§18.38. Printing the player's obituary
1. When it happens. The obituary is the text "*** You have died ***" or similar, usually followed by the final score.
2. The default behaviour. Printing the aforementioned text, then the final score, and reducing the status line to a largely blank state.
3. Examples. (a) For a work with no meaningful score, it would be odd to wind up with a final reckoning of 0, so:
(b) Or we could add to the verdict:
After printing the player's obituary: say "And you visited [number of visited rooms] place[s]."
![]() | Start of Chapter 18: Activities |
![]() | Back to §18.37. Printing the banner text |
![]() | Onward to §18.39. Amusing a victorious player |
By default, Inform reminds the player that he has the option of typing UNDO after a story-ending action. This is generally good practice, especially for the sake of novice players who might not be aware of this possibility otherwise, and might be frustrated by a loss they could easily step back from. Just occasionally, though, we may decide that the player does not deserve any such notification:
The Table of Final Question Options determines what options are to be given to the player after the story ends. We can change what is mentioned there by altering the entries. (The example Jamaica 1688 explains this table in more detail, and demonstrates some other things that we might do with it.)
And if we decided that we didn't want the player to be able to undo the command at all, we should add the use option
|
|
By default, Inform reminds the player that he has the option of typing UNDO after a story-ending action. This is generally good practice, especially for the sake of novice players who might not be aware of this possibility otherwise, and might be frustrated by a loss they could easily step back from. Just occasionally, though, we may decide that the player does not deserve any such notification:
The Table of Final Question Options determines what options are to be given to the player after the story ends. We can change what is mentioned there by altering the entries. (The example Jamaica 1688 explains this table in more detail, and demonstrates some other things that we might do with it.)
And if we decided that we didn't want the player to be able to undo the command at all, we should add the use option
By default, Inform reminds the player that he has the option of typing UNDO after a story-ending action. This is generally good practice, especially for the sake of novice players who might not be aware of this possibility otherwise, and might be frustrated by a loss they could easily step back from. Just occasionally, though, we may decide that the player does not deserve any such notification:
The Table of Final Question Options determines what options are to be given to the player after the story ends. We can change what is mentioned there by altering the entries. (The example Jamaica 1688 explains this table in more detail, and demonstrates some other things that we might do with it.)
And if we decided that we didn't want the player to be able to undo the command at all, we should add the use option
|
|
|