msg_neu.tfile
Classes
Summary
Objects
Summary
TADS 3 Library - “neutral” messages for US English
This module provides standard library messages with a parser/narrator that’s as invisible (neutral) as possible. These messages are designed to reduce the presence of the computer as mediator in the story, to give the player the most direct contact that we can with the scenario.
The parser almost always refers to itself in the third person (by calling itself something like “this story”) rather than in the first person, and, whenever possible, avoids referring to itself in the first place. Our ideal phrasing is either second-person, describing things directly in terms of the player character’s experience, or “no-person,” simply describing things without mentioning the speaker or listener at all. For example, rather than saying “I don’t see that here,” we say “you don’t see that here,” or “that’s not here.” We occasionally stray from this ideal where achieving it would be too awkward.
In the earliest days of adventure games, the parser was usually a visible presence: the early parsers frequently reported things in the first person, and some even had specific personalities. This conspicuous parser style has become less prevalent in modern games, though, and authors now usually prefer to treat the parser as just another part of the user interface, which like all good UI’s is best when the user doesn’t notice it.
Summary of Classes
BaseContentsLister
BaseInlineContentsLister
BaseRearContentsLister
BaseSurfaceContentsLister
BaseThingContentsLister
BaseUndersideContentsLister
CustomRoomLister
ExitLister
LookWhereContentsLister
MajorAttachmentLister
RemoteRoomLister
SimpleAttachmentLister
SuggestedTopicLister
SuggestionListGroup
Summary of Global Objects
aboardVehicleLister
actorHoldingDescInventoryListerLong
actorHoldingDescInventoryListerShort
actorInventoryLister
actorSingleInventoryLister
darkRoomLister
equivalentStateLister
exitsTip
explicitExitLister
finishOptionsLister
footnotesTip
fullScoreTip
implicitAnnouncementGrouper
inlineListingContentsLister
keyringExamineContentsLister
keyringInlineContentsLister
libMessages
lookAroundExitLister
lookAroundTerseExitLister
npcActionMessages
npcDeferredMessages
npcDeferredMessagesDirect
npcMessages
npcMessagesDirect
oopsTip
openableDescContentsLister
openableOpeningLister
otherExitLister
playerActionMessages
playerMessages
rearAbandonContentsLister
rearContentsLister
rearDescContentsLister
rearInlineContentsLister
rearLookBehindLister
roomLister
roomPartContentsLister
roomPartDescContentsLister
roomPartLookInLister
scoreChangeTip
statuslineExitLister
suggestionAskForGroup
suggestionAskGroup
suggestionGiveGroup
suggestionShowGroup
suggestionTellGroup
suggestionYesNoGroup
surfaceContentsLister
surfaceDescContentsLister
surfaceInlineContentsLister
surfaceLookInLister
thingContentsLister
thingDescContentsLister
thingLookInLister
undersideAbandonContentsLister
undersideContentsLister
undersideDescContentsLister
undersideInlineContentsLister
undersideLookUnderLister
undoTip
Summary of Global Functions
Global Functions
buildParam (typeString, nm)
Build a message parameter string with the given parameter type and name.
This is useful when we have a name from a variable, and we need to build the message substitution string for embedding in a larger string. We can’t just embed the name variable using <<var>>, because that would process the output piecewise - the output filter needs to see the whole {typ var} expression in one go. So, instead of writing this:
{The/he <<var>>} {is} …
write this:
<<buildParam(‘The/he’, var)>> {is} …
buildSynthParam (typeString, obj)
Synthesize a message parameter, and build it into a parameter string with the given substitution type.
For example, buildSynthParam(‘abc’, obj) returns ‘{abc xxx}’, where ‘xxx’ is a synthesized message parameter name (created using gSynthMessageParam) for the object obj.
TADS 3 Library Manual
Generated on 5/16/2013 from TADS version 3.1.3