All Extensions by Title
AI Moving by Sebastian Rahn version 1
Mon, 28 Jan 2008 17:52:34 GMTAchievements by Mikael Segercrantz version 4/080508
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Section: Place - Continuous Spaces and the Outdoors
Provides routines for moving NPCs intelligently in the 2D grid created by Room & Dimension.
Thu, 8 May 2008 19:52:48 GMTAction Queuing by Jesse McGrew version 3
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Section: Out of World Actions and Effects - Scoring
A table-based way to assign scores for actions, rooms and objects. Recent versions add rankings and pasteable examples, and move all text to variables easily changed by the author. Updated for 5T18.
Sat, 4 Aug 2007 12:14:13 GMTAdaptive Hints by Eric Eve version 6
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Section: Other Characters - Characters Following a Script
Provides a way to store actions for NPCs to perform in order. The included example has two movers following pre-planned routes to bring items in from a truck, each waiting when they need to put something on a surface the other is carrying. (Not compatible with 5T18, but not necessary either; we leave it on the website for those still using older versions of Inform.)
Sat, 26 Feb 2011 16:57:11 GMTAdvanced Help Menu by John W Kennedy version 1
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Section: Out of World Actions and Effects - Helping and Hinting
An adaptive hint system based on Menus by Emily Short.
Sat, 4 Aug 2007 12:14:13 GMTAdventure Book by Edward Griffiths version 1/110101
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Section: Out of World Actions and Effects - Helping and Hinting
Builds on Emily Short's Basic Help Menu, with hints that are enabled under program control and sample transcriptions.
Fri, 21 Jan 2011 14:58:06 GMTAlternatives by Eric Eve version 2
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Section: Adaptive Prose - Non-standard User Interfaces
A system for creating Choose Your Own Adventure style programs, with advanced features. Based on an original programming system by Jon Ingold.
Sat, 26 Jun 2010 14:05:30 GMTApproaches by Emily Short version 4
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Section: Numerical Effects and Programming Tools - Conditionals
Allows checking the presence of an object or value in a set of objects or values with new either/or and neither/nor phrases. e.g., "If the noun is either the carrot or the potato:", or "Instead of eating something when the noun is neither the cake nor the pudding:".
Mon, 28 Mar 2011 00:02:06 GMTArmed by David Ratliff version 3
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Section: Commands - Going, Pushing things in Directions
Approaches creates a GO TO place command with automated movement and sophisticated descriptions of travel.
Sat, 17 May 2008 14:29:07 GMTAssorted Text Generation by Emily Short version 4
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Section: Game Systems - Combat
This is just a (no longer) little extension to handle weapons and fighting.
Sun, 04 Jul 2010 03:40:53 GMTAssumed Conversers by Michael Martin version 2
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Section: Adaptive Prose - Varying What is Written
Provides a range of convenient say phrases, including more varieties of number-printing, descriptions of object locations, and descriptions of which members of a set conform to a criterion (such as "Three of them are closed." when speaking of a group of doors). Compatible with 5G67, but not with earlier versions of Inform.
Sun, 10 Aug 2008 15:17:13 GMTAtmospheric Effects by Mikael Segercrantz version 6/080508
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Section: Other Characters - Saying Complicated Things
A minimal extension that will guess the NPC you intend to talk to if you give a command like "ASK ABOUT X" or "TALK ABOUT X". Other extensions do this as part of their system, but this extension allows the commands independent of system (as long as "asking it about" and "telling it about" remain core actions).
Thu, 8 May 2008 19:52:48 GMTAutomap by Mark Tilford version 4
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Section: Place - Passers-by, Weather and Astronomical Events
A table-based way to add atmospheric effects to rooms and regions. Upgraded for 5T18.
Mon, 01 Nov 2010 03:21:25 GMTAutomated Drawers by Emily Short version 4
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Section: Place - Map
An extension to automatically draw an ASCII, Unicode, or Infocom FONT3 map in the status line. Works under Z-code or Glulx.
Sun, 04 Jul 2010 03:41:09 GMTAutomated Testing by Roger Carbol version 1/090116
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Section: Vehicles, Animals, and Furniture - Furniture
Allows the author to define an object with drawers as in "Three horizontal drawers are part of the desk" or "2 horizontal drawers are part of the table". Automatically tags the drawers as "top", "middle", "bottom", "left", etc.; cleans up description and disambiguation issues often arising in this situation. Requires Assorted Text Generation.
Wed, 27 Oct 2010 03:02:44 GMTAutomated Verb Phrases by Ron Newcomb version 1/110416
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Section: Testing and Publishing - Testing and Debugging
Allows the author to create and run automated tests, which could be used for test-driven development.
Sun, 17 Apr 2011 03:33:16 GMTBasic Characters by ShadowChaser version 1
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Section: Adaptive Prose - Varying What is Written
Adds to Custom Library Messages the continuous and perfect aspects, inquisitive mood, passive voice, negative mode, and various modal auxiliary verbs.
Tue, 30 Mar 2010 02:34:20 GMTBasic Help by David Cornelson version 1
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Section: The Viewpoint Character - Characterization
This adds the properties health, magic and sanity to a person or animal. It allows these values to be progarmatically manipulated and includes a process that replenishes health and magic over time. It also provides commands and functions for obtaining a descriptive status of the condition of these three properties for any given person or animal.
Wed, 27 Jan 2010 23:44:13 GMTBasic Help Menu by Emily Short version 1 BUILT-IN
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Section: Out of World Actions and Effects - Helping and Hinting
Allows you to add basic Interactive Fiction help to your game.
Sun, 11 Nov 2007 17:48:53 GMTBasic Hyperlinks by Emily Short version 3
Section: Out of World Actions and Effects - Helping and Hinting
Provides a simple collection of standard IF-playing advice that can be incorporated as a help menu in a game.
Sun, 04 Jul 2010 03:41:23 GMTBasic Plans by Nate Cull version 3/080503
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Section: Typography, Layout, and Multimedia Effects - Glulx Hyperlinks
Allows the author to create hyperlinks in output text, and assign results to clicking on them. Glulx only. Requires Glulx Entry Points.
Sat, 3 May 2008 17:23:01 GMTBasic Real Time by Sarah Morayati version 2
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Section: Other Characters - Goal-Seeking Characters
A library of basic relations, actions and plans for Planner, together with an example game. (Updated for 5T18.)
Sun, 17 May 2009 01:24:04 GMTBasic Screen Effects by Emily Short version 5 BUILT-IN
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Section: Time and Plot - The Passage of Time
Allows the author to incorporate Glulx real time events into an Inform 7 project.
Sun, 11 Nov 2007 17:48:53 GMTBulk Limiter by Eric Eve version 8
Section: Typography, Layout, and Multimedia Effects - Screen Effects (General)
Provides phrases to clear the screen, wait for a keypress, print centered text to the main screen, force the display of a stored quotation, and modify the layout of the status line. Also offers colored text for the Z-machine. (For colored text under Glulx, consult Glulx Text Effects: the set-up is very different.)
Sat, 19 Jun 2010 14:41:45 GMTBulky Items by Juhana Leinonen version 2
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Section: Physics: Substances, Ropes, Energy and Weight - Volume, Height, Weight
Containers that limit their contents by bulk.
Fri, 21 Nov 2008 00:25:24 GMTCase Management by Emily Short version 1 BUILT-IN
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Section: Physics: Substances, Ropes, Energy and Weight - Volume, Height, Weight
Bulky items that can be carried only if the player is not carrying anything else. Version 2 fixes a bug and adds a new example.
Sun, 11 Nov 2007 17:48:53 GMTCommand Prompt on Cue by Ron Newcomb version 3
Section: Typography, Layout, and Multimedia Effects - Typography
Allows the printing of texts or item names in upper case or lower case. As of 5G67, this is largely unnecessary, since these effects can be achieved more generally and reliably using indexed text; the extension is supplied to support older code.
Mon, 28 Jun 2010 03:15:55 GMTCommonly Unimplemented by Aaron Reed version 1 NEW
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Section: Adaptive Prose - Non-standard User Interfaces
Creates a situation without a command prompt where the player may simply press space or enter to WAIT. But if the player instead begins to type a command, the command prompt will then appear.
Thu, 19 Jan 2012 03:07:10 GMTComplex Listing by Emily Short version 7 BUILT-IN
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Section: Out of World Actions and Effects - Helping and Hinting
Responds to attempts to interact with unimplemented clothing, body parts, or generic surroundings. Requires Smarter Parser by Aaron Reed.
Sun, 27 Jun 2010 02:15:06 GMTComputers by Emily Short version 5
Section: Adaptive Prose - Varying What is Written
A flexible list-builder that allows listed items to be put in a specific order or delimited in a new way. (Particularly useful for writing lists of the form "X, Y, or Z" instead of "X, Y, and Z".)
Sat, 31 Jul 2010 03:30:01 GMTConditional Backdrops by John Clemens version 1
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Section: Props: Food, Clothing, Money, Toys, Books, Electronics - Computers
Computer hardware and software, including search engines and email programs.
Mon, 26 Nov 2007 13:34:09 GMTConditional Backdrops by Mike Ciul version 2/110428
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Section: Place - Continuous Spaces and the Outdoors
An extension to allow rules for determining the presence of backdrops. (Functions only with versions of Inform prior to 5T18; however, from 5T18 Inform is able to do this natively. See the section on Moving Backdrops in the Changes chapter.)
Fri, 29 Apr 2011 11:52:14 GMTConditional Undo by Jesse McGrew version 3
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Section: Place - Continuous Spaces and the Outdoors
An extension to allow a single rulebook to determine the presence of multiple backdrops. (An update to John Clemens' version.)
Fri, 27 Jun 2008 14:43:06 GMTConfig File by Aaron Reed version 2
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Section: Out of World Actions and Effects - Saving and Undoing
Lets the game author turn "undo" on or off for particular actions or in certain situations, rather than just turning it off completely with "Use undo prevention." Version 3 has been updated for I7 build 5T18.
Wed, 07 Dec 2011 20:25:21 GMTConfigurable Creative Commons License by Creative Commons version 1/101023
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Section: Out of World Actions and Effects - Start-up Features
Allows for setting the value of number variables in an external config file that is loaded when play begins.
Sun, 24 Oct 2010 02:27:02 GMTConsiderate Holdall by Jon Ingold version 9
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Section: Testing and Publishing - Publishing
Allows easy implementation of a Creative Commons Public License of the author's choice.
