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[NMP09] IF 02 – Actions & Rules

Here is the code I demo’ed on Monday morning about actions and the after, before, carry out, and instead rules:

Part 1 – The World

The Foyer is a room. “This room is totally nondescript other than the fact that there is an exit to the north.”

Ersinghaus is a man in the foyer.

The rock is in the foyer.

A flashlight is a device in the foyer.

A hot electrical wire is in the Foyer. “A bare electrical wire, still running a hot current, sparks and crackles on the floor.”

A pair of rubber gloves are in the foyer. They are wearable.

Daffy Duck is a female animal.

The Kitchen is north of the foyer. It is dark. “Nice kitchen now that you can see it.”

Part 2 – The Instead Rule

Instead of throwing the rock at ersinghaus:
   remove the rock from play;
   now Daffy Duck is in location;
   say “You bean him a good one right off of the forehead.  Suddenly, inexplicably, Daffy Duck appears in the room.”

Part 3 – The Carry Out Rule

Carry out switching on the flashlight:
   now the flashlight is lit.

Carry out switching off the flashlight:
   now the flashlight is dark.

Part 4 – The Before Rule

Before taking the hot electrical wire:
   if rubber gloves are worn, continue the action;
   otherwise end the game saying “You fall to your death.”

Part 5 – The After Rule

After taking the rock:
   say “Picking up the rock you find it fits very nicely in your hand.  Hmmm, who could you throw this at?”

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