Source: http://inform-fiction.org/manual/html/s22.html
Timestamp: 2019-04-21 04:42:00+00:00

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There are some constants which, if defined in your code before the library files are included, change the standard game rules or tell the Inform library about your game. Two such constants appeared back in §4: the strings of text Story and Headline.
For these purposes a container counts as only one object, even if it contains hundreds of other objects.
Would you like to RESTART, RESTORE a saved game, see some suggestions for AMUSING things to do or QUIT?
Finally, this end-of-game question will also mention the possibility of typing “full” to see a full score breakdown, if tasks are provided (see below).
You have so far scored 0 out of a possible 30, in 1 turn.
Note that the library does not check that this is the actual maximum score it's possible to clock up: and nor does it cause the game to be automatically won if the maximum is achieved. The game is won when and only when deadflag is set to 2 (see §21), regardless of score.
Finally, the game's source code should call Achieved(task_number) to tell the library that the given task has been completed. If this task has been completed before, the library will do nothing: if not, the library will award the appropriate number of points. The verb “full” will give a full score breakdown including the achieved task in all future listings.
Not all players like this feature, so it can be turned on and off with the “notify” verb, but by default it is on. The designer can also turn the feature off and on: it is off if the library's variable notify_mode is false, on if it is true.
Besides the score breakdown, two more verbs are usually provided to the player: “objects” and “places”. The former lists off all the objects handled by the player and where they are now; the latter lists all the places visited by the player. In some game designs, these verbs will cause problems: you can get rid of them both by defining the constant NO_PLACES.
Suppose one single room object is used internally for the 64 squares of a gigantic chessboard, each of which is a different location to the player. Then “places” is likely to result in only the last-visited square being listed. Fix this.
The rest of this section runs through some simple “special effects” which are often included in games. See Chapter VII for much more on this, and in particular see §44 for using the "Menus.h" library extension.
The first effect is hardly special at all: to ask the player a yes/no question. To do this, print up the question and then call the library routine YesOrNo, which returns true/false accordingly.
has been written in the program, in which case the game's 24-hour clock is displayed. See §20 for more on time-keeping.
▲ If you want to change this, you need to Replace the parser's DrawStatusLine routine. This requires some assembly language programming: there are several examples of altered status lines in the exercises to §42.
box "I might repeat to myself, slowly and soothingly,"
"a list of quotations beautiful from minds profound;"
"if I can remember any of the damn things."
A snag with printing such boxes is that if you do it in the middle of a turn then it will probably scroll half-off the screen by the time the game finishes printing for the turn. The right time to do so is just after the prompt (usually “>”) is printed, when the screen will definitely scroll no more. You could use the Prompt: slot in LibraryMessages to achieve this (see §25), but a more convenient way is to put your box-printing into the entry point routine AfterPrompt, which is called at this time in every turn.
Devise a class Quotation, so that calling QuoteFrom(Q) for any quotation Q will cause it to be displayed at the end of the current turn, provided it hasn't been quoted before.
‘Advent’ contains ranks and an Amusing reward (but doesn't use either of the scoring systems provided by the library, instead working by hand). •‘Balances’ uses scored objects (for its cubes). •‘Toyshop’ has tasks, as above. •‘Adventureland’ uses its TimePasses entry point to recalculate the score every turn (and watch for victory).

References: §4
 §21
 §44
 §20
 §42
 §25