Mon, 26 Jan 2009 04:44:56 GMTConsole by Aaron Reed version 1
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Section: Props: Food, Clothing, Money, Toys, Books, Electronics - Bags, Bottles, Boxes and Safes
Provides the player's holdall object with a memory of recently used held items, so that the automatic stashing mechanism will first put away objects which have not been referenced recently.
Tue, 17 Aug 2010 18:31:29 GMTConsolidated Multiple Actions by John Clemens version 1
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Section: Testing and Publishing - Testing and Debugging
Creates an external text file to which debugging information can be easily saved; support for displaying this file in a Glulx window.
Thu, 3 Jul 2008 10:23:17 GMTConversation Framework by Eric Eve version 9
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Section: Commands - Remembering, Converting and Combining Actions
An extension to consolidate action reports when performing an action on multiple objects, such as with 'take all'. Requires Hypothetical Questions by Jesse McGrew. (Glulx only.)
Sat, 26 Feb 2011 16:57:35 GMTConversation Framework for Sand-dancer by Aaron Reed version 2
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Section: Other Characters - Getting Started with Conversation
A framework for conversations that allows saying hello and goodbye, abbreviated forms of ask and tell commands for conversing with the current interlocutor, and asking and telling about things as well as topics.
Wed, 07 Dec 2011 20:26:19 GMTConversation Nodes by Eric Eve version 6
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Section: Other Characters - Saying Complicated Things
A unified package for conversation in Sand-dancer (the example game for the book Creating Interactive Fiction with Inform 7). This is a modified and streamlined version of Eric Eve's Conversation Framework and Conversation Suggestions.
Mon, 06 Jun 2011 11:47:28 GMTConversation Package by Eric Eve version 2
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Section: Other Characters - Saying Complicated Things
Builds on Conversational Defaults and adds the ability to define particular points in a conversational thread (nodes) at which particular conversational options become available.
Sun, 20 Jun 2010 17:38:29 GMTConversation Responses by Eric Eve version 5
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Section: Other Characters - Saying Complicated Things
This extension includes both Conversation Nodes and Conversation Suggestions, and makes the suggestions aware of conversation nodes. It therefore includes the complete conversational system in one package. It also requires Conversation Responses, Conversational Defaults, Conversation Framework and Epistemology. The documentation for this extension give some guidance on how these other extensions can be mixed and matched.
Sun, 20 Jun 2010 17:38:52 GMTConversation Rules by Eric Eve version 7
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Section: Other Characters - Saying Complicated Things
Conversation Responses allows response rules for various conversational commands to be written in the form "Response for Bob when asked about..." or "Response for Bob when asked-or-told..." (or many other variations).
Sun, 20 Jun 2010 17:39:10 GMTConversation Suggestions by Eric Eve version 5
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Section: Other Characters - Saying Complicated Things
A way of controlling conversations using rules and tables. Also implements topic suggestions and Conversation nodes. Requires Plurality by Emily Short and Conversation Framework, Epistemology and List Control by Eric Eve.
Tue, 01 Mar 2011 20:34:55 GMTConversational Defaults by Eric Eve version 2
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Section: Other Characters - Saying Complicated Things
Provides a means of suggesting topics of conversation to the player, either in response to a TOPICS command or when NPCs are greeted. This extension requires Conversation Framework.
Wed, 17 Dec 2008 23:17:20 GMTCustom Library Messages by David Fisher version 28/100614
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Section: Other Characters - Saying Complicated Things
Provides a set of rules to facilitate defining default conversational responses for different conversational commands targeted at various NPCs. This extension requires Conversation Framework.
Tue, 15 Jun 2010 02:36:03 GMTCustom Library Messages by Ron Newcomb version 4/110422
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Section: Commands - Alternate Default Messages
Enables the standard messages printed by the Inform library to be replaced with custom messages. This full version allows the author to switch to default messages in the first or the third person.
Fri, 29 Apr 2011 11:45:57 GMTDebug Files by Juhana Leinonen version 1
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Section: Commands - Alternate Default Messages
Changes all of the built-in messages in Inform's library to other tenses and POVs. Also provides an activity for additional customizations, and say-phrases for verb phrase generation.
Sat, 25 Apr 2009 14:50:45 GMTDebugging by Al Golden version 9 UPDATED
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Section: Testing and Publishing - Testing and Debugging
A development tool for saving debugging information to an external text file during beta testing. (Glulx-only)
Tue, 03 Jan 2012 12:14:19 GMTDefault Messages by David Fisher version 12/091223
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Section: Testing and Publishing - Testing and Debugging
Adds the recording and replay features of Inform 6 which have not been included in Inform 7. Also allows the author to do some extended debugging such as listing rooms, objects, NPCs, backdrops and containers.
Fri, 29 Jan 2010 01:23:27 GMTDefault Messages by Ron Newcomb version 3
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Section: Commands - Alternate Default Messages
Enables the standard messages printed by the Inform library to be replaced with custom messages, and is a more compact version of "Custom Library Messages" for projects that do not require the same flexibility.
Fri, 04 Mar 2011 13:41:14 GMTDeluxe Doors by Emily Short version 2
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Section: Commands - Alternate Default Messages
Allows customizing the standard messages in the Inform library. A ground-up reimplementation of David Fisher's extension that economizes on memory.
Sun, 04 Jul 2010 03:41:50 GMTDialogue Punctuation by Ron Newcomb version 3
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Section: Place - Doors, Staircases, and Bridges
Allows for doors that are implemented as having independent 'faces' -- to put a knocker on that can only be seen from on side, for instance, or to allow the player to lock one side with a key but the other with a latch. Also introduces a 'latched door' kind. Requires Plurality and Locksmith.
Mon, 25 Oct 2010 23:38:31 GMTDice-Lock by S John Ross version 1/080522
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Section: Adaptive Prose - Varying What is Written
Correctly placing double quotes, commas, periods, and spacing is a tricky and tedious problem for dialogue-heavy games whose characters' lines span multiple rules and say phrases. This extension provides say phrases that automate the process.
Fri, 23 May 2008 16:11:27 GMTDirectional Facing by Tim Pittman version 1
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Section: Numerical Effects and Programming Tools - Randomness
Dice-Lock is a lightweight set of tools for preserving important random results against brute-force UNDO tactics.
Sat, 4 Aug 2007 12:14:13 GMTDirectional Facing by Poster version 2
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Section: Commands - Going, Pushing things in Directions
Allows the player to move by forward, backward, left, and right depending on which way he is facing.
Sun, 17 Apr 2011 03:40:01 GMTDisambiguation Control by Jon Ingold version 7
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Section: Commands - Going, Pushing things in Directions
Allows the player to move by forward, backward, left, and right depending on which way he is facing.
Sat, 26 Feb 2011 02:36:15 GMTDishes by Emily Short version 1
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Section: Commands - Clarification and Correction
Allows finer control over the disambiguation process used by Inform to decide what the player was referring to. Less guesswork, more questions asking for more input. Also removes the multiple-object-rejection in favour of asking for more information.
Sun, 20 Jun 2010 04:10:02 GMTDynamic Objects by Jesse McGrew version 6/101226
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Section: Props: Food, Clothing, Money, Toys, Books, Electronics - Bags, Bottles, Boxes and Safes
Dishes is a convenience extension for use with Measured Liquid. It provides some standard-sized cups, glasses, graduated measuring cups, jugs, bottles, etc., as well as a corked bottle kind that opens with the use of a secondary cork object.
Mon, 27 Dec 2010 11:47:02 GMTDynamic Rooms by Aaron Reed version 3
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Section: Numerical Effects and Programming Tools - Dynamic Memory Features
Provides the ability to create new objects during game play. Requires Dynamic Tables.
Wed, 01 Jun 2011 22:34:56 GMTDynamic Tables by Jesse McGrew version 3/100623
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Section: Place - Map
Create and destroy new rooms on the fly. While this is technically possible with Jesse McGrew's Dynamic Objects, the method here is simpler, customized for rooms, and available for both z-code and Glulx.
Wed, 30 Jun 2010 00:22:38 GMTEditable Stored Actions by Ron Newcomb version 9
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Section: Numerical Effects and Programming Tools - Dynamic Memory Features
Provides a way to change the capacity of a table during the game.
Sun, 12 Sep 2010 01:18:37 GMTEffetti Visivi di Base by Tristano Ajmone version 1
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Section: Commands - Remembering, Converting and Combining Actions
This extension expands section 12.20 of Writing with Inform. The individual parts of a stored action -- actor, noun, second noun, action-name -- can now be directly changed. Also adds four new parts: request, text, participle, and preposition.
Fri, 21 Jan 2011 15:05:52 GMTEmpty Transfer by Emily Short version 4
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Section: Translations - Italian
Traduzione di Basic Screen Effects by Emily Short. Permette di modificare colori del testo e dello sfondo, di pulire lo schermo e interrompere il gioco nella z-machine. Completa di FAQ in italiano scritta dall'autore.
Sun, 27 Jun 2010 02:15:35 GMTEpistemology by Eric Eve version 6 BUILT-IN
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Section: Commands - Additional Command Sets
Provides an EMPTY action, allowing containers to be dumped into other containers or onto supporters, or simply onto the floor.
Sat, 19 Jun 2010 15:56:14 GMTExit Descriptions by Matthew Fletcher version 2
Section: The Viewpoint Character - Background, Memory, and Knowledge
Keeping track of what the player character knows and sees. Version 6 avoids phrases deprecated in version 6E59.
Sat, 4 Aug 2007 12:14:13 GMTExit Descriptions SP by Matthew Fletcher version 2
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Section: Commands - Looking
Appends a list of exit directions and names any previously visited rooms at the end of a room description.
Sat, 4 Aug 2007 12:14:13 GMTExit Lister by Andre Kosmos version 1
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Section: Commands - Looking
Identical to Exit Descriptions, but in Spanish.
Thu, 6 Sep 2007 14:41:31 GMTExit Lister by Gavin Lambert version 2
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Section: Commands - Looking
An EXITS command and a listing of exits after room descriptions. (Not to be confused with Exit Lister by Eric Eve, which puts a listing of exits into the status line.)
Mon, 22 Feb 2010 13:51:26 GMTExit Lister by Eric Eve version 10
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Section: Commands - Looking
Based on Exit Lister by Andre Kosmos, Gavin Lambert's edition reworks the internal design and provides more options for controlling lists in dark rooms.
