry is 0 begin; increase current row by 1; let txt be the message entry; choose a blank row in the Table of Messages to Show; change the message entry to txt; choose row i in tbl; change the used entry to the turn count; if runtype is run once, blank out the whole row; end if; end if; end repeat. Section 4(a)2 - Clean all messages To clean all messages in (tbl - a table-name): repeat through tbl begin; change the used entry to 0; end repeat. Chapter 4(b) - Rules for fully random messages Section 4(b)1 - To say a fully random To say a fully random scenic message of (tbl - a table-name) running (runtype - a running type): let row number be a random number between 1 and the number of filled rows in tbl; display row row number in tbl running runtype; clean all messages in tbl. Chapter 4(c) - Rules for random messages Section 4(c)1 - To say a random To say a random scenic message of (tbl - a table-name) running (runtype - a running type): let current count be the number of free rows in tbl; let maximum be the largest number in tbl; let original count be current count; if current count is 0 begin; clean messages of tbl with maximum; let current count be the number of filled rows in tbl minus 1; if the number of filled rows in tbl is 1 begin; clean last message of tbl; let current count be the number of filled rows in tbl; end if; end if; let row number be a random number between 1 and current count; let current row be 0; display row row number in tbl running runtype; if the original count is 0 and the number of filled rows in tbl is greater than 0 and maximum is greater than 0 begin; choose row with used of maximum in tbl; change the used entry to 0; end if. Section 4(c)2 - Clean messages To clean messages of (tbl - a table-name) with (maximum - a number): repeat through tbl begin; if the used entry is less than maximum, change the used entry to 0; end repeat. Section 4(c)3 - Clean last message To clean last message of (tbl - a table-name): clean all messages in tbl. Chapter 4(d) - Rules for ordered messages Section 4(d)1 - To say an ordered To say an ordered scenic message of (tbl - a table-name) running (runtype - a running type): let current count be the number of free rows in tbl; let maximum be the largest number in tbl; let original count be current count; if current count is 0 begin; let current count be 1; clean messages of tbl with maximum; if the number of filled rows in tbl is 1, clean last message of tbl; end if; display row 1 in tbl running runtype; if the original count is 0 and the number of filled rows in tbl is greater than 0 and maximum is greater than 0 begin; choose row with used of maximum in tbl; change the used entry to 0; end if. Part 5 - Common phrases for rooms, regions and things Chapter 5(a) - Displaying Section 5(a)1 - Display messages of To display messages of (r - an object): if r is a room or r is a region or r is a thing begin; let tbl be the scenic table of r; let ign be 0; repeat with n running from 1 to the number of rows in tbl begin; choose row n in tbl; let doshow be 0; if there is a during entry begin; if the during entry is happening, change doshow to 1; otherwise; change doshow to 1; end if; if there is a subtable entry begin; otherwise; change doshow to 0; end if; if ign is 1, change doshow to 0; if doshow is 1 begin; if a scenic with initch initch entry latch latch entry aftcnt aftcnt entry curcnt curcnt entry is shown begin; let cc be the curcnt entry; increase cc by 1; if cc is greater than the number of filled rows in tbl, change cc to the number of filled rows in tbl; change the curcnt entry to cc; let rtype be the runtype entry; let stbl be the subtable entry; let scenic be the sctype entry; if scenic is fully random, say a fully random scenic message of stbl running rtype; if scenic is random, say a random scenic message of the stbl running rtype; if scenic is ordered, say an ordered scenic message of stbl running rtype; choose row n in tbl; if the igtype entry is ignore, change ign to 1; if the number of filled rows in the subtable entry is 0 and the frtype entry is default begin; change the subtable entry to the Table of Default Messages; change the frtype entry to stopping; change the runtype entry to run forever; end if; end if; end if; end repeat; end if. Section 5(a)2 - Display all messages To display all messages: let nummessages be the number of filled rows in the Table of Messages to Show; sort the Table of Messages to Show in random order; repeat through the Table of Messages to Show begin; say "[message entry] "; blank out the whole row; end repeat; if nummessages is greater than 0, say "[paragraph break]". Part 6 - Rooms Chapter 6(a) - Every turn in rooms Section 6(a)1 - Check room messages To check room messages: let shw be 1; repeat through the Table of Atmospheric Definition begin; if the ignoring entry is ignore begin; if the loci entry is a thing begin; if the player can see the loci entry, change shw to 0; end if; end if; end repeat; if shw is 1, display messages of location. Part 7 - Regions Chapter 7(a) - Every turn in regions Section 7(a)1 - Check region messages To check region messages: let shw be 1; repeat through the Table of Atmospheric Definition