Modified Exit by Emily Short

Version 6

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. Updated for adaptive text.

Modified Exit makes a few minor tweaks to the way the Standard Rules handle exits and containers.

Most trivially, it adds the synonyms >EXIT THING and >GET OUT OF THING for the existing >GET OFF THING; and it allows the getting off action to apply to containers as well as to supporters. Thus >GET OUT OF BOAT should work as well as >GET OFF DAIS.

Second, it implements rules so that a player will automatically rise from an enterable portable object before attempting to take that object (as in the case of camp chairs, picnic blankets, and the like).

Third, it makes the player automatically rise from his seat, bed, or any other enterable thing that is not a vehicle, before attempting to go in a direction, except in the case that the chosen direction leads nowhere. In that case, the player does not bother to get up, but a sensible refusal message is printed instead.

Another effect of the Modified Exit extension is that, if the player is not in a container of some kind, >OUT and its equivalents always try to go outside (rather than printing the "But you aren't in anything at the moment." message Inform uses as a default if there is no room outside from the current location). For instance, currently

The Chamber is a room. North of the Chamber is the Barracks. Instead of going outside in the Chamber, try going north.

will never cause the instead rule to fire, because the "convert exit into go out rule" in the standard rules will determine that there is no point in generating the GO OUT action in the first place, so the player would see

Chamber

>out
But you aren't in anything at the moment.

With Modified Exit, we would instead get

Chamber

>out

Barracks

There is one additional exception: Modified Exit does not allow "stand" or "stand up" to be converted to >GO OUTSIDE. Thus we get

Chamber

>out

Barracks

but

Chamber

>stand up
But you aren't in anything at the moment.

Finally, Modified Exit observes the "sequential action" option, meaning that if we would like the player's implicit actions to be described one after another as normal reports rather than as "(first getting off the divan)", we may use

Use sequential action.

This corresponds to the behavior of the Locksmith extension and some other extensions by the same author.

When sequential action is used, we suppress the "describe room stood up into" rule and the "describe room emerged into" rule, because otherwise the game prints two room descriptions whenever the player moves -- the description of the room that held the container, and the description of the new room to which he travels, like this:

>w
You get out of the box.

Cell
You can see a box (empty) here.

Hallway
This is the hall outside your Cell.

With the descriptions suppressed, we instead get

>w
You get out of the box.

Hallway
This is the hall outside your Cell.

If we do NOT want to suppress the first of the two room descriptions, we write

The no room description on exit rule is not listed in any rulebook.

Version 4 of Modified Exit is identical to version 3 except that it is made compatible with Postures by Emily Short. If Postures is included, Modified Exit does not define a STAND UP action, but relies on the more sophisticated implementation included there.

Version 5 adds a tweak for compatibility with Rideable Vehicles by Graham Nelson, the removal of some procedural rules, and a minor fix to output.


A
 Example Simple Test

Test demonstrating the extension behavior.