Sun, 03 Apr 2011 01:12:18 GMTExtended Banner by Stephen Granade version 5
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Section: Typography, Layout, and Multimedia Effects - The Status Line
A status line exit-lister and an EXITS command, with optional colouring of unvisited exits.
Thu, 15 Nov 2007 05:38:40 GMTExtended Debugging by Erik Temple version 2/100212
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Section: Out of World Actions and Effects - Start-up Features
More control over what is printed in a banner, including an easily-included copyright line. Updated for use with Inform 5G67.
Sun, 20 Jun 2010 04:09:02 GMTExtended Grammar by Aaron Reed version 7/120107 UPDATED
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Section: Testing and Publishing - Testing and Debugging
Provides a way for the author to release a build of a game while retaining both custom and built-in debugging commands. Also wraps Inform's debug tracing routines in phrases that authors can use to trigger rule-tracing from the source text rather than from the command prompt and provides other debugging features. Compatible with 6F95
Thu, 19 Jan 2012 03:07:30 GMTExtended Timers by Gavin Lambert version 2
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Section: Commands - Additional Command Sets
Some of the most commonly attempted synonyms for verb words. Based on the Inform 6 extension ExpertGrammar.h by Emily Short.
Mon, 22 Feb 2010 13:51:47 GMTFacing by Emily Short version 9
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Section: Time and Plot - Event Scheduling
Some additional ways of dealing with the standard times and timers.
Sun, 27 Jun 2010 02:16:27 GMTFar Away by Jon Ingold version 5
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Section: Place - Continuous Spaces and the Outdoors
Provides actions to face a direction, look toward a named room, or look through a named door. Version 5 updates for easier text replacement. (Updated for 5T18.)
Sun, 17 Apr 2011 03:17:19 GMTFixed Point Maths by Michael Callaghan version 5
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Section: Place - Continuous Spaces and the Outdoors
A simple extension providing for things out of reach.
Thu, 03 Feb 2011 13:13:24 GMTFlexible Windows by Jon Ingold version 12/110611
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Section: Numerical Effects and Programming Tools - Mathematics
Provides the use of fixed point maths with addition, subtraction, multiplication, division and some common mathematical functions. Supports numbers in the range -214748.3658 to 214748.3647. For Glulx only. Minor adaptation to the square root function for compatibility with 6G60.
Tue, 21 Jun 2011 11:21:30 GMTFootnotes by Stephen Granade version 2
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Section: Typography, Layout, and Multimedia Effects - Glulx Graphics
An extension for constructing multiple-window interfaces. Windows can be created and destroyed during play. Facilities for per-window character input and hyperlinks are provided. Tested for compatibility with 6F95.
Fri, 22 Oct 2010 11:37:47 GMTFrench by Eric Forgeot version 9/110414
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Section: Typography, Layout, and Multimedia Effects - Footnotes
Lets you add footnotes to your game, similar to those in the Infocom game Hitchhiker's Guide to the Galaxy. Footnotes are numbered beginning with 1, and are only assigned numbers as they are referenced. The player can turn footnoting on and off.
Fri, 19 Aug 2011 02:41:40 GMTGNU General Public License v3 by Free Software Foundation version 2/101023
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Section: Translations - French
Quelques modifications des regles de base pour supporter le francais : To make French the language of play.
Sun, 24 Oct 2010 02:27:19 GMTGerman by Team GerX version 3/111222 UPDATED
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Section: Testing and Publishing - Publishing
An extension to facilitate releasing interactive fiction under the GNU Public License v3.
Tue, 03 Jan 2012 12:14:39 GMTGerman Basic Help Menu by Lukas Strahner version 1
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Section: Translations - German
An extension to make German the language of play, written by Banbury, Christian Blümke and Michael Baltes. Updated for I7 release 6F95 and 6G60. German comes with translations for the built-in extensions Rideable Vehicles, Locksmith, Basic Screen Effects, and Menus.
Sun, 31 Jan 2010 18:39:03 GMTGerman Basic Screen Effects by Lukas Strahner version 1
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Section: Translations - German
Provides a HELP command which brings up a menu giving standard instructions about IF. This is the German translation of Emily Short's Extension 'Basic Help Menu'.
Sun, 31 Jan 2010 18:39:07 GMTGerman Epistemology by Lukas Strahner version 1
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Section: Translations - German
This is a German language add-on for Basic Screen Effects by Emily Short.
Sun, 31 Jan 2010 18:39:11 GMTGerman Menus by Lukas Strahner version 1
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Section: Translations - German
This is a German language add-on for Epistemology by Emily Short.
Sun, 31 Jan 2010 18:39:14 GMTGlimmr Animation Fader - Black by Erik Temple version 1/111030
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Section: Translations - German
This is a German language add-on for Menus by Emily Short.
Wed, 09 Nov 2011 20:06:14 GMTGlimmr Automap by Erik Temple version 1/100912
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Provides a fader object for fading to or from 100% black. For use with Glimmr Canvas Animation.
Mon, 01 Nov 2010 03:23:24 GMTGlimmr Automap Tileset by Erik Temple version 1/100912
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Provides a graphical map in "flowchart" style, automatically generated by Mark Tilford's Automap extension (which is required for use). Also requires Glimmr Canvas-Based Drawing and a tileset, such as that provided by the Glimmr Automap Tileset extension. Requires external image files, which can be downloaded, along with all other Glimmr extensions, here.
Mon, 13 Sep 2010 13:58:38 GMTGlimmr Bitmap Font by Erik Temple version 2/101030
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
A tileset for use with Glimmr Automap. Requires external image files, which can be downloaded, along with all other Glimmr extensions, here. Works with 6F95 and 6Exx.
Sun, 08 Aug 2010 23:59:15 GMTGlimmr Canvas Animation by Erik Temple version 1/111030
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Glimmr Bitmap Font provides a bitmap font for use with projects built on Glimmr Drawing Commands or Glimmr Canvas-Based Drawing. Download all Glimmr extensions in a single archive here. Works with 6F95; not compatible with 6E59 or earlier.
Wed, 09 Nov 2011 20:06:12 GMTGlimmr Canvas Editor by Erik Temple version 1/100805
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Provides a 'track'-based system for independent animation of graphic elements, canvases, and windows. Features animation presets, automated easing/tweening, and a detailed debugging log.
Mon, 09 Aug 2010 00:00:08 GMTGlimmr Canvas-Based Drawing by Erik Temple version 2/101030
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Creates a standalone project, a GUI graphics editor for designing compositions for use with Glimmr Canvas-Based Drawing. Requires external image files. Download the required files, along with all Glimmr extensions, here.
Mon, 01 Nov 2010 03:24:57 GMTGlimmr Debugging Console by Erik Temple version 1/100805
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Handles drawing, scaling, and centering of a variety of graphic types, from images to painted text to lines and rectangles. When used with Glimmr Graphic Hyperlinks, individual elements will respond to mouse input. Some examples require external image files. These files, and all other Glimmr extensions, can be downloaded here. Works with 6F95; not fully compatible with 6E59 or earlier.
Mon, 09 Aug 2010 00:01:11 GMTGlimmr Drawing Commands by Erik Temple version 2/101030
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Provides a dynamic window that serves as a separate console for the Glimmr debugging log. Window can be opened and closed using in-game commands or from source code. Requires Flexible Windows and Glimmr Drawing Commands or Glimmr Canvas-Based Drawing. All Glimmr extensions can be downloaded in a single package. Works with 6F95 and 6Exx.
Mon, 01 Nov 2010 03:22:58 GMTGlimmr Form Fields by Erik Temple version 1/101201
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Provides drawing commands for images, simple primitives (such as rectangles, boxes, and lines), arbitrary bitmap images, image-maps, and rendered strings. Requires Flexible Windows. All Glimmr extensions can be downloaded in a single package. Works with 6F95; not fully compatible with 6E59 and earlier.
Wed, 15 Dec 2010 01:40:04 GMTGlimmr Graphic Hyperlinks by Erik Temple version 1/100805
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
An implementation of HTML-style text input fields using a graphics window: the player can click on fields and type to enter text, entirely independently of input at the command prompt. Requires full Glimmr installation in addition to Flexible Windows and Glulx Input Loops. Compatible with 6F95.
Mon, 09 Aug 2010 00:02:32 GMTGlimmr Image Font by Erik Temple version 2/101030
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Allows an author to "hyperlink" areas of graphics windows so that they respond to mouse input. Requires Flexible Windows. Does not require Glimmr Canvas-Based Drawing, but will hyperlink graphic elements automatically when used with that extension. All Glimmr extensions can be downloaded in a single package. Works with 6F95 and 6Exx.
Mon, 01 Nov 2010 03:21:07 GMTGlimmr Simple Graphics Window by Erik Temple version 1/100805
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Glimmr Image Font provides an image font for use with projects built on Glimmr Drawing Commands or Glimmr Canvas-Based Drawing. Glimmr Image Font requires external image files. These can be downloaded, along with all other Glimmr extensions and files, here.
Mon, 09 Aug 2010 00:04:20 GMTGlulx Boxed Quotation by Eliuk Blau version 2
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Section: Typography, Layout, and Multimedia Effects - Glimmr Framework
Provides a basic graphics window. Requires Flexible Windows. Gains added capabilities when used with Glimmr extensions, but doesn't require them. Expected to be most useful for quick prototyping and testing. All Glimmr extensions can be downloaded in a single package. Works with 6F95 and 6Exx.
Wed, 25 Mar 2009 00:37:40 GMTGlulx Drawing Commands by Erik Temple version 1/090629
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Section: Typography, Layout, and Multimedia Effects - Typography
Allows the use of Z-Machine style boxed quotations under Glulx.
Thu, 16 Jul 2009 05:28:15 GMTGlulx Entry Points by Emily Short version 6
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Section: Typography, Layout, and Multimedia Effects - Glulx Graphics
Enables the basic Glulx drawing commands at the I7 level. Intended to allow authors to write complex window-drawing rules without dropping into I6. Requires either Simple Graphical Window or Flexible Windows. Not compatible with builds 6Exx and later, and no longer maintained, but available here for those still using earlier builds. Glimmr Drawing Commands has replaced this extension.
