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Adaptive Prose

Responses

Varying What is Written

Complex Listing by Emily Short version 9 BUILT-IN
Mon, 14 Apr 2014 08:52:12 GMT
Complex Listing provides more sophisticated listing options: the ability to impose special ordering instructions on a list, and also the ability to change the delimiters of the list to produce different styles and effects.
Dialogue Punctuation by Ron Newcomb version 3
Mon, 25 Oct 2010 23:38:31 GMT
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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.
One-Shot Text by Jesse McGrew version 1
Tue, 7 Aug 2007 10:37:52 GMT
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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 (Officially withdrawn by the author now that there are text substitutions which handle this; we leave it on the website for people still using older versions of Inform.)
Output Filtering by Ron Newcomb version 2
Sun, 11 May 2008 15:06:57 GMT
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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.)
Plurality by Emily Short version 8
Sun, 27 Jun 2010 02:17:54 GMT
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Provides a number of helping say phrases to deal with inflections for singular and plural nouns; provides some control over pronoun usage.
Text Variations by Jon Ingold version 4
Sat, 4 Aug 2007 12:14:13 GMT
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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.)
Numerical Inflection by Aaron Reed version 2
Mon, 22 Mar 2010 17:27:09 GMT
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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.
Automated Verb Phrases by Ron Newcomb version 1/110416
Sun, 17 Apr 2011 03:33:16 GMT
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Adds to Custom Library Messages the continuous and perfect aspects, inquisitive mood, passive voice, negative mode, and various modal auxiliary verbs.
Room Description Headings by Erwin Genstein version 1/090620
Fri, 29 Apr 2011 11:23:15 GMT
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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.

Varying What is Read

Second Gender by Felix Larsson version 1
Sun, 03 Feb 2013 04:22:18 GMT
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This extension allows you to create things with more than one gender and lets the player refer to such things with the corresponding pronouns, so that, e.g., a ship can be referred to as both "it" and "her" or a dog as both "him" and "it".
Pronouns by Ron Newcomb version 4
Sat, 26 Jul 2008 09:53:37 GMT
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Provides phrases for checking and setting the current value of a particular pronoun. Integrates well with Eric Eve's Conversation Framework.
Punctuation Removal by Emily Short version 5 BUILT-IN
Mon, 14 Apr 2014 08:52:12 GMT
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.".
Snippetage by Dave Robinson version 2
Sat, 4 Aug 2007 12:14:13 GMT
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Some functions for setting and use of snippets (parts of the player's command). (Minor update for compatibility with 4W37.)

Using the Player's Input

String Buffers by Jesse McGrew version 5
Sat, 10 Nov 2007 23:30:18 GMT
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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.)
Keywords for Conversation by Matt Wigdahl version 2
Sat, 26 Feb 2011 02:30:24 GMT
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Bridges Eric Eve's Conversation Package and Aaron Reed's Keyword Interface, providing an interface to support single-keyword conversations.
Interactive Parsing by Jon Ingold version 3
Sat, 30 Apr 2011 23:21:59 GMT
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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.
Past Tense Commands by Dan Efran version 1
Fri, 12 Apr 2013 22:41:43 GMT
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This extension allows the player to issue commands in past tense, e.g. '>TOOK EGG' or '>LOOKED'. (Players are not very likely to do this, but in a game where the narrator speaks in past tense, it seems only fair to accept the same verb forms from the player.) The extension adds past-tense synonyms for the standard commands, and for those in Extended Grammar by Aaron Reed (Version 6/110706) when used with that extension.

Non-standard User Interfaces

Hybrid Choices by AW Freyr version 7
Tue, 21 Jun 2016 14:38:26 GMT
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Provides a choice-based interface that can be freely switched between interactive and non-interactive modes. Basically, it does CYOA.
Simple CYOA by Mark Tilford version 1
Sat, 4 Aug 2007 12:14:13 GMT
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An extension for creating simple menu-based games.
Interactive Poetry by Michael Bacon version 2
Fri, 01 May 2009 15:09:40 GMT
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A very simple alternate interactive fiction system conducive to writing keyword-based interactive poetry or narrative.
Adventure Book by Edward Griffiths version 1/110101
Fri, 21 Jan 2011 14:58:06 GMT
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A system for creating Choose Your Own Adventure style programs, with advanced features. Based on an original programming system by Jon Ingold.
Interactive Poetic Interludes by Kazuki Mishima version 2
Sat, 30 Jan 2010 02:29:42 GMT
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A system for creating interludes within interactive fiction that present keyword-based interactive poetry or narratives.
Command Prompt on Cue by Ron Newcomb version 3
Mon, 28 Jun 2010 03:15:55 GMT
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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.

Place

Map

Automap by Mark Tilford version 4
Mon, 01 Nov 2010 03:21:25 GMT
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An extension to automatically draw an ASCII, Unicode, or Infocom FONT3 map in the status line. Works under Z-code or Glulx.
Multiple Exits by Mikael Segercrantz version 4/080915
Tue, 16 Sep 2008 05:04:56 GMT
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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.)

Position Within Rooms

Restrictions by Jon Ingold version 2
Mon, 5 May 2008 03:18:56 GMT
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Provides for environments in which the player's actions are quickly and easily restricted.