begin; if the ignoring entry is ignore begin; if the loci entry is a thing begin; if the player can see the loci entry, change shw to 0; otherwise; if the loci entry is a room begin; if in the loci entry, change shw to 0; end if; end if; end if; end repeat; if shw is 1 begin; clean regions; let count be the number of located regions; repeat with n running from 1 to count begin; let the final region be the smallest unshown region; if the final region is not the empty region begin; display messages of the final region; change isshown of the final region to already shown; otherwise; change n to count; end if; end repeat; end if. Section 7(a)2 - Clean regions To clean regions: repeat with r running through regions begin; change isshown of r to unshown; end repeat; change isshown of the empty region to already shown. Section 7(a)3 - The number of located regions To decide what number is the number of located regions: let count be 0; repeat with r running through regions begin; if in r and isshown of r is unshown, increase count by 1; end repeat; decide on count. Section 7(a)4 - The smallest unshown region To decide which region is the smallest unshown region: let final region be the empty region; repeat with r running through regions begin; if final region is the empty region begin; if in r begin; if isshown of r is unshown begin; let final region be r; end if; repeat through the Table of Atmospheric Definition begin; if the loci entry is r and the ignoring entry is ignore begin; let final region be r; end if; end repeat; end if; end if; end repeat; repeat with r running through regions begin; if in r begin; if r is in the final region begin; if isshown of r is unshown begin; let final region be r; end if; repeat through the Table of Atmospheric Definition begin; if the loci entry is r and the ignoring entry is ignore begin; let final region be r; end if; end repeat; end if; end if; end repeat; if isshown of the final region is already shown begin; let final region be the empty region; end if; decide on the final region. Part 8 - Things Chapter 8(a) - Every turn in the presence of Section 8(a)1 - Check thing messages To check thing messages: repeat with t running through things begin; if the player can see t begin; display messages of t; end if; end repeat. Part 9 - Overridables Chapter 9(a) - Before reading a command Section 9(a)1 - The scenic messaging rule Before reading a command (this is the scenic messaging rule): correct synonyms; check thing messages; check room messages; check region messages; display all messages. Atmospheric Effects end here. ---- DOCUMENTATION ---- *** VERSION NOTE *** This version of the extension breaks compatibility with any previous version. It is highly recommended to upgrade all code using any previous version of Atmospheric Effects to use this version. This version of Atmospheric Effects is a complete rewrite, containing almost all the features available in previous releases. *** THE KINDS PROVIDED *** This extension provides four kinds of value; a scenic type, a running type, a further type and an ignoring type. The scenic types are * fully random (with full random as a synonym), displaying messages in a completely random order, without regard to if the message has been shown or not; * random, displaying messages in a constrained random order, so that each message in the table is shown once before any message may repeat; and * ordered, listing the messages in the same order they are defined in the table. The running types are * run once (with once as a synonym), the messages of the table will show up only once; and * run forever (with forever as a synonym), the messages will loop once the table has been used, and if the scenic type is random, again in a random order (making sure the same message does not appear twice in a row). The further types are * default, which changes to the Table of Default Messages once all the messages in the current table have been exhausted; and * stopping, which stops the current table once it has been exhausted and doesn't bring in a new source of messages. The ignoring types are * ignore, which 1) In the Atmospheric Definition table on things tells the extension to ignore rooms and regions (note that at the moment this means that even if the thing has ran out of messages, it forces the room and regions to be quiet whenever it is present); 2) In the Atmospheric Definition table on rooms tells the extension to ignore regions; 3) In the Atmospheric Definition table on regions tells the extension to ignore larger regions; and 4) In the subtables of the Atmospheric Definition table tells the extension to ignore all lines after the current line in case a message was shown. and * do not ignore, which is the opposite of ignore. For entries with a scenic type of fully random, the running type and the further type are completely ignored, and for entries with a running type of run forever, the further type is completely ignored. *** THE TABLES USED *** To use scenic effects in our games, we need to define the following table: Table of Atmospheric Definition (continued) loci ignoring subtable an object an ignoring type a table-name The loci entry contains the name of the