Fri, 6 Jun 2008 14:10:31 GMTGlulx Image Centering by Emily Short version 1 BUILT-IN
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Section: Typography, Layout, and Multimedia Effects - Glulx Multimedia Effects (General)
Provides some standard hooks for building multimedia Glulx extensions that will be able to work together. Version 6 addresses some bugs and is not the same as released in Inform 5T18.
Sun, 11 Nov 2007 17:48:53 GMTGlulx Input Loops by Erik Temple version 1/101121
Section: Typography, Layout, and Multimedia Effects - Glulx Graphics
An extension to center images in the main text window; variably effective depending on the abilities of the interpreter used.
Wed, 15 Dec 2010 01:43:46 GMTGlulx Status Window Control by Erik Temple version 1/100630
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Section: Typography, Layout, and Multimedia Effects - Screen Effects (General)
Provides much more control over basic input handling, and is expected to be most useful for those experimenting with non-standard input schemes. Among other things, allows for standard keyboard input to be replaced with any other kind of input. Also provides a simple framework for handling single-keystroke input. Compatible with 6F95.
Mon, 09 Aug 2010 00:13:54 GMTGlulx Text Effects by Emily Short version 3
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Section: Typography, Layout, and Multimedia Effects - The Status Line
Allows the author heightened control over the status line, including opening and closing it at will, using a background color rather than the default reversed-out display, specifying when the status line opens among multiple Glulx windows, or eliminating it altogether. Compatible with 6F95
Fri, 6 Jun 2008 21:38:49 GMTGraphic Links by Jeff Sheets version 2
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Section: Typography, Layout, and Multimedia Effects - Typography
Controls for color and text appearances under Glulx.
Mon, 22 Jun 2009 15:28:38 GMTGraphical Window Animation by Erik Temple version 3
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Section: Typography, Layout, and Multimedia Effects - Glulx Hyperlinks
Allows the author to set hyperlinks in the Simple Graphical Window and give instructions about what is to result from performing them. This version has some minor improvements from Erik Temple.
Thu, 04 Jun 2009 00:34:31 GMTGraphical Window Sprites by Erik Temple version 1
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Section: Typography, Layout, and Multimedia Effects - Glulx Graphics
Allows the author to define frames of an animation and show them in a graphics window at a specified frame rate, either once or in a loop. Images and game files for the example from the documentation, as well as further examples, are available here. Not compatible with builds 6Exx and later, and no longer maintained, but available here for those still using earlier builds.
Mon, 22 Jun 2009 15:28:38 GMTGreek To Me by Adam Thornton version 2
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Section: Typography, Layout, and Multimedia Effects - Glulx Graphics
Provides for the creation of graphical sprites that can be easily organized, individually scaled, and drawn to a Glulx graphical window to create composite scenes, graphical user interfaces, etc. When used with Jeff Sheet's Graphic Links extension, sprites can be clicked on to supply commands on behalf of the player. Images and game files for the examples from the documentation, as well as a further example, are available here. Requires Simple Graphical Window by Emily Short and Fixed Point Maths by Michael Callaghan. Not compatible with builds 6Exx and later, and no longer maintained, but available here for those still using earlier builds. Glimmr Canvas-Based Drawing has replaced this extension.
Sat, 8 Mar 2008 20:56:48 GMTGrouped Messages As Dialogue by Ron Newcomb version 1
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Section: Typography, Layout, and Multimedia Effects - Typography
Defines Greek letters only.
Mon, 28 Jan 2008 17:52:34 GMTHTML Color Names for Glulx Text Effects by Erik Temple version 1/100619
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Section: Commands - Alternate Default Messages
Allows the full complement of standard error and reporting messages to be changed wholesale to another set, instantly. Now these messages can be dressed-up as dialogue with whichever NPC is present.
Sun, 20 Jun 2010 04:07:09 GMTHelpers for GBA Frotz by S John Ross version 1/061104
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Section: Typography, Layout, and Multimedia Effects - Typography
Provides a broad set of HTML color names for use with Glulx Text Effects, Simple Graphical Window, Flexible Windows, and/or other Glulx graphics/text extensions. Requires Glulx Text Effects by Emily Short. Compatible with 6F95
Sat, 4 Aug 2007 12:14:13 GMTHidden Items by Krister Fundin version 2
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Section: Testing and Publishing - Publishing
This extension adds ease-of-use features specific to Jonas Minnberg's port of Frotz to the GameBoy Advance.
Fri, 06 Aug 2010 01:25:17 GMTHiding Under by Eric Eve version 3
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Section: Commands - Looking Under and Hiding
Provides a simple way of defining objects (including doors and backdrops) that are initially out of play.
Sat, 19 Jun 2010 15:55:52 GMTHyperlink Interface by Leonardo Boselli version 1
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Section: Commands - Looking Under and Hiding
Allows things to be hidden under other things, using a many-to-one underconcealment relation. Can be used either standalone (with basic functionality) or in conjunction with Underside (to add fuller functionality to both extensions). Version 3 of Hiding Under avoids using phrases deprecated in Version 6E59 of Inform.
Thu, 28 Jan 2010 02:41:08 GMTHypothetical Questions by Jesse McGrew version 2
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Section: Typography, Layout, and Multimedia Effects - Glulx Hyperlinks
This extension modifies the emulation of Blue Lacuna's emphasized keyword system for simplifying common IF input (by Aaron Reed) substituting emphasis with hyperlinks. Objects, directions, and topics can be clicked directly to examine, go, or discuss. Works with Glulx. Requires Basic Hyperlinks by Emily Short and Text Capture by Eric Eve.
Fri, 27 Jun 2008 14:43:06 GMTIgnored Rules by Ron Newcomb version 2
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Section: Numerical Effects and Programming Tools - Conditionals
Allows us to test the consequences of a phrase or action without permanently changing the game state. For Glulx only. Version 2 fixes paragraph spacing.
Fri, 01 Oct 2010 00:23:02 GMTImplicit Actions by Eric Eve version 12
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Section: Numerical Effects and Programming Tools - Rulebook Manipulation
Temporarily ignore and later reinstate rules by way of a more efficient method than the procedural rulebook. Also, ignored rules stay ignored until reinstated -- a new turn does not automatically reinstate them.
Sun, 20 Jun 2010 17:40:10 GMTInline Hyperlinks by Erik Temple version 2/101030
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Section: Commands - Remembering, Converting and Combining Actions
Provides implicit taking, opening, closing, locking and unlocking actions for a variety of cases where this makes for smoother game play. The extension also defines phrases which make it easy to define additional implicit actions if desired. Version 11 can be used with Locksmith by Emily Short (although Implicit Actions covers most of what Locksmith does, and in most cases it will be better to use Implicit Actions without Locksmith). Requires Plurality by Emily Short and Version 5 of Text Capture by Eric Eve.
Mon, 08 Nov 2010 03:32:07 GMTInstead of Going by Mikael Segercrantz version 3/071115
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Section: Typography, Layout, and Multimedia Effects - Glulx Hyperlinks
Provides a simple, HTML-inspired syntax for adding hyperlinks within say phrases. No manual management of hyperlinks required. Requires Text Capture by Eric Eve. Works seamlessly with, but does not require, Flexible Windows by Jon Ingold. Compatible with 6F95.
Thu, 8 May 2008 19:52:48 GMTIntelligent Hinting by Aaron Reed version 5
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Section: Commands - Going, Pushing things in Directions
Allows the author to create properties to describe blocked exits in specific rooms; allows more intelligent default responses when the player tries to go in a useless direction. (Unsupported, but we leave it up here for people who want to use it especially with older versions of Inform prior to 5T18.)
Tue, 15 Jun 2010 02:37:53 GMTInteractive Parsing by Jon Ingold version 3
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Section: Out of World Actions and Effects - Helping and Hinting
Encodes knowledge about puzzles into the game's code, allowing it to know which puzzle the player is currently on. Provides verbs that suggest to the player the next move that should be taken, automatically incorporating preliminary actions such as finding keys and navigating the map to get to a required location.
Sat, 30 Apr 2011 23:21:59 GMTInteractive Poetic Interludes by Kazuki Mishima version 2
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Section: Adaptive Prose - Using the Player's Input
Provides real-time suggestions for the player's input based on what they've typed so far, using the parser itself to ensure these suggestions are sensible.
Sat, 30 Jan 2010 02:29:42 GMTInteractive Poetry by Michael Bacon version 2
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Section: Adaptive Prose - Non-standard User Interfaces
A system for creating interludes within interactive fiction that present keyword-based interactive poetry or narratives.
Fri, 01 May 2009 15:09:40 GMTIntestazione di Pagina by Massimo Stella version 2
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Section: Adaptive Prose - Non-standard User Interfaces
A very simple alternate interactive fiction system conducive to writing keyword-based interactive poetry or narrative.
Fri, 21 Jan 2011 15:05:53 GMTIntroductions by Emily Short version 1
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Section: Translations - Italian
Traduzione in Italiano di Title Page di Jon Ingold, offre una schermata introduttiva al gioco, un menù, con possibilità di caricare e salvare il gioco e visualizzare una citazione o (sotto Glulx) un disegno. Richiede Menus by Massimo Stella
Sun, 30 Dec 2007 06:25:41 GMTInventory Window by Jon Ingold version 6
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Section: Commands - Looking
Introductions provides an introductory paragraph about objects in a room description the first time the player looks in that location. It also allows the author to add segue text that will appear between one description and the next. It works on its own or in combination with Tailored Room Description or Ordinary Room Description.
Thu, 23 Sep 2010 13:14:18 GMTItalian by Massimo Stella version 3/110105
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Section: Typography, Layout, and Multimedia Effects - Glulx Graphics
An extension providing a inventory window, and optionally, a graphics panel.
Sat, 08 Jan 2011 11:40:39 GMTKeyword Interface by Aaron Reed version 8
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Section: Translations - Italian
Lavoro basato sull'espansione Custom Library Messages di David Fisher. Modifica i messaggi del parser, ora tradotti in italiano. An Italian language file for replacing the language of play, written for IF72. Requires Punctuation Removal by Emily Short. Designed to work with build 6G60.
Wed, 23 Mar 2011 20:25:41 GMTKeywords for Conversation by Matt Wigdahl version 2
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Section: Adaptive Prose - Using the Player's Input
This extension emulates Blue Lacuna's emphasized keyword system for simplifying common IF input. Nouns, directions, and topics can be typed without a verb to examine, go, or discuss. Works with Glulx or z-code.