Continuous Spaces and the Outdoors

AI Moving by Sebastian Rahn version 1
Mon, 28 Jan 2008 17:52:34 GMT
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Provides routines for moving NPCs intelligently in the 2D grid created by Room & Dimension.
Conditional Backdrops by John Clemens version 1
Mon, 26 Nov 2007 13:34:09 GMT
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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.)
Conditional Backdrops by Mike Ciul version 2/110428
Fri, 29 Apr 2011 11:52:14 GMT
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An extension to allow a single rulebook to determine the presence of multiple backdrops. (An update to John Clemens' version.)
Far Away by Jon Ingold version 5
Sun, 17 Apr 2011 03:17:19 GMT
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A simple extension providing for things out of reach.
Room & Dimension by Sebastian Rahn version 1
Mon, 28 Jan 2008 17:52:34 GMT
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Adds a 2D grid representation of a room.

Doors, Staircases, and Bridges

Secret Doors by Andrew Owen version 1
Sat, 4 Aug 2007 12:14:13 GMT
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Doors and switches that cannot be acted upon until they are discovered.

Passers-by, Weather and Astronomical Events

Atmospheric Effects by Mikael Segercrantz version 6/080508
Thu, 8 May 2008 19:52:48 GMT
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A table-based way to add atmospheric effects to rooms and regions. Upgraded for 5T18.
Weather by Ish McGravin version 3/080914
Sun, 14 Sep 2008 16:39:48 GMT
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Simulates a changing date, day/night cycle, randomized pseudo-weather, and semi-accurate moon phase. (Given a tiny update to compile with 5U92.)
Weather Effects by Mikael Segercrantz version 3/080508
Thu, 8 May 2008 19:52:48 GMT
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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.

Time and Plot

The Passage of Time

Basic Real Time by Sarah Morayati version 2
Sun, 17 May 2009 01:24:04 GMT
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Allows the author to incorporate Glulx real time events into an Inform 7 project.
Native Time Control by Tim Pittman version 1
Fri, 6 Jun 2008 13:01:19 GMT
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Allows the author control of the speed at which time passes in a story without creating new rules or replacing old ones.
Real-Time Delays by Erik Temple version 1/100607
Sun, 20 Jun 2010 04:05:17 GMT
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Allows the author to specify a delay of a given number of seconds/milliseconds before continuing the action. Compatible with 6F95

Event Scheduling

Extended Timers by Gavin Lambert version 3
Thu, 16 Apr 2015 01:38:23 GMT
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Some additional ways of dealing with the standard times and timers.
Landmark Events by Jon Ingold version 2
Mon, 5 May 2008 03:18:56 GMT
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Provides a system for tracking events which have occured, and testing how recently they occured. Also includes some simple phrases for comparing times.
Scheduled Activities by John Clemens version 10
Sun, 12 Sep 2010 01:52:40 GMT
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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)

The Viewpoint Character

Characterization

Player-Character Requires Persuasion by Ron Newcomb version 1
Sun, 10 Aug 2008 15:17:13 GMT
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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.
Basic Characters by ShadowChaser version 1
Tue, 30 Mar 2010 02:34:20 GMT
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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.
Protagonists by Kevin Norris version 1/120327
Tue, 17 Apr 2012 12:40:10 GMT
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Provides support for player-initiated switching between player characters, having people follow the player, and a system for issuing general orders.

Background, Memory, and Knowledge

Epistemology by Eric Eve version 6 BUILT-IN
Sat, 19 Jun 2010 15:56:14 GMT
Keeping track of what the player character knows and sees.
Epistemology by Eric Eve version 7
Tue, 06 Aug 2013 18:20:03 GMT
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Keeping track of what the player character knows and sees. Version 6 avoids phrases deprecated in version 6E59.
WhoWhat by David Cornelson version 5/071110
Sat, 10 Nov 2007 23:30:18 GMT
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Allows the player to ask who and what things or people are within the game. Version 5 updates for compatibility with 5G67.
Lost Items by Mike Ciul version 2/110308
Wed, 09 Mar 2011 03:52:41 GMT
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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.
Scope Caching by Mike Ciul version 1
Wed, 07 Dec 2011 20:31:28 GMT
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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.

Commands

Looking

Exit Descriptions by Matthew Fletcher version 3
Fri, 16 May 2014 10:28:49 GMT
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Appends a list of exit directions and names any previously visited rooms at the end of a room description.
Exit Descriptions SP by Matthew Fletcher version 2
Sat, 4 Aug 2007 12:14:13 GMT
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Identical to Exit Descriptions, but in Spanish.
Exit Lister by Andre Kosmos version 1
Thu, 6 Sep 2007 14:41:31 GMT
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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.)
Mentioned In Room Description by Ron Newcomb version 1
Thu, 28 Jan 2010 02:48:14 GMT
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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.
Fully Spatial by Quantum Games version 1
Tue, 17 Apr 2012 12:43:56 GMT
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Allows the player to look and examine directions much more fully using a table system.

