All Extensions
Adaptive Prose
Assorted Text Generation
by
Emily Short
version
4
Sun, 04 Jul 2010 03:40:53 GMT
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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.
Complex Listing
by
Emily Short
version
7
BUILT-IN
Sun, 27 Jun 2010 02:15:06 GMT
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".)
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.
List Control
by
Eric Eve
version
3
Sun, 20 Jun 2010 17:41:06 GMT
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Provides a means of using tables as shuffled, cyclic or stop lists.
List Controller
by
Eric Eve
version
3
Sun, 20 Jun 2010 17:36:57 GMT
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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.
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 (Officially withdrawn by the author now that there are text substitutions which handle this; we leave it on the website for people still using older versions of Inform.)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
BUILT-IN
Sun, 27 Jun 2010 02:17:54 GMT
Provides a number of helping say phrases to deal with inflections for singular and plural nouns; provides some control over pronoun usage.
Text Capture
by
Eric Eve
version
6
Sun, 20 Jun 2010 17:37:03 GMT
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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.
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.
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
3
BUILT-IN
Sun, 11 Nov 2007 17:48:53 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.". 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.
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.)
Keyword Interface
by
Aaron Reed
version
8
Wed, 23 Mar 2011 20:25:41 GMT
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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.
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.
Phrases for Tables with Topics
by
Ron Newcomb
version
1
Sun, 12 Sep 2010 01:12:59 GMT
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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.
Rewrite the Command Line
by
Ron Newcomb
version
2
Mon, 31 Jan 2011 12:47:36 GMT
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Allows us to erase then rewrite the commands our player types in.
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.
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
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.
Dynamic Rooms
by
Aaron Reed
version
3
Wed, 01 Jun 2011 22:34:56 GMT
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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.
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.)
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.
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.)
Facing
by
Emily Short
version
9
Sun, 27 Jun 2010 02:16:27 GMT
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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.)
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.
Deluxe Doors
by
Emily Short
version
2
Sun, 04 Jul 2010 03:41:50 GMT
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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.
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.
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
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.
Variable Time Control
by
Eric Eve
version
3
Sun, 20 Jun 2010 17:37:10 GMT
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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.
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
Phrases for Adaptive Pacing
by
Ron Newcomb
version
1
Sun, 12 Sep 2010 01:12:18 GMT
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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'.
Real Date and Time
by
Ron Newcomb
version
1
Thu, 24 Feb 2011 13:25:37 GMT
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Allows the author to get the real-world time and date from the player's computer.
Extended Timers
by
Gavin Lambert
version
2
Mon, 22 Feb 2010 13:51:47 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
9
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
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.
Unsuccessful PC Attempt
by
Ron Newcomb
version
1
Fri, 08 May 2009 03:02:48 GMT
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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.
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.
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. Version 6 avoids phrases deprecated in version 6E59.
Remembering
by
Aaron Reed
version
8/110322
Wed, 23 Mar 2011 20:28:21 GMT
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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.
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
Exit Descriptions
by
Matthew Fletcher
version
2
Sat, 4 Aug 2007 12:14:13 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.)
Exit Lister
by
Gavin Lambert
version
2
Mon, 22 Feb 2010 13:51:26 GMT
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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.
Introductions
by
Emily Short
version
1
Sun, 30 Dec 2007 06:25:41 GMT
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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.
Ordinary Room Description
by
Emily Short
version
2
Thu, 30 Oct 2008 02:29:32 GMT
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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.
Room Description Control
by
Emily Short
version
10
Sat, 02 Apr 2011 03:10:49 GMT
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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.)
Single Paragraph Description
by
Emily Short
version
4
Sat, 02 Apr 2011 03:10:31 GMT
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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.
Tailored Room Description
by
Emily Short
version
10
Tue, 15 Jun 2010 19:46:36 GMT
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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.
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.
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.
Underside
by
Eric Eve
version
5
Sat, 19 Jun 2010 15:56:00 GMT
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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.
Hiding Under
by
Eric Eve
version
3
Sat, 19 Jun 2010 15:55:52 GMT
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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.
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.
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.
Approaches
by
Emily Short
version
4
Mon, 28 Mar 2011 00:02:06 GMT
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Approaches creates a GO TO place command with automated movement and sophisticated descriptions of travel.
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.)
Permission to Visit
by
Ron Newcomb
version
2
Fri, 01 May 2009 15:09:40 GMT
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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.
