# Instructions

The Instructions module (instruct.t) is located under the English directory, since it is specific to the English-language version of the library. Its function is to provide players of your game with a set of general instructions for playing interactive fiction, which may be read in response to an INTRUCTIONS command (to which you'll probably want to call your players' attention in your introductory text or via your ABOUT text).

If you have the menu modules included in your game (menusys.t and menucon.t or menuweb.t), you'll probably want the instructions to be shown in menu form rather than as a continuous block of text. To to this you need to define INSTRUCTIONS_MENU, either by adding -D INSTRUCTIONS_MENU as a command line option if you use t3Make from the command line, or else by adding INSTRUCTIONS_MENU to the list of symbols to #define in Worbench. To to this in Workbench select Build -> Settings from the menu, then select "Defines" under the "Compiler" section on the left-hand side of the dialog box, then click Add, type INSTRUCTIONS_MENU in the "Macro Name" box, leave "Expansion" blank and click OK, then click OK again. You'll probably then need to do a full recompile for debugging to force a recompile of instruct.t.

The Instructions module makes some attempt to be context-sensitive about the instructions it provides; for example it won't describe the GO TO command if the pathfind module isn't present, and it won't talk about SpecialTopics if none have been defined in your game. In addition, you can override a number of properties of the Instructions object to customize what is shown to the player:

- allRequiredVerbsDisclosed: This property tells us how complete the verb list is. By default, we'll assume that the instructions fail to disclose every required verb in the game, because the generic set we use here doesn't even try to anticipate the special verbs that most games include. If you provide your own list of game-specific verbs, and your custom list (taken together with the generic list) discloses every verb required to complete the game, you should set this property to true; if you set this to true, the instructions will assure the player that they will not need to think of any verbs besides the ones listed in the instructions. Authors are strongly encouraged to disclose a list of verbs that is sufficient by itself to complete the game, and to set this property to true once they've done so.
- customVerbs: A list of custom verbs. Each game should set this to a list of single-quoted strings; each string gives an example of a verb to display in the list of sample verbs. Something like this: customVerbs = ['brush my teeth', 'pick the lock']
- conversationVerbs: Verbs relating specifically to character interaction. This is in the same format as customVerbs, and has essentially the same purpose; however, we call these out separately to allow each game not only to supplement the default list we provide but to replace our default list. This is desirable for conversation-related commands in particular because some games will not use the ASK/TELL conversation system at all and will thus want to remove any mention of the standard set of verbs.
- conversationAbbr: A double quoted string explaining the abbreviations that can be used for conversation verbs, e.g. (as defined by default) "\n\tASK ABOUT (topic) can be abbreviated to A (topic) \n\tTELL ABOUT (topic) can be entered as T (topic)"
- truncationLength: Truncation length. If the game's parser allows words to be abbreviated to some minimum number of letters, this should indicate the minimum length. The English parser uses a truncation length of 8 letters by default. Set this to nil if the game doesn't allow truncation at all.
- crueltyLevel: This property should be set on a game-by-game basis to indicate the "cruelty level" of the game, which is a rough estimation of how likely it is that the player will encounter an unwinnable position in the game.
  - Level 0 is "kind," which means that the player character can never be killed, and it's impossible to make the game unwinnable. When this setting is used, the instructions will reassure the player that saving is necessary only to suspend the session.
  - Level 1 is "standard," which means that the player character can be killed, and/or that unwinnable positions are possible, but that there are no especially bad unwinnable situations. When this setting is selected, we'll warn the player that they should save every so often.
  - (An "especially bad" situation is one in which the game becomes unwinnable at some point, but this won't become apparent to the player until much later. For example, suppose the first scene takes place in a location that can never be reached again after the first scene, and suppose that there's some object you can obtain in this scene. This object will be required in the very last scene to win the game; if you don't have the object, you can't win. This is an "especially bad" unwinnable situation: if you leave the first scene without getting the necessary object, the game is unwinnable from that point forward. In order to win, you have to go back and play almost the whole game over again. Saved positions are almost useless in a case like this, since most of the saved positions will be after the fatal mistake; no matter how often you saved, you'll still have to go back and do everything over again from near the beginning.)
  - Level 2 is "cruel," which means that the game can become unwinnable in especially bad ways, as described above. If this level is selected, we'll warn the player more sternly to save frequently.
  - We set this to 1 ("standard") by default, because even games that aren't intentionally designed to be cruel often have subtle situations where the game becomes unwinnable, because of things like the irreversible loss of an object, or an unrepeatable event sequence; it almost always takes extra design work to ensure that a game is always winnable.

adv3Lite Library Manual
Table of Contents | Optional Modules > Instructions
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