Examining

Multi-examine by Jon Ingold version 3
Sun, 25 Jan 2009 23:14:00 GMT
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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.
Undescribed Objects by Tim Pittman version 1
Wed, 28 May 2008 04:25:16 GMT
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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.

Looking Under and Hiding

Hidden Items by Krister Fundin version 2
Fri, 06 Aug 2010 01:25:17 GMT
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Provides a simple way of defining objects (including doors and backdrops) that are initially out of play.

Inventory

Trinity Inventory by Mikael Segercrantz version 4/080708
Thu, 8 May 2008 19:52:48 GMT
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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.
Written Inventory by Jon Ingold version 3
Mon, 5 May 2008 03:18:56 GMT
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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.
Modified Inventory by Al Golden version 1
Thu, 11 Oct 2012 02:25:07 GMT
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This extension displays your inventory and the inventory of any NPCs who are visible in two separated listings of carried and worn.

Going, Pushing things in Directions

Directional Facing by Tim Pittman version 1
Sat, 4 Aug 2007 12:14:13 GMT
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Allows the player to move by forward, backward, left, and right depending on which way he is facing.
Directional Facing by Poster version 2
Sun, 17 Apr 2011 03:40:01 GMT
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Allows the player to move by forward, backward, left, and right depending on which way he is facing.
Instead of Going by Mikael Segercrantz version 3/071115
Thu, 8 May 2008 19:52:48 GMT
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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.)

Entering and Exiting, Sitting and Standing

Opening, Closing, Locking and Unlocking

Locksmith by Emily Short version 12 BUILT-IN
Mon, 14 Apr 2014 08:52:12 GMT
Implicit handling of doors and containers so that lock manipulation is automatic if the player has the necessary keys.
Skeleton Keys by Emily Short version 1 BUILT-IN
Mon, 14 Apr 2014 08:52:12 GMT
Allows for locks which can be opened by more than one key.
Modified Lock-Unlock by Al Golden version 2
Tue, 29 Jun 2010 00:14:55 GMT
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Allows locking and unlocking of doors and containers with or without a key.

Additional Command Sets

Empty Transfer by Emily Short version 4
Sun, 27 Jun 2010 02:15:35 GMT
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Provides an EMPTY action, allowing containers to be dumped into other containers or onto supporters, or simply onto the floor.
Supplemental Actions by Al Golden version 35
Thu, 11 Sep 2014 20:39:54 GMT
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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.
Senses by ShadowChaser version 1
Tue, 30 Mar 2010 02:36:22 GMT
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This short extension implements the senses of touch, taste, smell and hearing.
Touchy Feely by Quantum Games version 1
Wed, 18 Apr 2012 02:48:53 GMT
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Allows the player to use the other senses on things much more fully. Works well with, but does not require, Fully Spatial by Quantum Games.
Simple Adventure Game System by Philip Black version 1
Mon, 25 May 2015 20:57:36 GMT
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Replicates the mechanics of point-and-click Adventure games (Such as Simon The Sorcerer) by adding a simple 'Use' Command to your game that allows you to run s cripts and combine objects. NOTE: This is an ultra-lightweight super cut-down v ersion of the 'Alchemy Poison & Item Crafting Engine by Philip Black' for people do not want or need a complex crafting system with dynamic toxins and alcohol. If you would like a full-scale crafting system, you should use the Crafting Engi ne extension instead. If you change your mind later, you can upgrade by simply r eplacing which one is included in your game. (Note: This extension still require s 'Dynamic Objects by Jesse McGrew')
Alchemy Poison & Item Crafting Engine by Philip Black version 1
Mon, 25 May 2015 20:58:00 GMT
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Adds custom Crafting, Alchemy, and Dynamic Poison systems to your game. With this extension you can set up recipes and tools that the player can try and use to make anything, as well as playing with interactive machines that drop items when you insert other items. Taint items with alcohol and various poisons and easily customise their effects. You can also combine objects with other things - just like in classic adventure games (such as Simon the Sorcerer). Note: This extension requires 'Dynamic Objects by Jesse McGrew'.
Custom Poisons by Philip Black version 1
Thu, 21 May 2015 10:49:48 GMT
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This is an addon for the Alchemy Poison & Item Crafting Engine by Philip Black is just a handy script allowing you to set up some very general non-item-specific effects for the three levels of poison that it adds to the game. The idea of this addon is for you to edit the script yourself in order to add your own optional poison effects. If you do not edit this script because you want to add poison effects on an item-by-item basis, or you don't or you don't want to add poison to your game, then you might want to avoid using this extension. As supplied, the only effect that eating poison will have (when using this script) is a message telling them they have, unless they eat Deadly Poison, which is instantly lethal. You do not need this script to add poison effects to your game as the Alchemy Engine already allows you to tag items as Poison Tainted, Poisonous, VERY poisonous, DEADLY poisonous, alcoholic, slightly alcoholic, and safe, as well as adding the 'toxic tested' flag that makes it easy to add poison testers to your game. If you do not want poison in your game, all you have to do is avoid telling the Alchemy Engine that anything is poisonous.
Hyperlink Combat System by Philip Black version 1
Tue, 01 Dec 2015 12:17:15 GMT
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A versatile narrative-based hyperlink combat engine capable of handling entire large-scale wars with up to thirty unique allies and thirty unique enemies on the field at once. Create custom weapons, weapon powers, control levelling up, control ammunition, add special effects, and add your own scripts directly into combat at any point you wish. Coming soon: Classes, spells, and RPG elements. (Requires Hyperlink Interface by Leonardo Boselli).