Regional Travel
by
Juhana Leinonen
version
1
Thu, 28 Jan 2010 02:58:52 GMT
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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.
Modified Exit
by
Emily Short
version
5
Mon, 30 Aug 2010 00:37:14 GMT
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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.
Locksmith
by
Emily Short
version
10
Sun, 27 Jun 2010 12:31:53 GMT
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Automates unlocking when the player carries appropriate keys; creates a passkey kind that, after use, gives an inventory listing showing what it opens.
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.
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
30
UPDATED
Thu, 02 Feb 2012 02:32:45 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.
Extended Grammar
by
Aaron Reed
version
7/120107
UPDATED
Thu, 19 Jan 2012 03:07:30 GMT
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Some of the most commonly attempted synonyms for verb words. Based on the Inform 6 extension ExpertGrammar.h by Emily Short.
Consolidated Multiple Actions
by
John Clemens
version
1
Thu, 3 Jul 2008 10:23:17 GMT
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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.)
Editable Stored Actions
by
Ron Newcomb
version
9
Sun, 12 Sep 2010 01:18:37 GMT
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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.
Implicit Actions
by
Eric Eve
version
12
Sun, 20 Jun 2010 17:40:10 GMT
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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.
Limited Implicit Actions
by
Eric Eve
version
2
Sun, 20 Jun 2010 17:40:27 GMT
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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.
NPC Implicit Actions
by
Eric Eve
version
3
Sun, 20 Jun 2010 17:49:06 GMT
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A basic extension of the Implicit Actions extension into actions carried out by NPCs. This extension automatically includes Implicit 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.
Small Kindnesses
by
Aaron Reed
version
11/110320
Wed, 23 Mar 2011 20:28:39 GMT
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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.
Scope Control
by
Ron Newcomb
version
1
Fri, 3 Oct 2008 00:18:15 GMT
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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.
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'.'
Custom Library Messages
by
Ron Newcomb
version
4/110422
Fri, 29 Apr 2011 11:45:57 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
UPDATED
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.
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.
Numbered Disambiguation Choices
by
Aaron Reed
version
6/111127
Wed, 07 Dec 2011 20:26:47 GMT
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Numbers the options in disambiguation questions, to help new players and solve the 'disambiguation loop' problem caused by indistinguishable objects.
Reversed Persuasion Correction
by
Juhana Leinonen
version
2
Thu, 08 Jul 2010 11:42:46 GMT
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Automatically corrects commands given to NPCs where the word order is reversed, for example HELLO, ALICE instead of ALICE, HELLO.
Questions
by
Michael Callaghan
version
4
Fri, 18 Jun 2010 20:37:07 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.
Other Characters
Conversation Framework
by
Eric Eve
version
9
Sat, 26 Feb 2011 16:57:35 GMT
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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.
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).
Conversation Nodes
by
Eric Eve
version
6
Mon, 06 Jun 2011 11:47:28 GMT
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Builds on Conversational Defaults and adds the ability to define particular points in a conversational thread (nodes) at which particular conversational options become available.
Conversation Package
by
Eric Eve
version
2
Sun, 20 Jun 2010 17:38:29 GMT
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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.
Conversation Responses
by
Eric Eve
version
5
Sun, 20 Jun 2010 17:38:52 GMT
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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).
Conversation Rules
by
Eric Eve
version
7
Sun, 20 Jun 2010 17:39:10 GMT
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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.
Conversation Suggestions
by
Eric Eve
version
5
Tue, 01 Mar 2011 20:34:55 GMT
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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.
Conversational Defaults
by
Eric Eve
version
2
Wed, 17 Dec 2008 23:17:20 GMT
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Provides a set of rules to facilitate defining default conversational responses for different conversational commands targeted at various NPCs. This extension requires Conversation Framework.
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.
Mood Variations
by
Emily Short
version
3
Thu, 08 Jul 2010 11:40:50 GMT
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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.
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.)
Patrollers
by
Michael Callaghan
version
11
Tue, 28 Jun 2011 01:48:54 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.
Simple Followers
by
Emily Short
version
6
Wed, 07 Jul 2010 03:06:07 GMT
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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.
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.)
Game Systems
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.
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
Rideable Vehicles
by
Graham Nelson
version
2
BUILT-IN
Sun, 11 Nov 2007 17:48:53 GMT
Creates vehicles and animals (such as horses) that respond to RIDE and DISMOUNT, and describe the player as riding on rather than in.