Sat, 26 Feb 2011 02:30:24 GMTLandmark Events by Jon Ingold version 2
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Section: Adaptive Prose - Using the Player's Input
Bridges Eric Eve's Conversation Package and Aaron Reed's Keyword Interface, providing an interface to support single-keyword conversations.
Mon, 5 May 2008 03:18:56 GMTLimitatore di Ingombro by Massimo Stella version 7
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Section: Time and Plot - Event Scheduling
Provides a system for tracking events which have occured, and testing how recently they occured. Also includes some simple phrases for comparing times.
Fri, 21 Jan 2011 15:05:54 GMTLimited Implicit Actions by Eric Eve version 2
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Section: Translations - Italian
Traduzione in Italiano di Bulk Limiter di Eric Eve, versione riveduta e corretta di Bulk Limiter IT di Leonardo Boselli. Contenitori ed attori che limitano le dimensioni dei loro contenuti. Richiede Italian by Massimo Stella.
Sun, 20 Jun 2010 17:40:27 GMTLines of Communication by Aaron Reed version 1
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Section: Commands - Remembering, Converting and Combining Actions
A cut-down version of Implicit Actions for use where code size may be restricted and the full functionality of Implicit Actions is not needed. Requires Plurality by Emily Short and is compatible with Locksmith by Emily Short.
Tue, 17 Aug 2010 18:30:31 GMTLiquid Handling by Al Golden version 7
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Section: Typography, Layout, and Multimedia Effects - Glulx Multimedia Effects (General)
This extension creates a manager for file i/o, designed to ease communication with one or more external programs running in parallel with an Inform story. External programs can send parseable commands that are executed in the background when their associated file channel is switched on. Requires Real-Time Delays by Erik Temple.
Sun, 20 Jun 2010 17:45:39 GMTList Control by Eric Eve version 3
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Section: Physics: Substances, Ropes, Energy and Weight - Liquids
Provides some actions for pouring and otherwise manipulating liquids.
Sun, 20 Jun 2010 17:41:06 GMTList Controller by Eric Eve version 3
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Section: Adaptive Prose - Varying What is Written
Provides a means of using tables as shuffled, cyclic or stop lists.
Sun, 20 Jun 2010 17:36:57 GMTLocated Sounds by Mikael Segercrantz version 2/080508
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Section: Adaptive Prose - Varying What is Written
Provides a means of using tables as shuffled, cyclic or stopping lists. This is an alternative to List Control that uses list controller objects instead of a Table of Table Types.
Thu, 8 May 2008 19:52:48 GMTLocation Images by Emily Short version 1
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Section: Typography, Layout, and Multimedia Effects - Glulx Sound
Located Sounds allows us to assign a sound and a message to each room and item of the game. Updated for 5T18.
Sat, 4 Aug 2007 12:14:13 GMTLocksmith by Emily Short version 10
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Section: Typography, Layout, and Multimedia Effects - Glulx Graphics
Allows the author to set per-room images and display these in a graphics window as the player moves from room to room. Glulx only. Requires Glulx Entry Points and Simple Graphical Window by Emily Short.
Sun, 27 Jun 2010 12:31:53 GMTLost Items by Mike Ciul version 2/110308
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Section: Commands - Opening, Closing, Locking and Unlocking
Automates unlocking when the player carries appropriate keys; creates a passkey kind that, after use, gives an inventory listing showing what it opens.
Wed, 09 Mar 2011 03:52:41 GMTMIT X11 License by Massachusetts Institute of Technology version 1/101023
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Section: The Viewpoint Character - Background, Memory, and Knowledge
Prints a special message instead of 'You can't see any such thing' when certain items are out of scope, indicating that they have disappeared unexpectedly. Useful for flashbacks, theft, and NPCs who might sneak away.
Sun, 24 Oct 2010 02:27:30 GMTMeasured Liquid by Emily Short version 4
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Section: Testing and Publishing - Publishing
Implements 'license' and 'warranty' command using the MIT X11 License. Also displays license and warranty when the game begins unless explicitly asked not to.
Mon, 28 Mar 2011 00:57:23 GMTMentioned In Room Description by Ron Newcomb version 1
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Section: Physics: Substances, Ropes, Energy and Weight - Liquids
Measured Liquid provides a concept of volume, together with the ability to fill containers, pour measured amounts of liquid, and drink from containers. It handles mixtures as well, if desired. It is compatible with, but does not require, the Metric Units extension by Graham Nelson.
Thu, 28 Jan 2010 02:48:14 GMTMenus by Emily Short version 2 BUILT-IN
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Section: Commands - Looking
Objects, items, and people mentioned in square brackets within the room description or room heading will no longer be re-described later in the LOOK command.
Sun, 11 Nov 2007 17:48:53 GMTMenus by Massimo Stella version 1
Section: Typography, Layout, and Multimedia Effects - Menus
Allows the author to create a menu (for instance to deliver help and hint information) that temporarily takes over from the regular parser.
Fri, 21 Jan 2011 15:05:54 GMTMetagame and Fixes by Jason Catena version 1
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Section: Translations - Italian
Questa è una traduzione della libreria Menus di Emily Short. Una modalità basata sulle tables per visualizzare dei menù a schermo intero per il giocatore. Richiede Effetti Visivi di Base by Massimo Stella.
Tue, 8 Jul 2008 16:40:14 GMTMistype by Cedric Knight version 1
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Section: Out of World Actions and Effects - Helping and Hinting
Fix parts of environment. Provide destination, hint, credit, and sidenote properties as out of world spoilers, and commands to use them: credit, hint, recall, sidenote, teleport with (not for release) and travel with.
Sat, 4 Aug 2007 12:14:13 GMTModelli di Conversazione by Massimo Stella version 7
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Section: Out of World Actions and Effects - Helping and Hinting
Adds automatic typo-correction for the player's input. Note: Mistype is unfortunately incompatible with recent versions of Inform (from at least 5T18 on, and perhaps earlier), and is preserved here for users of older builds.
Fri, 21 Jan 2011 15:05:55 GMTModern Conveniences by Emily Short version 3
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Section: Translations - Italian
Traduzione in Italiano di Conversation Framework di Eric Eve. Permette di sostenere brevi conversazioni a scelte multiple, di salutare, annuire, dissentire o pronunciare semplici frasi agli NPC. Richiede Italian by Massimo Stella ed Epistemology by Eric Eve.
Tue, 15 Jun 2010 19:45:14 GMTModified Exit by Emily Short version 5
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Section: Vehicles, Animals, and Furniture - Kitchen and Bathroom
A packaging-up of the kitchen and bathroom example in the manual: creates kitchen and bathroom types of room. Version 2 fixes a small error such that cabinets are now by default closed and openable.
Mon, 30 Aug 2010 00:37:14 GMTModified Lock-Unlock by Al Golden version 2
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Section: Commands - Entering and Exiting, Sitting and Standing
Changes the handling of the EXIT action, allowing commands such as EXIT PLATFORM and GET OUT OF CHAIR, making characters leave enterable objects before traveling, and altering the default interpretation of >OUT when the player is neither inside an object nor in a room with an outside exit. Version 5 removes deprecated features and dovetails more gracefully with Rideable Vehicles.
Tue, 29 Jun 2010 00:14:55 GMTMood Variations by Emily Short version 3
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Section: Commands - Opening, Closing, Locking and Unlocking
Allows locking and unlocking of doors and containers with or without a key.
Thu, 08 Jul 2010 11:40:50 GMTMulti-examine by Jon Ingold version 3
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Section: Other Characters - Character Emotion
Allows the author to define a mood value for characters and then use text substitutions such as '[when bored]The king fidgets on his throne[or sleepy]The king snores[at other times]The king grins[end when].' Moods will be interpreted in 'writing a paragraph' and similar contexts as the mood of the person described in the paragraph, but at other times according to the mood of the person to whom the player is currently speaking.
Sun, 25 Jan 2009 23:14:00 GMTMultiple Exits by Mikael Segercrantz version 4/080915
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Section: Commands - Examining
Allows us to provide descriptions to cover groups of objects, based on their kinds within the I7 structure. Also provides a framework for easily adding new non-list-based multiple actions and some handles for doing this neatly.
Tue, 16 Sep 2008 05:04:56 GMTMultiple Sounds by Massimo Stella version 3
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Section: Place - Map
Adds multiple randomized exits to a direction, so that going that direction will select one of several outcomes by chance. Compatible with, but does not require, Shipboard Directions, also by Mikael Segercrantz. (Updated for 5U92.)
Tue, 30 Aug 2011 13:57:42 GMTNPC Implicit Actions by Eric Eve version 3
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Section: Typography, Layout, and Multimedia Effects - Glulx Sound
Allows the author to reproduce audio files on many different channels at the same time providing also control over sound loops, volume levels and sound repetitions. The additional audio channels code was provided by Wade Clarke. The extension will become obsolete with the imminent coming of the more complete Damusix for IF7.
Sun, 20 Jun 2010 17:49:06 GMTNasconder Sotto by Massimo Stella version 2
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Section: Commands - Remembering, Converting and Combining Actions
A basic extension of the Implicit Actions extension into actions carried out by NPCs. This extension automatically includes Implicit Actions.
Fri, 21 Jan 2011 15:05:56 GMTNative Time Control by Tim Pittman version 1
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Section: Translations - Italian
Traduzione di Hiding Under di Eric Eve. Permette di nascondere oggetti sotto oggetti, celandoli agli occhi del giocatore. Può essere usato insieme ad Underside. Richiede Italian by Massimo Stella.
Fri, 6 Jun 2008 13:01:19 GMTNeutral Library Messages by Aaron Reed version 3/120107 UPDATED
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Section: Time and Plot - The Passage of Time
Allows the author control of the speed at which time passes in a story without creating new rules or replacing old ones.
Thu, 19 Jan 2012 03:07:54 GMTNotepad by Jim Aikin version 2
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Section: Commands - Alternate Default Messages
Replaces the most misleading and narratively-voiced parser messages with more instructive or neutral versions. Requires Default Messages by Ron Newcomb.
Wed, 04 May 2011 02:12:34 GMTNumbered Disambiguation Choices by Aaron Reed version 6/111127
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Section: Physics: Substances, Ropes, Energy and Weight - Journals and Notebooks
Provides a new kind of thing called a notepad, which the player (and NPCs) can write in. The text in a notepad can be read, added to, copied, erased, and erased from in a selective manner. It can also be write-protected. A notepad can optionally require a writing implement.