Remembering, Converting and Combining Actions

Repeat Through Actions by Ron Newcomb version 2
Thu, 23 Apr 2009 01:20:10 GMT
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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.

Action at a Distance

Alternate Default Messages

Custom Library Messages by David Fisher version 28/100614
Tue, 15 Jun 2010 02:36:03 GMT
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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.
Default Messages by David Fisher version 12/091223
Fri, 29 Jan 2010 01:23:27 GMT
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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.
Grouped Messages As Dialogue by Ron Newcomb version 1
Mon, 28 Jan 2008 17:52:34 GMT
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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.
Default Messages by Ron Newcomb version 3
Fri, 04 Mar 2011 13:41:14 GMT
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Allows customizing the standard messages in the Inform library. A ground-up reimplementation of David Fisher's extension that economizes on memory.
Unknown Word Error by Neil Cerutti version 1
Tue, 18 Dec 2007 19:59:02 GMT
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Provides Infocom-style parser messages such as 'I don't know the word 'kludge'.'
Unknown Word Error by Mike Ciul version 2/110923
Thu, 11 Oct 2012 02:28:51 GMT
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Updated version of Neil Cerutti's extension: Provides Infocom-style parser messages.
Custom Library Messages by Ron Newcomb version 4/120212
Tue, 14 Feb 2012 02:41:58 GMT
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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.
Neutral Library Messages by Aaron Reed version 3/120107
Thu, 19 Jan 2012 03:07:54 GMT
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Replaces the most misleading and narratively-voiced parser messages with more instructive or neutral versions. Requires Default Messages by Ron Newcomb.

Clarification and Correction

Disambiguation Control by Jon Ingold version 7
Sat, 26 Feb 2011 02:36:15 GMT
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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.

Alternatives to Standard Parsing

Questions by Michael Callaghan version 5
Sun, 11 May 2014 22:47:41 GMT
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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.
Original Parser by Ron Newcomb version 1
Fri, 22 Jun 2012 19:58:52 GMT
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This port of the venerable Inform parser to Inform 7 sheds some light on how the parser accomplishes its tasks.

Other Characters

Getting Started with Conversation

Inanimate Listeners by Emily Short version 1 BUILT-IN
Mon, 14 Apr 2014 08:52:12 GMT
Allows the player to address inanimate objects such as a talking computer, microphone, or telephone in a form such as ASK COMPUTER ABOUT COORDINATES.

Saying Complicated Things

Assumed Conversers by Michael Martin version 2
Sun, 10 Aug 2008 15:17:13 GMT
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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).
Quip-Based Conversation by Michael Martin version 5
Sat, 19 Jun 2010 11:50:20 GMT
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An extension to allow traditional conversation menus, in the vein of Inform 6's phtalkoo.h extension. Updated for 5T18.
Reactable Quips by Michael Martin version 10
Sat, 19 Jun 2010 11:49:56 GMT
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A table-based approach to NPC conversation chains, as well as allowing rules to fire on lines of conversation. Updated for 5T18.
Simple Chat by Mark Tilford version 4
Wed, 10 Aug 2011 01:28:09 GMT
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A menu-based system for NPC conversation. Can also be used to display numbered menus with non-conversation choices. Designed to work with 6G60.
Conversation Framework for Sand-dancer by Aaron Reed version 2
Wed, 07 Dec 2011 20:26:19 GMT
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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.

Character Emotion

Characters Following a Script

Action Queuing by Jesse McGrew version 3
Sat, 4 Aug 2007 12:14:13 GMT
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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.)

Traveling Characters

Patrollers by Michael Callaghan version 12
Sun, 11 May 2014 22:48:04 GMT
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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.

Goal-Seeking Characters

Planner by Nate Cull version 2/080503
Sat, 3 May 2008 17:23:01 GMT
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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.)
Basic Plans by Nate Cull version 3/080503
Sat, 3 May 2008 17:23:01 GMT
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A library of basic relations, actions and plans for Planner, together with an example game. (Updated for 5T18.)
Problem-Solving Characters by Ron Newcomb version 2
Thu, 11 Sep 2014 20:39:37 GMT
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Enables the characters to sensibly circumvent obstacles to their desired actions. Intended for works in which the non-player characters perform game actions just like the player-character, but cannot be strictly scripted because of a changing gameworld.

Game Systems

Combat

Armed by David Ratliff version 3
Sat, 17 May 2008 14:29:07 GMT
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This is just a (no longer) little extension to handle weapons and fighting.

Magic

Spellcasting by Jim Aikin version 2
Wed, 11 May 2011 20:24:51 GMT
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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.

Vehicles, Animals, and Furniture

Bicycles, Cars, and Boats

Rideable Vehicles by Graham Nelson version 3 BUILT-IN
Mon, 14 Apr 2014 08:52:12 GMT
Vehicles which one sits on top of, rather than inside, such as elephants or motorcycles.