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.
Transit System
by
Emily Short
version
5
Tue, 06 Jul 2010 18:47:35 GMT
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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.
Automated Drawers
by
Emily Short
version
4
Sun, 04 Jul 2010 03:41:09 GMT
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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.
Postures
by
Emily Short
version
1
Sun, 20 Jun 2010 04:06:12 GMT
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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.
Modern Conveniences
by
Emily Short
version
3
Tue, 15 Jun 2010 19:45:14 GMT
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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.
Props: Food, Clothing, Money, Toys, Books, Electronics
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.
Dishes
by
Emily Short
version
1
Sun, 20 Jun 2010 04:10:02 GMT
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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.
Telephones
by
George Tryfonas
version
1
Sat, 10 May 2008 00:13:06 GMT
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Telephones, standard and portable.
Computers
by
Emily Short
version
5
Sat, 31 Jul 2010 03:30:01 GMT
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Computer hardware and software, including search engines and email programs.
Physics: Substances, Ropes, Energy and Weight
Liquid Handling
by
Al Golden
version
7
Sun, 20 Jun 2010 17:45:39 GMT
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Provides some actions for pouring and otherwise manipulating liquids.
Measured Liquid
by
Emily Short
version
4
Mon, 28 Mar 2011 00:57:23 GMT
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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.
Bulk Limiter
by
Eric Eve
version
8
Sat, 19 Jun 2010 14:41:45 GMT
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Containers that limit their contents by bulk.
Bulky Items
by
Juhana Leinonen
version
2
Fri, 21 Nov 2008 00:25:24 GMT
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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.
Notepad
by
Jim Aikin
version
2
Wed, 04 May 2011 02:12:34 GMT
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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.
Plugs and Sockets
by
Sean Turner
version
3
Thu, 06 Oct 2011 00:16:25 GMT
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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.
Power Sources
by
Emily Short
version
1
Tue, 15 Jun 2010 19:45:57 GMT
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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.
Numerical Effects and Programming Tools
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.
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.
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 Objects
by
Jesse McGrew
version
6/101226
Mon, 27 Dec 2010 11:47:02 GMT
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Provides the ability to create new objects during game play. Requires Dynamic Tables.
Dynamic Tables
by
Jesse McGrew
version
3/100623
Wed, 30 Jun 2010 00:22:38 GMT
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Provides a way to change the capacity of a table during the game.
Alternatives
by
Eric Eve
version
2
Sat, 26 Jun 2010 14:05:30 GMT
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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:".
Hypothetical Questions
by
Jesse McGrew
version
2
Fri, 27 Jun 2008 14:43:06 GMT
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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.
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.
Out of World Actions and Effects
Title Page
by
Jon Ingold
version
2
Wed, 7 May 2008 05:00:20 GMT
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Provides an intro panel to the game, offering a menu, a restore and restart prompt, a quotation and (under Glulx) a picture.
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.
Conditional Undo
by
Jesse McGrew
version
3
Fri, 27 Jun 2008 14:43:06 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.
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.
Adaptive Hints
by
Eric Eve
version
6
Sat, 26 Feb 2011 16:57:11 GMT
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An adaptive hint system based on Menus by Emily Short.
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, 11 Nov 2007 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.
Commonly Unimplemented
by
Aaron Reed
version
1
NEW
Thu, 19 Jan 2012 03:07:10 GMT
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Responds to attempts to interact with unimplemented clothing, body parts, or generic surroundings. Requires Smarter Parser by Aaron Reed.
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.
Poor Man's Mistype
by
Aaron Reed
version
8
UPDATED
Thu, 19 Jan 2012 03:08:07 GMT
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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.
Smarter Parser
by
Aaron Reed
version
15/120116
UPDATED
Thu, 19 Jan 2012 03:08:27 GMT
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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.
Tutorial Mode
by
Emily Short
version
2
Mon, 05 Jul 2010 12:18:00 GMT
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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.
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
1
Sun, 17 Apr 2011 03:14:53 GMT
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Adds the recording and replay features of Inform 6 which have not been included in Inform 7.
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.
Recorded Endings
by
Emily Short
version
4
Thu, 08 Jul 2010 11:41:20 GMT
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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)
Typography, Layout, and Multimedia Effects
Basic Screen Effects
by
Emily Short
version
5
BUILT-IN
Sun, 11 Nov 2007 17:48:53 GMT
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.)
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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Documentation
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.