room or region for which to use the subtable entry for messages, while the ignoring type tells the extension whether to ignore messages from larger entities containing the player. In addition, for each separate subtable required, we need to define a table following the form of: Table of Example Atmospheric Definition during initch latch aftcnt curcnt sctype runtype frtype igtype subtable a scene a number a number a number a number a scenic type a running type a further type an ignoring type a table-name Where the during entry is the name of the scene during which the messages from the subtable will be displayed (or empty for any time), initch is the initial chance of displaying messasges, latch is the later chance for displaying messages, aftcnt is the number of messages to show before changing from the initial chance to the later chance, curcnt is the current amount of messages shown, sctype is the scenic type of the messages to be shown, runtype the running type, frtype the further type, igtype the ignoring type and finally subtable contains the name of the table from which the messages will be picked. If any of these entries except the during entry and the subtable entry are missing, they will be initialized automatically. The initial chance to 100 percent, the later chance to the initial chance, the after count to 0, the scenic type to random, the running type to run forever, the further type to stopping and the ignoring type to do not ignore. If the subtable is the Table of Default Messages, the running type is automatically set to run forever and the further type to stopping. The current count is always initialized to 0. If there is no subtable entry, the whole row is ignored. For each separate table of messages required, we also need to define a table according to the following specification: Table of Example Messages used message a number text In addition, we may need to continue the Table of Messages to Show, in case there may be more than 20 messages to show at one time. This is done as follows: Table of Messages to Show (continued) message with blank rows *** THE TABLES DEFINED *** This extension provides a few tables of its own, each one empty except for one blank row to contrain the contents of the table. We have already encountered one of these, the Table of Atmospheric Definition, which is used to initialize the locations and regions of the game world with the correct scenic messasges. The second one is the Table of Default Atmospherics. If we fill this table up with information, the messages of any subtables of it will be shown in any room or region not mentioned in the Table of Atmospheric Definition. We are also provided with the Table of Default Messages, which can be filled with messages to be used when the further type of some messasge source is default and all the messages in the original table of messages have been shown. Also, the extension brings us the Table of Messages to Show, which is used to collect the messages to be displayed during one turn. The default size of the table is 20 rows, which may be increased if necessary. *** OVERRIDING *** If necessary, we can override the scenic messaging rules by creating a procedural rule to substitute a rule of our own making for the scenic messaging rule provided by this extension: Procedural rule: substitute own messaging rule for the scenic messaging rule. The scenic messaging rule provided by the extension is defined as follows: Before reading a command (this is the scenic messaging rule): correct synonyms; check thing messages; check room messages; check region messages; display all messages. This rule has been defined as a before reading a command rule, so that the first messages will be shown before reading the first command in the game. *** INTERNALS *** The extension defines a kind of value called shown type used on regions. It is highly recommended that it not be used by anyone. The extension also defines a region called the empty region. It is used by the extension to manage looking through regions. *** EXAMPLES *** Example: * Forest and Clearing - A simple example of regional and room effects, and ignoring messages. "Forest and Clearing" Include Version 4/060624 of Atmospheric Effects by Mikael Segercrantz. Western Edge of the Forest is a room. East of the western edge of the forest is a room called A Forest Clearing. East of a forest clearing is a room called Eastern Edge of the Forest. The Forest Region is a region. Western edge of the forest, a forest clearing and eastern edge of the forest are in the forest region. Table of Atmospheric Definition (continued) loci ignoring subtable A Forest Clearing ignore Table of Clearing Definition Forest Region do not ignore Table of Forest Definition Table of Clearing Definition during initch latch aftcnt curcnt sctype runtype frtype igtype subtable a scene 50 a number a number a number fully random a running type a further type an ignoring type Table of Clearing Atmosphere Table of Clearing Atmosphere used message a number "The sound of a small river running nearby reaches your ear." -- "A cuckoo can be heard not far away." Table of Forest Definition during initch latch aftcnt curcnt sctype runtype