Opening a Door with a Word — 1 of 0

John Timmons

Release 1

"Opening a Door with a Word" by John Timmons

The release number is 1. The story creation year is 2007. The story headline is "Saying 'Sesame' to Open a Locked Door". The story description is "This demonstrates how we could create a locked door that is unlocked and opened by saying the word 'sesame' or 'open sesame.'"

Release along with the source text and a website.

[We create a new verb that applies to nothing in particular by default.]

Sesaming is an action applying to nothing.

[We tell Inform what exact word and phrasing will work.]

Understand "sesame", "say sesame" and "open sesame" as sesaming.

[Here we do a check when the word is invoked. If the trapdoor is already unlocked, a special message is printed for the player.]

Check sesaming:

If the trap door is unlocked, say "'Just go through the damn door,' a hollow voice booms." instead.

[Here we carry out the actions when the player types 'sesame' that prints a message and then unlocks and opens the trapdoor.]

Carry out sesaming:

Say "With that solitary word, the door unlocks and creaks open revealing a passage to the east.";

now the trap door is unlocked;

now the trap door is open.

The Foyer is a room. "Little is here except for a mysterious door leading east."

The trap door is a door. It is east of the Foyer and west of the Secret Passage. It is closed, locked, and lockable. It is scenery. The description is "The door is etched with the words 'Only say the magick word and ye shall pass beyond.'"

The Secret Passage is a room. "Little here except for a mysterious door leading west."

Test me with "x door / sesame / e / sesame".