Wed, 07 Dec 2011 20:26:47 GMTNumbers by Krister Fundin version 1
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Section: Commands - Clarification and Correction
Numbers the options in disambiguation questions, to help new players and solve the 'disambiguation loop' problem caused by indistinguishable objects.
Fri, 06 Aug 2010 01:26:03 GMTNumerical Inflection by Aaron Reed version 2
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Section: Numerical Effects and Programming Tools - Mathematics
Provides various phrases for testing, manipulating and repeating through numbers.
Mon, 22 Mar 2010 17:27:09 GMTObject Response Tests by Juhana Leinonen version 4
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Section: Adaptive Prose - Varying What is Written
A short extension to Plurality by Emily Short that extendes the [numerical is-are] concept to work for inflecting verbs that appear after a list to the correct form. Technical wizardry courtesy of Erik Temple.
Mon, 14 Jun 2010 23:43:10 GMTOne-Shot Text by Jesse McGrew version 1
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Section: Testing and Publishing - Testing and Debugging
A development tool for testing all actions on any given object - or one action on all objects - at once to see whether the game's responses are sensible. Version 2 adds the possibility to test individual actions and to run the tests with NPC as the actor.
Tue, 7 Aug 2007 10:37:52 GMTOrdinary Room Description by Emily Short version 2
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Section: Adaptive Prose - Varying What is Written
Provides a way to ensure that a piece of text will only be printed once, or to have it appear differently the first time it's printed. (Officially withdrawn by the author now that there are text substitutions which handle this; we leave it on the website for people still using older versions of Inform.)
Thu, 30 Oct 2008 02:29:32 GMTOutput Filtering by Ron Newcomb version 2
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Section: Commands - Looking
Note: this extension is no longer supported by the author, and will receive no further updates. An extension to go with Room Description Control, emulating the default Inform output as closely as possible while enabling the author to make use of the prioritizing and concealing options of RDC. Version 2 is an internal refactoring to allow for easier maintenance.
Sun, 11 May 2008 15:06:57 GMTPassable Relations by Ron Newcomb version 1
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Section: Adaptive Prose - Varying What is Written
Specify rules to modify any and all game output. Recommended usage is solving capitalization, punctuation, and whitespace issues. Includes Eric Eve's Text Capture. (Updated for 5T18.)
Sun, 25 Jan 2009 23:14:00 GMTPatrollers by Michael Callaghan version 11
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Section: Numerical Effects and Programming Tools - Conditionals
Allows us to ask if an abstract relation holds between two objects. Supports the standard physical relations as well as any new relations.
Tue, 28 Jun 2011 01:48:54 GMTPausing the game by John Goettle version 1
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Section: Other Characters - Traveling Characters
Allows a non player character to follow routes defined by rooms, directions, random journeys, to a destination or shadowing the player. Version 11 corrects a bug that crashed the extension when a valid route could not be found for the patroller to follow.
Sun, 16 Mar 2008 19:48:57 GMTPermadeath by Victor Gijsbers version 1
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Section: Typography, Layout, and Multimedia Effects - Screen Effects (General)
Provides template actions for pausing and unpausing the game.
Sat, 11 Sep 2010 14:20:42 GMTPermission to Visit by Ron Newcomb version 2
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Section: Out of World Actions and Effects - Saving and Undoing
Implements Rogue-like permanent death: the player can only save to "pause" the game, but never use it to undo something that has happened. This means that character death is permanent. The extension also allows you to combine normal saving and Rogue-like saving in one game.
Fri, 01 May 2009 15:09:40 GMTPhrases for Adaptive Pacing by Ron Newcomb version 1
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Section: Commands - Going, Pushing things in Directions
In lieu of compass directions, we may VISIT, ATTEND, GO TO, and FIND various people, events, places, and things. Characters may INVITE, PERMIT, and FORBID each other to or from their respective domains.
Sun, 12 Sep 2010 01:12:18 GMTPhrases for Tables with Topics by Ron Newcomb version 1
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Section: Time and Plot - The Passage of Time
We may ask the time when (a description of scenes) began/ended; the number of turns since (a description of scenes) began/ended; if (a future event) is soon; the time/turns until (a future event); the time/turns when (a future event). We may also un-schedule a future event with 'never shall'; begin or end a scene on an event; say a time 'as a time period'; repeat through future events; and change the turns-to-minutes ratio with 'per'.
Sun, 12 Sep 2010 01:12:59 GMTPlanner by Nate Cull version 2/080503
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Section: Adaptive Prose - Using the Player's Input
Grants five new phrases regarding the player's command, the matched text, and the topic understood: if one is a topic listed in a table, if one includes or matches a topic listed in a table, what corresponds to one within a table, and the last phrase corrects a bug so the topic understood may be used within an understand-as-mistake line.
Sat, 3 May 2008 17:23:01 GMTPlayer Experience Upgrade by Aaron Reed version 2/111127
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Section: Other Characters - Goal-Seeking Characters
A stateless goal-planning engine for IF actors. It is an Inform 7 reimplementation of the library formerly known as RAP (Reactive Agent Planner) for Inform 6 and TADS. (Updated for 5T18.)
Wed, 07 Dec 2011 20:27:00 GMTPlayer-Character Requires Persuasion by Ron Newcomb version 1
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Section: Out of World Actions and Effects - Helping and Hinting
A compilation extension to significantly improve player experience by improving the parser, correcting misspelled words, understanding more synonyms, providing more helpful library messages, and addressing common misconceptions. Includes Approaches and Punctuation Removal by Emily Short, Epistemology by Eric Eve, Default Messages by Ron Newcomb, and Smarter Parser, Poor Man's Mistype, Numbered Disambiguation Choices, Small Kindnesses, Neutral Library Messages, Remembering, and Extended Grammar by Aaron Reed
Sun, 10 Aug 2008 15:17:13 GMTPlugs and Sockets by Sean Turner version 3
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Section: The Viewpoint Character - Characterization
The Persuasion rules will be consulted for the player-character. Intended for works in which the author does not wish to conflate the player with the player-character.
Thu, 06 Oct 2011 00:16:25 GMTPlurality by Emily Short version 8 BUILT-IN
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Section: Physics: Substances, Ropes, Energy and Weight - Connections and Attachments
Plug and Sockets is an extension designed to assist with the modelling of devices that can plug and be plugged into. This is done by defining kinds of connectors - male "plugs" and female "sockets" - which form part of the device in question. Grammar is provided to support the connection and disconnection process. Contact sean.turner@iinet.net.au with any bug reports.
Sun, 27 Jun 2010 02:17:54 GMTPoor Man's Mistype by Aaron Reed version 8 UPDATED
Section: Adaptive Prose - Varying What is Written
Provides a number of helping say phrases to deal with inflections for singular and plural nouns; provides some control over pronoun usage.
Thu, 19 Jan 2012 03:08:07 GMTPostures by Emily Short version 1
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Section: Out of World Actions and Effects - Helping and Hinting
Adds basic typo correction by checking the first few letters of misunderstood input against the printed names of visible objects. Requires Smarter Parser by Aaron Reed.
Sun, 20 Jun 2010 04:06:12 GMTPower Sources by Emily Short version 1
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Section: Vehicles, Animals, and Furniture - Furniture
Postures defines three postures -- seated, standing, and reclining -- and allows pieces of furniture to specify which postures are possible and preferred when the player is on those furnishings.
Tue, 15 Jun 2010 19:45:57 GMTProcedural Randomness by Aaron Reed version 1
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Section: Physics: Substances, Ropes, Energy and Weight - Connections and Attachments
Power Sources provides an implementation of plugs and batteries, and is designed to be used alongside Computers or as a base for other device implementations. It requires Plugs and Sockets by Sean Turner.
Mon, 22 Mar 2010 17:27:23 GMTPronouns by Ron Newcomb version 4
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Section: Numerical Effects and Programming Tools - Randomness
Adds a say option, 'with procedural randomness,' that will reliably choose the same text as long as its seed is set to the same number or game object.
Sat, 26 Jul 2008 09:53:37 GMTProperty Checking by Emily Short version 4
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Section: Adaptive Prose - Varying What is Read
Provides phrases for checking and setting the current value of a particular pronoun. Integrates well with Eric Eve's Conversation Framework.
Mon, 05 Jul 2010 12:17:31 GMTPunctuation Removal by Emily Short version 3 BUILT-IN
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Section: Testing and Publishing - Testing and Debugging
A lightweight extension to identify rooms and objects in a game for which no description has yet been written.
Sun, 11 Nov 2007 17:48:53 GMTPuzzle Boxes by Jason Catena version 1
Section: Adaptive Prose - Varying What is Read
Offers specialized commands to strip troublesome punctuation such as periods, commas, question marks, and quote marks out of the player's typed commands; provides a converter to especially interpret titles that contain full stops, such as "Mrs." or "Dr.". This extension is less necessary as of 5G67, but may still be more time and space-efficient than using regular expressions on the player's command, and is in any case provided in support of older code.
Fri, 11 Jul 2008 10:45:19 GMTQuestions by Michael Callaghan version 4
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Section: Props: Food, Clothing, Money, Toys, Books, Electronics - Bags, Bottles, Boxes and Safes
Provide templates for pushbutton-combination puzzle boxes via a few examples.
Fri, 18 Jun 2010 20:37:07 GMTQuip-Based Conversation by Michael Martin version 5
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Section: Commands - Alternatives to Standard Parsing
Allows us to ask questions and to respond to answers given by the player outside the normal parser rules. Permits the use of questions requiring a number answer, selection from a menu, gender selection, yes / no answers and text answers. Also allows us to distinguish between closed questions that must be answered and open questions where the answer can be ignored and treated as normal parsed input.
Sat, 19 Jun 2010 11:50:20 GMTQuips Interattive by Massimo Stella version 9
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Section: Other Characters - Saying Complicated Things
An extension to allow traditional conversation menus, in the vein of Inform 6's phtalkoo.h extension. Updated for 5T18.
Fri, 21 Jan 2011 15:05:56 GMTRandomness by Mikael Segercrantz version 1/080522
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Section: Translations - Italian
Traduzione in Italiano di Reactable Quips di Michael Martin. Una libreria utile per le interazioni e i dialoghi con NPC attraverso righe e scelte multiple. Richiede Italian by Massimo Stella.