frtype igtype subtable a scene 75 33 5 a number random a running type a further type an ignoring type Table of Forest Region Atmosphere Table of Forest Region Atmosphere used message a number "A fox runs across the path." -- "Birds chirp off in the distance." -- "A rabbit bounces off with sudden haste." Example: ** City and Neighborhood - A more complex example on using Atmospheric Effects on rooms and regions, with regions contained in other regions. "City and Neighborhood" Include Version 4/060624 of Atmospheric Effects by Mikael Segercrantz. Tower Street North is a room. Tower Street South is a room. Tower Street Middle is a room. Tower Street North is north of Tower Street Middle. Tower Street Middle is north of Tower Street South. The Tower Neighborhood is a region. Tower Street North, Tower Street South and Tower Street Middle are in the Tower Neighborhood. Main Street West is a room. Main Street Middle is a room. Main Street East is a room. Main Street West is west of Main Street Middle. Main Street Middle is west of Main Street East. The Main Neighborhood is a region. Main Street West, Main Street East and Main Street Middle are in the Main Neighborhood. Madden Park is a room. Madden Park is east of Main Street East. Madden Park is west of Tower Street Middle. The City is a region. Madden Park, the Main Neighborhood and the Tower Neighborhood are in the City. The player is in Main Street West. Table of Atmospheric Definition (continued) loci ignoring subtable Madden Park ignore Table of Madden Park Definition Tower Neighborhood ignore Table of Tower Neighborhood Definition City do not ignore Table of City Definition Table of Madden Park Definition during initch latch aftcnt curcnt sctype runtype frtype igtype subtable a scene 100 0 a number a number random run forever a further type an ignoring type Table of Park Sounds Table of Park Sounds used message a number "Birds chirp off in the trees." -- "The fountain unleashes a gush of water." -- "A man sitting atop a lawn-mover is taking care of the grass." Table of Tower Neighborhood Definition during initch latch aftcnt curcnt sctype runtype frtype igtype subtable a scene 100 0 a number a number ordered run forever a further type an ignoring type Table of Tower Neighborhood Sounds Table of Tower Neighborhood Sounds used message a number "You hear nothing but the peace and quiet of the Tower Neighborhood." -- "Some small children run towards Madden Park." -- "The neighborhood is quiet, and peace prevails." -- "Some children enter the neighborhood from the park nearby." Table of City Definition during initch latch aftcnt curcnt sctype runtype frtype igtype subtable a scene 75 a number a number a number fully random run forever a further type an ignoring type Table of City Noise Table of City Noise used message a number "Many cars pass by, making for a loud noise level." -- "A car screeches to a halt as a pedestrian carelessly walks onto the street." -- "Sires can be heard in the distance, coming your way." Example: **** The City-Plane of Union - Showing how to use the Atmospheric Effects extension using as a setting the City-Plane of Union from the Epic Level Handbook for the latest edition of AD&D. "The City-Plane of Union" Include Version 4/060624 of Atmospheric Effects by Mikael Segercrantz. Use full-length room descriptions and the serial comma. Part 1 - Geography Chapter 1(a) - Planar Gate Planar Gate is a room. Planar Gate Region is a region. The planar gate is in the planar gate region. Chapter 1(b) - Temple Quarter Northwest Temple Quarter is a room. South of northwest temple quarter is a room called Southwest Temple Quarter. East of southwest temple quarter is a room called East Temple Quarter. It is southeast of northwest temple quarter. Temple Quarter Region is a region. Northwest temple quarter, southwest temple quarter and east temple quarter are in the temple quarter region. Chapter 1(c) - Material Gate Material Gate is a room. Material Gate Region is a region. The material gate is in the material gate region. Chapter 1(d) - Military Quarter South Military Quarter is a room. North of south military quarter is a room called North Military Quarter. Military Quarter Region is a region. North military quarter and south military quarter are in the military quarter region. Chapter 1(e) - High Quarter Southeast High Quarter is a room. Northwest of southeast high quarter is a room called Northwest High Quarter. High Quarter Region is a region. Southeast high quarter and northwest high quarter are in the high quarter region. Chapter 1(f) - Commerce Quarter Northwest Commerce Quarter is a room. South of northwest commerce quarter is a room called Southwest Commerce Quarter. East of northwest commerce quarter is a room called Northeast Commerce Quarter. It is northeast of southwest commerce quarter. South of northeast commerce quarter is a room called Southeast Commerce Quarter. It is east of southwest commerce quarter and southeast of northwest commerce quarter. Commerce Quarter Region is a region. Northwest commerce quarter, southwest commerce quarter, northeast commerce quarter and southeast commerce quarter are in the commerce quarter region. Chapter 1(g) - Market