Properties in Inform 6
From IFWiki
What is a property?
Using properties
Creating new properties
Initializing properties
Assigning new values to properties
Getting the value of a property
Testing if an object provides a particular property
Pre-defined properties
48 properties:
- add_to_scope. Either a list of other objects that should be put in scope when this one is, or a routine to put other objects in scope.
- after. A routine called during the processing of an action on this object, after it has happened (but before it has been reported).
- article. The indefinite article to use with this object's printed name.
- articles. For non-English games, a list of articles to use with this object's printed name.
- before. A routine called during the processing of an action on this object, before it has happened.
- cant_go. The default message that prints if the player tries going an invalid direction from this room.
- capacity. How many objects that this container, supporter, or player character can hold.
- d_to. The room or door that's below this room, or the routine to run when the PC goes down from here.
- daemon. A routine to run at the end of every turn. The daemon can be switched on and off.
- describe. Something extra to print in the room description about this object.
- description. The long description of this object or room.
- door_dir. The direction in which this door or compass direction goes.
- door_to. The room this door leads to.
- e_to. The room or door that's east of this room, or the routine to run when the PC goes east from here.
- each_turn. A routine to run at the end of every turn, after daemons and timers, while this object is in scope.
- found_in. Which rooms this object can be found in. Used for objects found in multiple locations.
- grammar. A routine to help parse things said to characters and talkable objects.
- in_to. The room or door that's inward from this room, or the routine to run when the PC goes in from here.
- initial. A description of this object in its initial location, printed after the room description.
- inside_description. The description that appends to or replaces the room description When the PC is inside this container.
- invent. A routine used to control how this object appears in inventory listings.
- life. A special routine for handling particular actions involving characters.
- list_together. A number, string, or routine that controls how similar objects are grouped together in listings.
- name. The list of words that the player can type to refer to this object.
- n_to. The room or door that's north of this room, or the routine to run when the PC goes north from here.
- ne_to. The room or door that's northeast of this room, or the routine to run when the PC goes northeast from here.
- number. A numeric value with no predefined meaning.
- nw_to. The room or door that's northwest of this room, or the routine to run when the PC goes northwest from here.
- orders. A routine that processes any orders directed to an NPC or a talkable object.
- out_to. The room or door that's outward of this room, or the routine to run when the PC goes out from here.
- parse_name. A routine that overrides how the object can be referred to by the player.
- plural. The plural name of this object, when there's more than one.
- react_after. A routine called during the processing of an action on some object in the scope of this one, after the action has happened.
- react_before. A routine called during the processing of an action on some object in the scope of this one, before the action has happened.
- s_to. The room or door that's south of this room, or the routine to run when the PC goes south from here.
- se_to. The room or door that's southeast of this room, or the routine to run when the PC goes southeast from here.
- short_name. The printed name of the object.
- short_name_indef. For non-English games, the printed name of the object after an indefinite article.
- sw_to. The room or door that's southwest of this room, or the routine to run when the PC goes southwest from here.
- time_left. Number of turns left until this object's timer runs out.
- time_out. The routine to run when this object's timer runs out.
- u_to. The room or door that's above this room, or the routine to run when the PC goes up from here.
- w_to. The room or door that's west of this room, or the routine to run when the PC goes west from here.
- when_closed. Something extra to print in the room description when this object is closed.
- when_open. Something extra to print in the room description when this object is open.
- when_on. Something extra to print in the room description when this object is switched on.
- when_off. Something extra to print in the room description when this object is switched off.
- with_key. The object that can lock or unlock this object; this object's key.
Technical details
Code Compare
- I6 Entry Points, Translated attempts to explain how Inform 6's attributes, properties, and library routines correspond to equivalent or similar features in Inform 7. By Emily Short, last updated Sept. 24, 2007.
Links
- DM4 §A2 Library properties
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TODO: This page is a work-in-progress. I need to fill in the missing sections. -- David Welbourn 17:03, 10 January 2009 (PST)
TODO: This page is a work-in-progress. I need to fill in the missing sections. -- David Welbourn 17:03, 10 January 2009 (PST)