Ships, Trains, and Elevators

Shipboard Directions by Mikael Segercrantz version 3/080915
Tue, 16 Sep 2008 05:05:28 GMT
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Creates FORE, AFT, PORT, and STARBOARD along the same lines as the standard Inform directions. (Updated for 5U92.)
Shipboard Directions by Samuel Byron version 1/110709
Sun, 17 Jul 2011 19:05:52 GMT
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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.

Furniture

Kitchen and Bathroom


Props: Food, Clothing, Money, Toys, Books, Electronics

Bags, Bottles, Boxes and Safes

Considerate Holdall by Jon Ingold version 9
Mon, 26 Jan 2009 04:44:56 GMT
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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.
Puzzle Boxes by Jason Catena version 1
Fri, 11 Jul 2008 10:45:19 GMT
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Provide templates for pushbutton-combination puzzle boxes via a few examples.

Clothing

Skyrim Clothing by Rafael D'Airen version 1/151026
Tue, 27 Oct 2015 10:52:07 GMT
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Adds the kind of thing 'clothing' with a few subtypes and some restrictions as to wearing them.

Telephones

Telephones by George Tryfonas version 1
Sat, 10 May 2008 00:13:06 GMT
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Telephones, standard and portable.

Computers

Money

Currency by Blaze5565 version 2
Sat, 09 May 2015 23:09:16 GMT
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A small extension to handle currency, buying and selling.

Physics: Substances, Ropes, Energy and Weight

Liquids

Liquid Handling by Al Golden version 8
Mon, 03 Feb 2014 20:15:03 GMT
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Provides some actions for pouring and otherwise manipulating liquids.

Volume, Height, Weight

Metric Units by Graham Nelson version 2 BUILT-IN
Mon, 14 Apr 2014 08:52:12 GMT
Scientific kinds of value for simulations, using real number arithmetic. Uses SI units for mass, elapsed time, electric current, temperature, luminosity, frequency, force, energy, pressure, power, electric charge, voltage, luminance, area, volume, velocity, acceleration, momentum, density, heat capacity.
Approximate Metric Units by Graham Nelson version 1 BUILT-IN
Mon, 14 Apr 2014 08:52:12 GMT
Scientific kinds of value for simulations, using scaled integer arithmetic: really only useful for Z-machine projects.

Journals and Notebooks

Connections and Attachments


Numerical Effects and Programming Tools

Randomness

Dice-Lock by S John Ross version 1/080522
Fri, 23 May 2008 16:11:27 GMT
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Dice-Lock is a lightweight set of tools for preserving important random results against brute-force UNDO tactics.
Procedural Randomness by Aaron Reed version 1
Mon, 22 Mar 2010 17:27:23 GMT
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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.
Randomness by Mikael Segercrantz version 1/080522
Fri, 23 May 2008 16:11:27 GMT
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Random number generation using a simple seedable pseudorandom number generator.

Mathematics

Big Integers by Jeremy John Reeder version 1
Fri, 14 Nov 2014 00:09:05 GMT
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Allows addition and multiplication of texts which represent integers. This is a work-around for the 32-bit limitation of Inform's native arithmetic operations.
Fixed Point Maths by Michael Callaghan version 5
Thu, 03 Feb 2011 13:13:24 GMT
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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.
Numbers by Krister Fundin version 1
Fri, 06 Aug 2010 01:26:03 GMT
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Provides various phrases for testing, manipulating and repeating through numbers.
Numbers by Jeremy John Reeder version 1
Sat, 11 Oct 2014 00:10:13 GMT
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(Based on version 1 of the extension of the same name by Krister Fundin, but altered to resolve conflicts with the Standard Rules of build 6L38.) Provides various phrases for testing, manipulating and repeating through numbers.
Bitwise Operators by Bart Massey version 1
Tue, 17 Apr 2012 12:41:59 GMT
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Provides phrases for bitwise arithmetic/logical operators

Rulebook Manipulation

Repeat Through a Rulebook by Ron Newcomb version 4
Thu, 25 Sep 2008 14:21:08 GMT
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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.
Ignored Rules by Ron Newcomb version 2
Fri, 01 Oct 2010 00:23:02 GMT
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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.

Dynamic Memory Features

Dynamic Objects by Jesse McGrew version 8/140515
Fri, 16 May 2014 10:27:53 GMT
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Provides the ability to create new objects during game play. Requires Dynamic Tables.
Dynamic Tables by Jesse McGrew version 5/140515
Fri, 16 May 2014 10:28:15 GMT
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Provides a way to change the capacity of a table during the game.

Conditionals

Passable Relations by Ron Newcomb version 1
Sun, 25 Jan 2009 23:14:00 GMT
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Allows us to ask if an abstract relation holds between two objects. Supports the standard physical relations as well as any new relations.
Event Chains by William S Martin version 1
Sun, 15 Dec 2013 02:29:15 GMT
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A very simple, lightweight extension that allows the author to use tables to organize interactions as an alternative to IF...ELSE blocks and rulebooks.