Fri, 23 May 2008 16:11:27 GMTReactable Quips by Michael Martin version 10
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Section: Numerical Effects and Programming Tools - Randomness
Random number generation using a simple seedable pseudorandom number generator.
Sat, 19 Jun 2010 11:49:56 GMTReal Date and Time by Ron Newcomb version 1
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Section: Other Characters - Saying Complicated Things
A table-based approach to NPC conversation chains, as well as allowing rules to fire on lines of conversation. Updated for 5T18.
Thu, 24 Feb 2011 13:25:37 GMTReal-Time Delays by Erik Temple version 1/100607
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Section: Time and Plot - The Passage of Time
Allows the author to get the real-world time and date from the player's computer.
Sun, 20 Jun 2010 04:05:17 GMTRecord-Replay by Al Golden version 1
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Section: Time and Plot - The Passage of Time
Allows the author to specify a delay of a given number of seconds/milliseconds before continuing the action. Compatible with 6F95
Sun, 17 Apr 2011 03:14:53 GMTRecorded Endings by Emily Short version 4
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Section: Out of World Actions and Effects - Helping and Hinting
Adds the recording and replay features of Inform 6 which have not been included in Inform 7.
Thu, 08 Jul 2010 11:41:20 GMTRegional Travel by Juhana Leinonen version 1
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Section: Out of World Actions and Effects - Ending
Records the endings the player encounters in multiple play-throughs to an external file; then adds an ENDINGS option to the final question to allow the player to review which endings he has seen so far. (Glulx-only)
Thu, 28 Jan 2010 02:58:52 GMTRemembering by Aaron Reed version 8/110322
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Section: Commands - Going, Pushing things in Directions
Allows the player to travel between regions. Useful for example when the player travels between large regions far apart from each other (e.g. cities), or for traveling in vehicles and public transportation.
Wed, 23 Mar 2011 20:28:21 GMTRepeat Boxes by Dave Robinson version 2
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Section: The Viewpoint Character - Background, Memory, and Knowledge
Replaces 'You can't see any such thing' with a message reminding the player where they last saw the item they're trying to interact with. Requires Epistemology by Eric Eve and Plurality by Emily Short.
Fri, 29 Apr 2011 11:32:14 GMTRepeat Through Actions by Ron Newcomb version 2
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Section: Typography, Layout, and Multimedia Effects - Typography
By default a specific text value can be displayed as a boxed quotation only once. This extension allows an author to force a quotation to be displayed multiple times.
Thu, 23 Apr 2009 01:20:10 GMTRepeat Through a Rulebook by Ron Newcomb version 4
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Section: Commands - Remembering, Converting and Combining Actions
Allows us to write a repeat loop that steps through all actions in the game, or all the actions belonging to a kind-of-action.
Thu, 25 Sep 2008 14:21:08 GMTRestrictions by Jon Ingold version 2
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Section: Numerical Effects and Programming Tools - Rulebook Manipulation
Allows us to write a repeat loop that steps through all the rules in a rulebook, to count those rules, to pick a random rule, and to ask if a rule is currently listed in a given rulebook.
Mon, 5 May 2008 03:18:56 GMTReversed Persuasion Correction by Juhana Leinonen version 2
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Section: Place - Position Within Rooms
Provides for environments in which the player's actions are quickly and easily restricted.
Thu, 08 Jul 2010 11:42:46 GMTRewrite the Command Line by Ron Newcomb version 2
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Section: Commands - Clarification and Correction
Automatically corrects commands given to NPCs where the word order is reversed, for example HELLO, ALICE instead of ALICE, HELLO.
Mon, 31 Jan 2011 12:47:36 GMTRideable Vehicles by Graham Nelson version 2 BUILT-IN
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Section: Adaptive Prose - Using the Player's Input
Allows us to erase then rewrite the commands our player types in.
Sun, 11 Nov 2007 17:48:53 GMTRoom & Dimension by Sebastian Rahn version 1
Section: Vehicles, Animals, and Furniture - Bicycles, Cars, and Boats
Creates vehicles and animals (such as horses) that respond to RIDE and DISMOUNT, and describe the player as riding on rather than in.
Mon, 28 Jan 2008 17:52:34 GMTRoom Description Control by Emily Short version 10
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Section: Place - Continuous Spaces and the Outdoors
Adds a 2D grid representation of a room.
Sat, 02 Apr 2011 03:10:49 GMTRoom Description Headings by Erwin Genstein version 1/090620
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Section: Commands - Looking
A replacement of the look rules that generate descriptions of the items in a room. Room Description Control allows the author to choose items in a room to conceal from description. It also allows him to arrange the order in which objects are described and manage the form that description takes. Note that Room Description Control is only a framework and will require the author to provide a set of writing a paragraph about rules. See Single Paragraph Description, Ordinary Room Description, and Tailored Room Description for options. (Updated for 5T18.)
Fri, 29 Apr 2011 11:23:15 GMTRunic Characters by Adam Thornton version 2
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Section: Adaptive Prose - Varying What is Written
Provides additional options for controlling room description headings such as 'Cave (on the chair)', including how many enclosing objects are listed, how they are listed, and which prepositions and punctuation are used, if any.
Sat, 8 Mar 2008 20:56:48 GMTScheduled Activities by John Clemens version 9
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Section: Typography, Layout, and Multimedia Effects - Typography
Defines Runic letters only.
Sun, 12 Sep 2010 01:52:40 GMTScope Caching by Mike Ciul version 1
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Section: Time and Plot - Event Scheduling
This extension allows activities to be scheduled at absolute and relative times. These activities may later be checked or cancelled. The advantage of this over the standard events is that activities may take a variable, and the same activity may be scheduled multiple times. Rudimentary support is also provided for grouping output of multiple activities scheduled for the same turn. (Updated for 6E59/6E72)
Wed, 07 Dec 2011 20:31:28 GMTScope Control by Ron Newcomb version 1
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Section: The Viewpoint Character - Background, Memory, and Knowledge
Gives things the 'marked visible' property, to check the visibility of something without repeating the entire scope loop each time. Improves consistency of Epistemology by Eric Eve, works with Conditional Backdrops by Mike Ciul, and applies caching to Remembering by Aaron Reed.
Fri, 3 Oct 2008 00:18:15 GMTSecret Doors by Andrew Owen version 1
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Section: Commands - Action at a Distance
Allows us to ask why the Deciding the Scope For Something activity is running, so we can modify the scope only when we absolutely need to. Highly useful for giving NPCs commands over telephones or while in darkness, creating 'can hear' relations, or modifying how Inform parses the command line.
Sat, 4 Aug 2007 12:14:13 GMTSenses by ShadowChaser version 1
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Section: Place - Doors, Staircases, and Bridges
Doors and switches that cannot be acted upon until they are discovered.
Tue, 30 Mar 2010 02:36:22 GMTShipboard Directions by Mikael Segercrantz version 3/080915
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Section: Commands - Additional Command Sets
This short extension implements the senses of touch, taste, smell and hearing.
Tue, 16 Sep 2008 05:05:28 GMTShipboard Directions by Samuel Byron version 1/110709
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Section: Vehicles, Animals, and Furniture - Ships, Trains, and Elevators
Creates FORE, AFT, PORT, and STARBOARD along the same lines as the standard Inform directions. (Updated for 5U92.)
Sun, 17 Jul 2011 19:05:52 GMTSimple CYOA by Mark Tilford version 1
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Section: Vehicles, Animals, and Furniture - Ships, Trains, and Elevators
Extends the features found in Mikael Segercrantz's extension of the same name, automating several common tasks and providing built-in disambiguation between compass and shipboard directions.
Sat, 4 Aug 2007 12:14:13 GMTSimple Chat by Mark Tilford version 4
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Section: Adaptive Prose - Non-standard User Interfaces
An extension for creating simple menu-based games.
Wed, 10 Aug 2011 01:28:09 GMTSimple Debugger by Michael Hilborn version 1/080105
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Section: Other Characters - Saying Complicated Things
A menu-based system for NPC conversation. Can also be used to display numbered menus with non-conversation choices. Designed to work with 6G60.
Sun, 13 Jan 2008 01:38:22 GMTSimple Followers by Emily Short version 6
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Section: Testing and Publishing - Testing and Debugging
Easy debugging mechanisms for authors and play testers.
Wed, 07 Jul 2010 03:06:07 GMTSimple Graphical Window by Emily Short version 8
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Section: Other Characters - Traveling Characters
Allows non-player characters to follow the player (or one another); adds a FOLLOW command and a corresponding STOP FOLLOWING command so that the player can issue these orders to non-player characters.
Sat, 19 Jun 2010 19:39:37 GMTSingle Paragraph Description by Emily Short version 4
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Section: Typography, Layout, and Multimedia Effects - Glulx Graphics
Provides a graphics window in the upper part of the screen, in which the author can place images; with provision for scaling, tiling, or centering images automatically, as well as setting a background color. Extension requires Glulx Entry Points Version 7.
Sat, 02 Apr 2011 03:10:31 GMTSmall Kindnesses by Aaron Reed version 11/110320
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Section: Commands - Looking
Provides a very terse style of room description in which the objects in a room are listed in the same paragraph as the main room description text. Note: requires Room Description Control. Version 3 corrects a game-crashing bug that occurred when a room had no description at all.
Wed, 23 Mar 2011 20:28:39 GMTSmarter Parser by Aaron Reed version 15/120116 UPDATED
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Section: Commands - Remembering, Converting and Combining Actions
Provides a number of small interface improvements for players, understanding commands like GO BACK and GET IN, automatically getting off enclosables before moving, responding to vague movement commands when there is only one sensible option, and more.
Thu, 19 Jan 2012 03:08:27 GMTSnippetage by Dave Robinson version 2
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Section: Out of World Actions and Effects - Helping and Hinting
Understands a broader range of input than the standard parser, and can direct new players towards proper syntax. A rules-based system makes it easy to customize by removing or add new forms of understood input.
Sat, 4 Aug 2007 12:14:13 GMTSpanish by Sebastian Arg version 1/101225
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Section: Adaptive Prose - Varying What is Read
Some functions for setting and use of snippets (parts of the player's command). (Minor update for compatibility with 4W37.)
Sun, 06 Feb 2011 18:03:22 GMTSpellcasting by Jim Aikin version 2
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Section: Translations - Spanish
Spanish language file for replacing the language of play. Updated for 6G60.