Quarter Northwest Market Quarter is a room. South of northwest market quarter is a room called Southwest Market Quarter. East of southwest market quarter is a room called South Market Quarter. It is southeast of northwest market quarter. North of south market quarter is a room called North Market Quarter. It is northeast of southwest market quarter and east of northwest market quarter. East of north market quarter is a room called Northeast Market Quarter. It is northeast of south market quarter. South of northeast market quarter is a room called Central Southeast Market Quarter. It is southeast of north market quarter and east of south market quarter. East of central southeast market quarter is a room called Southeast Market Quarter. It is southeast of northeast market quarter. Market Quarter Region is a region. Northwest market quarter, southwest market quarter, north market quarter, south market quarter, northeast market quarter, central southeast market quarter and southeast market quarter are in the market quarter region. Chapter 1(h) - Magic Quarter West Magic Quarter is a room. East of west magic quarter is a room called East Magic Quarter. Magic Quarter Region is a region. West magic quarter and east magic quarter are in the magic quarter region. Chapter 1(i) - Perfumed Quarter Southwest Perfumed Quarter is a room. East of southwest perfumed quarter is a room called Southeast Perfumed Quarter. North of southwest perfumed quarter is a room called North Perfumed Quarter. It is northwest of southeast perfumed quarter. Perfumed Quarter Region is a region. Southwest perfumed quarter, southeast perfumed quarter and north perfumed quarter are in the perfumed quarter region. Chapter 1(j) - Tavern Quarter East Tavern Quarter is a room. West of east tavern quarter is a room called West Tavern Quarter. Tavern Quarter Region is a region. East tavern quarter and west tavern quarter are in the tavern quarter region. Chapter 1(k) - Guild Quarter Southeast Guild Quarter is a room. Northwest of southeast guild quarter is a room called Northwest Guild Quarter. Guild Quarter Region is a region. Southeast guild quarter and northwest guild quarter are in the guild quarter region. Chapter 1(l) - Staircase Gate Staircase Gate is a room. Staircase Gate region is a region. Staircase gate is in the staircase gate region. Chapter 1(m) - Bridges Planar-Temple Bridge is a room. It is south of planar gate and north of northwest temple quarter. Planar-Material Bridge is a room. It is north of planar gate and south of material gate. Planar-Commerce Bridge is a room. It is northeast of planar gate and southwest of southwest commerce quarter. Temple-Market Bridge is a room. It is northeast of east temple quarter and southwest of southwest market quarter. Material-Military Bridge is a room. It is north of material gate and south of south military quarter. Material-Commerce Bridge is a room. It is east of material gate and west of southwest commerce quarter. Military-High Bridge is a room. It is northwest of north military quarter and southeast of southeast high quarter. Military-Commerce Bridge is a room. It is southeast of south military quarter and northwest of northwest commerce quarter. Commerce-Market Bridge is a room. It is south of southeast commerce quarter and north of northwest market quarter. Market-Magic Bridge is a room. It is north of northeast market quarter and south of west magic quarter. Commerce-Magic Bridge is a room. It is southeast of northeast commerce quarter and northwest of west magic quarter. Magic-Perfumed Bridge is a room. It is northeast of east magic quarter and southwest of southwest perfumed quarter. Magic-Staircase Bridge is a room. It is north of east magic quarter and south of staircase gate. Commerce-Guild Bridge is a room. It is north of northeast commerce quarter and south of southeast guild quarter. Guild-Tavern Bridge is a room. It is northeast of southeast guild quarter and southwest of west tavern quarter. Tavern-Staircase Bridge is a room. It is southeast of west tavern quarter and northwest of staircase gate. Tavern-Perfumed-Staircase Bridge is a room. It is east of east tavern quarter, north of staircase gate and west of north perfumed quarter. Chapter 1(n) - The City-Plane City-Plane of Union is a region. Planar-temple bridge, planar-commerce bridge, planar-material bridge, temple-market bridge, material-military bridge, material-commerce bridge, military-high bridge, military-commerce bridge, commerce-market bridge, market-magic bridge, commerce-magic bridge, magic-perfumed bridge, magic-staircase bridge, commerce-guild bridge, guild-tavern bridge, tavern-staircase bridge, tavern-perfumed-staircase bridge, planar gate region, material gate region, military quarter region, high quarter region, temple quarter region, commerce quarter region, market quarter region, magic quarter region, perfumed quarter region, tavern quarter region, guild quarter region and staircase gate region are in the city-plane of union. Chapter 1(o) - Objects A gushing fountain is in southwest commerce quarter. It is fixed in place. Part 2 - Atmospherics Chapter 2(a) - Full City-Plane Table of City-Plane of Union Definition during initch latch aftcnt curcnt sctype runtype frtype igtype subtable Arrival 100 33 1 0 ordered run once stopping do not ignore Table of Arrival Messages Encounters 50 50 0 0 random run forever stopping do not ignore Table of Encounter Messages Table of Arrival Messages used message 0 "The sudden bustling of activity as you enter the City-Plane of Union almost overwhelmes you." 0 "You are slowly, ever so slowly, getting used to the bustling of activities ." 