Case Management
by
Emily Short
version
1
BUILT-IN
Sun, 11 Nov 2007 17:48:53 GMT
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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Documentation
Allows the use of Z-Machine style boxed quotations under Glulx.
Glulx Text Effects
by
Emily Short
version
3
Fri, 6 Jun 2008 21:38:49 GMT
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Controls for color and text appearances under Glulx.
Greek To Me
by
Adam Thornton
version
2
Sat, 8 Mar 2008 20:56:48 GMT
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Documentation
Defines Greek letters only.
line break workaround
by
Jon Ingold
version
1
Sat, 4 Aug 2007 12:14:13 GMT
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Documentation
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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Source Code,
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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
Exit Lister
by
Eric Eve
version
10
Sun, 03 Apr 2011 01:12:18 GMT
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Documentation
A status line exit-lister and an EXITS command, with optional colouring of unvisited exits.
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
by
Stephen Granade
version
2
Fri, 22 Oct 2010 11:37:47 GMT
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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.
Menus
by
Emily Short
version
2
BUILT-IN
Sun, 11 Nov 2007 17:48:53 GMT
Allows the author to create a menu (for instance to deliver help and hint information) that temporarily takes over from the regular parser.
Glulx Entry Points
by
Emily Short
version
6
Fri, 6 Jun 2008 14:10:31 GMT
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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.
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.
Flexible Windows
by
Jon Ingold
version
12/110611
Tue, 21 Jun 2011 11:21:30 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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Source Code,
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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.
Glulx Image Centering
by
Emily Short
version
1
BUILT-IN
Sun, 11 Nov 2007 17:48:53 GMT
An extension to center images in the main text window; variably effective depending on the abilities of the interpreter used.
Graphical Window Animation
by
Erik Temple
version
3
Thu, 04 Jun 2009 00:34:31 GMT
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Documentation
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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Source Code,
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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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Source Code,
Documentation
An extension providing a inventory window, and optionally, a graphics panel.
Location Images
by
Emily Short
version
1
Sat, 4 Aug 2007 12:14:13 GMT
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Documentation
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.
Simple Graphical Window
by
Emily Short
version
8
Sat, 19 Jun 2010 19:39:37 GMT
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Source Code,
Documentation
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.
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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Source Code,
Documentation
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
1
Thu, 28 Jan 2010 02:41:08 GMT
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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.
Inline Hyperlinks
by
Erik Temple
version
2/101030
Mon, 08 Nov 2010 03:32:07 GMT
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Source Code,
Documentation
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.
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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Source Code,
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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 Bitmap Font
by
Erik Temple
version
2/101030
Sun, 08 Aug 2010 23:59:15 GMT
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Documentation
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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Source Code,
Documentation
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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Source Code,
Documentation
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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Source Code,
Documentation
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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Source Code,
Documentation
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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Source Code,
Documentation
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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Source Code,
Documentation
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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Documentation
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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Documentation
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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Documentation
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
Debug Files
by
Juhana Leinonen
version
1
Sat, 25 Apr 2009 14:50:45 GMT
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A development tool for saving debugging information to an external text file during beta testing. (Glulx-only)
Debugging
by
Al Golden
version
9
UPDATED
Tue, 03 Jan 2012 12:14:19 GMT
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Documentation
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.
Object Response Tests
by
Juhana Leinonen
version
4
Mon, 14 Jun 2010 23:43:10 GMT
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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.
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
Property Checking
by
Emily Short
version
4
Mon, 05 Jul 2010 12:17:31 GMT
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A lightweight extension to identify rooms and objects in a game for which no description has yet been written.
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.
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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Documentation
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
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
by
Team GerX
version
3/111222
UPDATED
Tue, 03 Jan 2012 12:14:39 GMT
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Source Code,
Documentation
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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Documentation
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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Documentation
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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Source Code,
Documentation
This is a German language add-on for Menus by Emily Short.
Italian
by
Massimo Stella
version
3/110105
Sat, 08 Jan 2011 11:40:39 GMT
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Source Code,
Documentation
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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Documentation
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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Documentation
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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Documentation
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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Documentation
Traduzione di Telephones by George Tryfonas. Implementa codice riguardante telefoni (fissi e portatili). Richiede Italian by Massimo Stella.
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
by
Felix Larsson
version
1/110725
Thu, 11 Aug 2011 00:55:33 GMT
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Låter dig skriva spel/berättelser att spelas/läsas på svenska.