Out of World Actions and Effects

Start-up Features

Extended Banner by Stephen Granade version 5
Thu, 15 Nov 2007 05:38:40 GMT
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More control over what is printed in a banner, including an easily-included copyright line. Updated for use with Inform 5G67.
StartEnd MenuPages by ShadowChaser version 1
Sat, 03 Apr 2010 00:40:22 GMT
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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.
Config File by Aaron Reed version 2
Wed, 07 Dec 2011 20:25:21 GMT
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Allows for setting the value of number variables in an external config file that is loaded when play begins.

Saving and Undoing

Ultra Undo by Dannii Willis version 1/130803
Mon, 05 Aug 2013 00:54:09 GMT
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Some interpreters don't support the Undo function for very large story files. Ultra Undo will keep Undo working when the interpreter cannot, by using external files. (Glulx only)
Conditional Undo by Jesse McGrew version 4/140510
Sun, 11 May 2014 22:46:48 GMT
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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.
Undo Output Control by Erik Temple version 3/110717
Sun, 17 Jul 2011 19:09:05 GMT
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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.
Permadeath by Victor Gijsbers version 1
Sat, 11 Sep 2010 14:20:42 GMT
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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.

Helping and Hinting

Basic IF Help by Andrew Plotkin version 1
Tue, 20 Mar 2012 02:02:29 GMT
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Provides a HELP (TOPIC) command which gives tutorial information about IF.
Basic Help by David Cornelson version 1
Wed, 27 Jan 2010 23:44:13 GMT
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Allows you to add basic Interactive Fiction help to your game.
Advanced Help Menu by John W Kennedy version 1
Sat, 4 Aug 2007 12:14:13 GMT
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Builds on Emily Short's Basic Help Menu, with hints that are enabled under program control and sample transcriptions.
Basic Help Menu by Emily Short version 1 BUILT-IN
Sun, 23 Oct 2011 17:48:53 GMT
Provides a simple collection of standard IF-playing advice that can be incorporated as a help menu in a game.
Intelligent Hinting by Aaron Reed version 5
Tue, 15 Jun 2010 02:37:53 GMT
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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.
Metagame and Fixes by Jason Catena version 1
Tue, 8 Jul 2008 16:40:14 GMT
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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.
Mistype by Cedric Knight version 1
Sat, 4 Aug 2007 12:14:13 GMT
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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.
Spin by Aaron Reed version 1
Thu, 11 Feb 2010 03:04:07 GMT
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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.
Player Experience Upgrade by Aaron Reed version 2/111127
Wed, 07 Dec 2011 20:27:00 GMT
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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
Record-Replay by Al Golden version 3
Fri, 16 May 2014 10:28:29 GMT
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Adds the recording and replay features of Inform 6 which have not been included in Inform 7.

Scoring

Achievements by Mikael Segercrantz version 4/080508
Thu, 8 May 2008 19:52:48 GMT
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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.

Ending

Map building

Rapid Prototyping by B David Paulsen version 1 NEW
Thu, 25 Aug 2016 22:24:42 GMT
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A way to create and extend a game world on the fly during testing via a REPL idiom.

Typography, Layout, and Multimedia Effects

Screen Effects (General)

Basic Screen Effects by Emily Short version 7/140425 BUILT-IN
Fri, 25 Apr 2014 08:52:12 GMT
Waiting for a keypress; clearing the screen. Also provides facilities for changing the foreground and background colors of text, when using the z-machine. These abilities will not function under Glulx.
Pausing the game by John Goettle version 1
Sun, 16 Mar 2008 19:48:57 GMT
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Provides template actions for pausing and unpausing the game.
Useful Functions by ShadowChaser version 1
Tue, 30 Mar 2010 02:32:23 GMT
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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.
Text Window Input-Output Control by Erik Temple version 2
Mon, 08 Nov 2010 03:33:35 GMT
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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.
Glulx Input Loops by Erik Temple version 1/101121
Wed, 15 Dec 2010 01:43:46 GMT
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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.

Typography

Case Management by Emily Short version 1
Sun, 11 Nov 2007 17:48:53 GMT
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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.
Glulx Boxed Quotation by Eliuk Blau version 2
Wed, 25 Mar 2009 00:37:40 GMT
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Allows the use of Z-Machine style boxed quotations under Glulx.
Glulx Text Effects by Emily Short version 4/140425 BUILT-IN
Fri, 25 Apr 2014 08:52:12 GMT
Glulx Text Effects provides an easy way to set up special text effects for Glulx.
Greek To Me by Adam Thornton version 2
Sat, 8 Mar 2008 20:56:48 GMT
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Defines Greek letters only.
line break workaround by Jon Ingold version 1
Sat, 4 Aug 2007 12:14:13 GMT
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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.)
Repeat Boxes by Dave Robinson version 2
Fri, 29 Apr 2011 11:32:14 GMT
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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.
Runic Characters by Adam Thornton version 2
Sat, 8 Mar 2008 20:56:48 GMT
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Defines Runic letters only.
Unicode Character Names by Graham Nelson version 1 BUILT-IN
Sun, 11 Nov 2007 17:48:53 GMT
Defines 2909 names like [unicode Greek small letter gamma] for Latin, Cyrillic, Greek and Hebrew letters, along with currency and other symbols.
Unicode Full Character Names by Graham Nelson version 1 BUILT-IN
Sun, 11 Nov 2007 17:48:53 GMT
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.
Unicode Interrogation by Michael Martin version 2
Sun, 10 Aug 2008 15:17:13 GMT
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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.
HTML Color Names for Glulx Text Effects by Erik Temple version 1/100619
Sun, 20 Jun 2010 04:07:09 GMT
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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