0 "The bustling activities continue as usual, but you are getting more and more acclimatized to them." 0 "Suddenly, you realize you no longer notice anything unusal about all the activities going on around you." Table of Encounter Messages used message 0 "A patrol of Union City guards stop to question people." 0 "In the distance, you can see a patrol of guards coming closer to you." 0 "You are stopped by a patrol of Union City guards and asked for your papers. You show the papers to them." 0 "A mercane is looking at you, squinting [if a random chance of 1 in 2 succeeds]his[otherwise]her[end if] eyes." Chapter 2(b) - Specific things Table of Gushing Fountain Definition during initch latch aftcnt curcnt sctype runtype frtype igtype subtable -- 100 100 0 0 random run forever stopping do not ignore Table of Gushing Fountain Messages Table of Gushing Fountain Messages used message 0 "The fountain unleases a gush of water, at least 20 feet high." 0 "You hear a gurgling sound from the fountain, as it sucks in water from the pool." 0 "A glimmer of gold catches your eye, deep in the pool of the fountain." 0 "The constant stream of water from the fountain flies about the area as a gust of wind arrives." Chapter 2(c) - The Stairway Gate Table of Stairway Gate Definition during initch latch aftcnt curcnt sctype runtype frtype igtype subtable -- 100 50 2 0 random run forever stopping do not ignore Table of Stairway Gate Messages Table of Stairway Gate Messages used message 0 "People come in and leave through the Stairway Gate to the Infinite Stairway." 0 "The bustling of people travelling through the Stairway Gate is awe-inspring." Chapter 2(d) - Definition Table of Atmospheric Definition (continued) loci ignoring subtable City-Plane of Union do not ignore Table of City-Plane of Union Definition gushing fountain do not ignore Table of Gushing Fountain Definition Staircase Gate do not ignore Table of Stairway Gate Definition Part 3 - Scenes Chapter 3(a) - Arrival Arrival is a scene. Arrival begins when play begins. Arrival ends when the number of filled rows in the Table of Arrival Messages is 0. Chapter 3(b) - Encounters Encounters is a scene. Encounters begins when Arrival ends. Part 4 - Modifications Chapter 4(a) - Room The description of a room is usually "[exit list]". To say exit list: let count be 0; repeat with d running through directions begin; let r be the room d from the location; if r is a room, increase count by 1; end repeat; if the count is 0 begin; say "You appear to be trapped in here."; otherwise; if the count is 1, say "From here, the only way is"; otherwise say "From here, the viable exits are"; let original be count; repeat with d running through directions begin; let r be the room d from the location; if r is a room begin; say " [d] to [r]"; decrease count by 1; if count is 1 begin; if original is 2, say " and"; otherwise say "[optional comma] and"; otherwise; if count is 0, say "."; otherwise say ","; end if; end if; end repeat; end if. To say optional comma: if using the serial comma option, say ",". Chapter 4(b) - Status line When play begins: change the left hand status line to "[map region of the location]"; change the right hand status line to "[number of visited rooms]/[number of rooms]". Part 5 - Starting and ending the game Chapter 5(a) - Starting When play begins: say "What happenstance. You have been trying to reach this place for the last few years, and suddenly, you find yourself here. In... The City-Plane of Union. Now, you want to find out everything there is to know about the place. Thankfully, you've memorized the map of the place.[line break](To win, visit every room and see every message)[paragraph break]". Chapter 5(b) - Ending Every turn: let total be 0; repeat with n running from 1 to the number of rows in the Table of Atmospheric Definition begin; choose row n in the table of Atmospheric Definition; if there is a subtable entry begin; let tbl be the subtable entry; repeat with o running from 1 to the number of rows in tbl begin; choose row o in tbl; if there is a subtable entry begin; if the runtype entry is ordered or the runtype entry is random begin; let c be the curcnt entry; let d be the number of filled rows in the subtable entry; let e be d minus c; if e is less than 0, change e to 0; increase total by e; otherwise; let lbt be the subtable entry; repeat with p running from 1 to the number of rows in lbt begin; if there is a message entry begin; if the used entry is 0, increase total by 1; end if; end repeat; end if; end if; end repeat; end if; end repeat; increase total by the number of rooms; decrease total by the number of visited rooms; if total is 0, end the game saying "You have visited all rooms and seen all messages".