Wed, 11 May 2011 20:24:51 GMTSpin by Aaron Reed version 1
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Section: Game Systems - Magic
Provides a way to create new magic spells that can be cast anywhere (and that might do anything at all), but that the player must learn before using.
Thu, 11 Feb 2010 03:04:07 GMTStartEnd MenuPages by ShadowChaser version 1
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Section: Out of World Actions and Effects - Helping and Hinting
Lets the player bypass puzzles they aren't interested in whenever they have spin, which they gain by experimenting and interacting with the story world.
Sat, 03 Apr 2010 00:40:22 GMTStatus Line Removal by Emily Short version 4
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Section: Out of World Actions and Effects - Start-up Features
Based loosely on Title Page by Jon Ingold. It does a similar thing, but it has a differently styled menu system, and contains some generic help text. Because I also like to include mature content, it also optionally allows for an initial warning page, offering the player the option of quitting before showing any of a game's content. Finally, I have added an End of Game menu also.
Wed, 15 Sep 2010 02:44:12 GMTString Buffers by Jesse McGrew version 5
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Section: Typography, Layout, and Multimedia Effects - The Status Line
Entirely eliminates the status line from a game. Version 2 works on Glulx, whereas Version 1 was z-machine only.
Sat, 10 Nov 2007 23:30:18 GMTSupplemental Actions by Al Golden version 30 UPDATED
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Section: Adaptive Prose - Using the Player's Input
Gives objects the ability to store messages which can be manipulated with more flexibility than regular text values. Includes an example in which the player can write messages in a notebook. (Incompatible past 5T18, but unnecessary given that Inform now has indexed text; we leave it on the website for people still using older versions of Inform.)
Thu, 02 Feb 2012 02:32:45 GMTSwedish by Felix Larsson version 1/110725
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Section: Commands - Additional Command Sets
Adds the actions blowing, digging, digging it with, filling, filling it from, filling it with, praying, praying to, praying for, swimming, swimming in, swimming across, swimming under, swimming over, swimming around, swimming through, and more.
Thu, 11 Aug 2011 00:55:33 GMTTailored Room Description by Emily Short version 10
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Section: Translations - Swedish
Låter dig skriva spel/berättelser att spelas/läsas på svenska.
Tue, 15 Jun 2010 19:46:36 GMTTelefoni by Massimo Stella version 1
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Section: Commands - Looking
An extension to go with Room Description Control, providing a different style of room description than the default. Parenthetical remarks such as (open) and (in which are...) are omitted in favor of full English sentences. Version 7 restructures the code to make use of tables of template text, allowing it to be much more extensively customized than previous versions.
Fri, 21 Jan 2011 15:05:57 GMTTelephones by George Tryfonas version 1
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Section: Translations - Italian
Traduzione di Telephones by George Tryfonas. Implementa codice riguardante telefoni (fissi e portatili). Richiede Italian by Massimo Stella.
Sat, 10 May 2008 00:13:06 GMTText Capture by Eric Eve version 6
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Section: Props: Food, Clothing, Money, Toys, Books, Electronics - Telephones
Telephones, standard and portable.
Sun, 20 Jun 2010 17:37:03 GMTText Variations by Jon Ingold version 4
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Section: Adaptive Prose - Varying What is Written
Allows the capture of text that would otherwise be output to the screen, so that the text can be further manipulated, displayed at some other point, or simply discarded. Version 6 avoids using phrases deprecated in 6E59.
Sat, 4 Aug 2007 12:14:13 GMTText Window Input-Output Control by Erik Temple version 2
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Section: Adaptive Prose - Varying What is Written
Provides the ability to vary say statements inline, either randomly or sequentially. (This ability is built into Inform as of 4X60, but the extension remains for people who would like to use it with older versions of Inform.)
Mon, 08 Nov 2010 03:33:35 GMTTitle Page by Jon Ingold version 2
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Section: Typography, Layout, and Multimedia Effects - Screen Effects (General)
Allows authors to accept input in a separate window from output, or to redirect output to windows other the main window. Input and output windows can be changed during play. Also provides more control over transcript output. Requires Flexible Windows. Compatible with 6F95.
Wed, 7 May 2008 05:00:20 GMTTransit System by Emily Short version 5
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Section: Out of World Actions and Effects - Start-up Features
Provides an intro panel to the game, offering a menu, a restore and restart prompt, a quotation and (under Glulx) a picture.
Tue, 06 Jul 2010 18:47:35 GMTTrinity Inventory by Mikael Segercrantz version 4/080708
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Section: Vehicles, Animals, and Furniture - Ships, Trains, and Elevators
Provides a train-car kind which follows a set schedule around the game map, allowing the player and other characters to board or dismount at stops.
Thu, 8 May 2008 19:52:48 GMTTutorial Mode by Emily Short version 2
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Section: Commands - Inventory
Provides a framework for listing inventories in natural sentences, akin to Infocom's game Trinity. Separates carried and worn objects, followed by objects that contains other objects. What's listed in the third section is customizable via a rulebook. Objects can be marked as not listed when carried or worn as well as marked as having their contents listed in the inventory when they're empty. This extension is based upon the extension Written Inventory by Jon Ingold. Updated for 5T18.
Mon, 05 Jul 2010 12:18:00 GMTUnderside by Eric Eve version 5
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Section: Out of World Actions and Effects - Helping and Hinting
Adds a tutorial mode, which is on by default, to any game, to introduce key actions for the novice player. Can be revised or expanded by the author.
Sat, 19 Jun 2010 15:56:00 GMTUndescribed Objects by Tim Pittman version 1
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Section: Commands - Looking Under and Hiding
Allows objects to be put under other objects. An underside usually starts out closed so that its contents are hidden from view. Requires Version 7 (or later) of Bulk Limiter; the space under objects is limited by bulk. Underside is compatible with Version 10 or later of Implicit Actions, but does not require it. Version 5 of Underside avoids features deprecated in Version 6E59 of Inform.
Wed, 28 May 2008 04:25:16 GMTUndo Output Control by Erik Temple version 3/110717
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Section: Commands - Examining
Allows for objects to be made that print the parser error 'That's not something you need to refer to...' when anything is done to them. Compatible with, but does not require, Custom Library Messages by David Fisher.
Sun, 17 Jul 2011 19:09:05 GMTUnicode Character Names by Graham Nelson version 1 BUILT-IN
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Section: Out of World Actions and Effects - Saving and Undoing
In addition to allowing control over UNDO default messages, provides hooks into UNDO processing, including multiple ways to suspend UNDO temporarily, to place limitations on UNDO (such as allowing only one UNDO in a row), and to control when the game state is saved. Using the latter, we can effectively control which turn UNDO returns us to. Can be used alongside Conditional Undo by Jesse McGrew. Compatible with 6F95.
Sun, 11 Nov 2007 17:48:53 GMTUnicode Full Character Names by Graham Nelson version 1 BUILT-IN
Section: Typography, Layout, and Multimedia Effects - Typography
Defines 2909 names like [unicode Greek small letter gamma] for Latin, Cyrillic, Greek and Hebrew letters, along with currency and other symbols.
Sun, 11 Nov 2007 17:48:53 GMTUnicode Interrogation by Michael Martin version 2
Section: Typography, Layout, and Multimedia Effects - Typography
Defines 12997 names like [unicode Arabic letter hah with three dots above] for the full range of characters named in the Unicode 4.1 standard.
Sun, 10 Aug 2008 15:17:13 GMTUnknown Word Error by Neil Cerutti version 1
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Section: Typography, Layout, and Multimedia Effects - Typography
Allows the game to check whether a given unicode character is supported on a given interpreter before attempting to print it. Unicode Interrogation Version 1 did not compile under Glulx; this version compiles and runs under both formats.
Tue, 18 Dec 2007 19:59:02 GMTUnsuccessful PC Attempt by Ron Newcomb version 1
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Section: Commands - Alternate Default Messages
Provides Infocom-style parser messages such as 'I don't know the word 'kludge'.'
Fri, 08 May 2009 03:02:48 GMTUseful Functions by ShadowChaser version 1
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Section: The Viewpoint Character - Characterization
Will run the Unsuccessful Attempt By rules for all characters, including the player. Also silences the library messages printed by the built-in Check rules.
Tue, 30 Mar 2010 02:32:23 GMTVariable Time Control by Eric Eve version 3
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Section: Typography, Layout, and Multimedia Effects - Screen Effects (General)
This is a set of useful functions for use with Inform7 scripts. The functions are: keypress, yes /no, pause and clear, percentage, rankings, and square root.
Sun, 20 Jun 2010 17:37:10 GMTWeather by Ish McGravin version 3/080914
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Section: Time and Plot - The Passage of Time
Allows individual actions to take a different number of seconds, or no time at all. Also allows the standard time taken per turn to be defined as so many seconds, which can be varied during the course of play.
Sun, 14 Sep 2008 16:39:48 GMTWeather Effects by Mikael Segercrantz version 3/080508
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Section: Place - Passers-by, Weather and Astronomical Events
Simulates a changing date, day/night cycle, randomized pseudo-weather, and semi-accurate moon phase. (Given a tiny update to compile with 5U92.)
Thu, 8 May 2008 19:52:48 GMTWhoWhat by David Cornelson version 5/071110
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Section: Place - Passers-by, Weather and Astronomical Events
Requires Atmospheric Effects and Weather. This extension creates scenes based upon the settings produced by the Weather extension for ease of use with Atmospheric Effects's scene mechanism. The number of scenes created by Weather Effects is enough for the game not to fit in the Z-Machine, so this extension is Glulx only. Updated to work with 5T18.
Sat, 10 Nov 2007 23:30:18 GMTWritten Inventory by Jon Ingold version 3
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Section: The Viewpoint Character - Background, Memory, and Knowledge
Allows the player to ask who and what things or people are within the game. Version 5 updates for compatibility with 5G67.
Mon, 5 May 2008 03:18:56 GMTline break workaround by Jon Ingold version 1
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Section: Commands - Inventory
Provides a framework for listing inventories in natural sentences. Separates carried and worn objects, followed by objects that contains other objects. What's listed in the third section is customisable via a rulebook.
Sat, 4 Aug 2007 12:14:13 GMT
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Section: Typography, Layout, and Multimedia Effects - Typography
A work-around for certain difficulties with line breaks. (Not compatible since 4S08, but not necessary either; this is preserved here for those using legacy versions of Inform.)