The Status Line

Status Line Removal by Emily Short version 4
Wed, 15 Sep 2010 02:44:12 GMT
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Entirely eliminates the status line from a game. Version 2 works on Glulx, whereas Version 1 was z-machine only.
Glulx Status Window Control by Erik Temple version 1/100630
Mon, 09 Aug 2010 00:13:54 GMT
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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

Footnotes

Menus

Menus by Emily Short version 3 BUILT-IN
Mon, 14 Apr 2014 08:52:12 GMT
A table-based way to display full-screen menus to the player.

Vorple Framework

Glulx Multimedia Effects (General)

Glulx Entry Points by Emily Short version 10/140425 BUILT-IN
Fri, 25 Apr 2014 08:52:12 GMT
Provides hooks to allow the author to write specialized multimedia behavior that would normally go through HandleGlkEvent. This is a rather dull utility library that will be of most use to authors wanting to write Glulx extensions compatible with other Glulx extensions already in use.
Lines of Communication by Aaron Reed version 1
Tue, 17 Aug 2010 18:30:31 GMT
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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.

Glulx Graphics

Flexible Windows by Jon Ingold version 13/130803
Mon, 05 Aug 2013 00:52:59 GMT
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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.
Glulx Drawing Commands by Erik Temple version 1/090629
Thu, 16 Jul 2009 05:28:15 GMT
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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.
Graphical Window Animation by Erik Temple version 3
Thu, 04 Jun 2009 00:34:31 GMT
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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.
Graphical Window Sprites by Erik Temple version 1
Mon, 22 Jun 2009 15:28:38 GMT
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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.
Inventory Window by Jon Ingold version 6
Thu, 23 Sep 2010 13:14:18 GMT
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An extension providing a inventory window, and optionally, a graphics panel.

Glulx Hyperlinks

Basic Hyperlinks by Emily Short version 3
Sun, 04 Jul 2010 03:41:23 GMT
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Allows the author to create hyperlinks in output text, and assign results to clicking on them. Glulx only. Requires Glulx Entry Points.
Graphic Links by Jeff Sheets version 2
Mon, 22 Jun 2009 15:28:38 GMT
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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.
Hyperlink Interface by Leonardo Boselli version 9/140814
Tue, 17 Nov 2015 04:39:05 GMT
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This extension emulates Blue Lacuna's emphasized hyperlink system for simplifying common IF input (by Aaron Reed) substituting emphasis with hyperlinks. Nouns, directions, and topics can be clicked directly to examine, go, or discuss. Heavily based on Keyword Interface by Aaron Reed. Requires Basic Hyperlinks by Emily Short and Text Capture by Eric Eve.
Inline Hyperlinks by Erik Temple version 2/101030
Mon, 08 Nov 2010 03:32:07 GMT
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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.

Glulx Sound

Located Sounds by Mikael Segercrantz version 2/080508
Thu, 8 May 2008 19:52:48 GMT
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Located Sounds allows us to assign a sound and a message to each room and item of the game. Updated for 5T18.
Multiple Sounds by Massimo Stella version 3
Tue, 30 Aug 2011 13:57:42 GMT
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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.

Glimmr Framework

Glimmr Bitmap Font by Erik Temple version 2/101030
Sun, 08 Aug 2010 23:59:15 GMT
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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.
Glimmr Canvas Editor by Erik Temple version 1/100805
Mon, 09 Aug 2010 00:00:08 GMT
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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.
Glimmr Canvas-Based Drawing by Erik Temple version 2/101030
Mon, 01 Nov 2010 03:24:57 GMT
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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.
Glimmr Debugging Console by Erik Temple version 1/100805
Mon, 09 Aug 2010 00:01:11 GMT
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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.
Glimmr Drawing Commands by Erik Temple version 2/101030
Mon, 01 Nov 2010 03:22:58 GMT
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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.
Glimmr Graphic Hyperlinks by Erik Temple version 1/100805
Mon, 09 Aug 2010 00:02:32 GMT
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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.
Glimmr Image Font by Erik Temple version 2/101030
Mon, 01 Nov 2010 03:21:07 GMT
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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.
Glimmr Simple Graphics Window by Erik Temple version 1/100805
Mon, 09 Aug 2010 00:04:20 GMT
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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.
Glimmr Automap by Erik Temple version 1/100912
Mon, 01 Nov 2010 03:23:24 GMT
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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.
Glimmr Automap Tileset by Erik Temple version 1/100912
Mon, 13 Sep 2010 13:58:38 GMT
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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.
Glimmr Form Fields by Erik Temple version 1/101201
Wed, 15 Dec 2010 01:40:04 GMT
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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.
Glimmr Animation Fader - Black by Erik Temple version 1/111030
Wed, 09 Nov 2011 20:06:14 GMT
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Provides a fader object for fading to or from 100% black. For use with Glimmr Canvas Animation.
Glimmr Canvas Animation by Erik Temple version 1/111030
Wed, 09 Nov 2011 20:06:12 GMT
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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.

Testing and Publishing

Testing and Debugging

Simple Unit Tests by Dannii Willis version 1/130803
Mon, 05 Aug 2013 00:53:17 GMT
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Very simple unit tests! Requires Text Capture by Eric Eve.
Benchmarking by Dannii Willis version 1/130803
Mon, 05 Aug 2013 00:52:35 GMT
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Provides a general purpose benchmarking (carefully timing how long something takes to run) framework which produces statistically significant results. (Glulx only)
Debugging by Al Golden version 10
Thu, 11 Oct 2012 02:20:21 GMT
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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.
Extended Debugging by Erik Temple version 2/100212
Sun, 20 Jun 2010 04:09:02 GMT
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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
Simple Debugger by Michael Hilborn version 1/080105
Sun, 13 Jan 2008 01:38:22 GMT
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Easy debugging mechanisms for authors and play testers.
Console by Aaron Reed version 1
Tue, 17 Aug 2010 18:31:29 GMT
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Creates an external text file to which debugging information can be easily saved; support for displaying this file in a Glulx window.
Automated Testing by Roger Carbol version 1/090116
Wed, 27 Oct 2010 03:02:44 GMT
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Allows the author to create and run automated tests, which could be used for test-driven development.

Publishing

GNU General Public License v3 by Free Software Foundation version 2/101023
Sun, 24 Oct 2010 02:27:19 GMT
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An extension to facilitate releasing interactive fiction under the GNU Public License v3.
MIT X11 License by Massachusetts Institute of Technology version 1/101023
Sun, 24 Oct 2010 02:27:30 GMT
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Implements 'license' and 'warranty' command using the MIT X11 License. Also displays license and warranty when the game begins unless explicitly asked not to.
Configurable Creative Commons License by Creative Commons version 1/101023
Sun, 24 Oct 2010 02:27:02 GMT
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Allows easy implementation of a Creative Commons Public License of the author's choice.
Helpers for GBA Frotz by S John Ross version 1/061104
Sat, 4 Aug 2007 12:14:13 GMT
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This extension adds ease-of-use features specific to Jonas Minnberg's port of Frotz to the GameBoy Advance.

Translations

English

English by Graham Nelson version 1
Mon, 14 Apr 2014 08:52:12 GMT
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To make English the language of play.

French

French by Eric Forgeot version 9/110414
Fri, 19 Aug 2011 02:41:40 GMT
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Quelques modifications des regles de base pour supporter le francais : To make French the language of play.

German

German by Team GerX version 3/150621
Sun, 20 Sep 2015 12:38:21 GMT
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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.
German Basic Help Menu by Lukas Strahner version 1
Sun, 31 Jan 2010 18:39:03 GMT
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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'.
German Basic Screen Effects by Lukas Strahner version 1
Sun, 31 Jan 2010 18:39:07 GMT
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This is a German language add-on for Basic Screen Effects by Emily Short.
German Epistemology by Lukas Strahner version 1
Sun, 31 Jan 2010 18:39:11 GMT
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This is a German language add-on for Epistemology by Emily Short.
German Menus by Lukas Strahner version 1
Sun, 31 Jan 2010 18:39:14 GMT
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This is a German language add-on for Menus by Emily Short.

Italian

Italian by Massimo Stella version 3/110105
Sat, 08 Jan 2011 11:40:39 GMT
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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.
Effetti Visivi di Base by Tristano Ajmone version 1
Fri, 21 Jan 2011 15:05:52 GMT
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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.
Intestazione di Pagina by Massimo Stella version 2
Fri, 21 Jan 2011 15:05:53 GMT
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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
Limitatore di Ingombro by Massimo Stella version 7
Fri, 21 Jan 2011 15:05:54 GMT
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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.
Menus by Massimo Stella version 1
Fri, 21 Jan 2011 15:05:54 GMT
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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.
Modelli di Conversazione by Massimo Stella version 7
Fri, 21 Jan 2011 15:05:55 GMT
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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.
Nasconder Sotto by Massimo Stella version 2
Fri, 21 Jan 2011 15:05:56 GMT
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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.
Quips Interattive by Massimo Stella version 9
Fri, 21 Jan 2011 15:05:56 GMT
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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.
Telefoni by Massimo Stella version 1
Fri, 21 Jan 2011 15:05:57 GMT
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Traduzione di Telephones by George Tryfonas. Implementa codice riguardante telefoni (fissi e portatili). Richiede Italian by Massimo Stella.

Spanish

Spanish by Sebastian Arg version 1/101225
Sun, 06 Feb 2011 18:03:22 GMT
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Spanish language file for replacing the language of play. Updated for 6G60.

Swedish

Swedish by Felix Larsson version 1/130128
Sun, 03 Feb 2013 04:22:51 GMT
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Låter dig skriva spel/berättelser att spelas/läsas på svenska.

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