[i7] Custom Library Messages indexed with Rule Responses

I’ve finally been spending time updating my two main works-in-progress, from Inform 7 v6G60 to v6L38. A major part of the conversion involved replacing the functionality of Custom Library Messages, an add-on extension first maintained by David Fisher and later rewritten by Ron Newcomb. That extension has been made obsolete (inoperative, in fact) by the new built-in system of ‘rule responses’ that was introduced with v6L02.

In my case, the conversion was especially laborious, because I had already rewritten almost every library message for my games, and then had to rewrite them all again to take advantage of v6L38’s style of adaptive text (which I needed since I plan to release both games’ basic frameworks as quasi-generalised templates.)

To facilitate this remapping and upgrade, I first produced an index relating each old ‘custom library message’ from the extension to its new equivalent standard ‘rule response’, noting as I went any defunct messages I could discard, as well as any newly available responses I’d have to customise later.

I figured the resulting text file could also come in handy for anyone else who has been procrastinating on upgrading a heavily customised game.

The index follows CLM’s original organisational model, for familiarity, and is generally of the form…

[old custom library message label]
The new standard rule response label (A) is
"All the library message labels [are] changed."

Of course, the first line is optional, but it’s there so I could easily cross-reference from the old to the new, for multiple games in a row.

By the by, I’ve also corrected 9 buggy standard rule responses that seem not to have been made fully adaptive yet as of v6L38. (To find them, search/scan this text for the tag #i7bug.) Plus, I added the swearing rules back in, just as they were before, with the added bonus that you can now swear in the past, present, -and- hopefully, far into the future.

Because of character limits, I’ve had to post this in two parts, but once you knit the two back together, the following should compile, so you can paste it in and alter at will.

PART ONE

[[[
	END OF GAME
]]]
[<you have died>]
	The print obituary headline rule response (A) is
		" You have died ".

[<you have won>]
	The print obituary headline rule response (B) is
		" You have won ".

[NEW RESPONSES with no old 'custom library message' equivalents]
	The print obituary headline rule response (C) is
		" The End ".
	The print the final question rule response (A) is
		"Would you like to ".
	The print the final question rule response (B) is
		" or ".
[[[
	DESCRIPTIONS
]]]
[<player self description>]
	[Superseded by 'Rule for printing the name of the player: ...']

[<player description>]
	[Superseded by 'The description of the player is ...']

[<unimportant object>]
The parser error internal rule response (O) is
	"That's not something you need to refer to in the course of this game."
[[[
	PROMPTS AND INPUT
]]]
[OLD DEFUNCT MESSAGES with no new 'rule response' equivalents]
[<page prompt> - '[Please press SPACE.]"]
[<menu prompt> - 'Type a number from 1 to...']
[<comment recorded> - '[Comment recorded.]']
[<comment not recorded> - '[Comment NOT recorded.]']

[<empty line>]
	The parser error internal rule response (X) is
		"I beg your pardon?"

[<confirm Quit>]
	The quit the game rule response (A) is
		"Are you sure you want to quit? ".

[<yes or no prompt>]
	The yes or no question internal rule response (A) is
		"Please answer yes or no."

[<restrict answer>]
	The standard respond to final question rule response (A) is
		"Please give one of the answers above."

[NEW RESPONSE with no old 'custom library message' equivalent]
	The print the final prompt rule response (A) is
		"> [run paragraph on]".
[[[
	'UNDO'
]]]
[OLD DEFUNCT MESSAGE with no new 'rule response' equivalent]
[<cannot undo twice in a row> - '[Can't "undo" twice in succession...]']

[<undo succeeded>]
	The immediately undo rule response (E) is
		"[bracket]Previous turn undone.[close bracket]".

[<undo failed>]
	The immediately undo rule response (D) is
		"'Undo' failed. Sorry!"

[<undo not provided>]
	The immediately undo rule response (C) is
		"Your interpreter does not provide 'undo'. Sorry!"

[<cannot undo nothing>]
	The immediately undo rule response (B) is
		"You can't 'undo' what hasn't been done!"

[<undo forbidden>]
	The immediately undo rule response (A) is
		"The use of 'undo' is forbidden in this game."
[[[
	'OOPS'
]]]
[<oops failed>]
	The parser command internal rule response (A) is
		"Sorry, that can't be corrected."

[<oops too many arguments>]
	The parser command internal rule response (C) is
		"'Oops' can only correct a single word."

[<oops no arguments>]
	The parser command internal rule response (B) is
		"Think nothing of it."
[[[
	'AGAIN'
]]]
[<cannot do again>]
	The parser command internal rule response (D) is
		"You can hardly repeat that."

[<again usage>]
	The parser error internal rule response (S) is
		"To repeat a command like 'frog, jump', just say 'again', not 'frog, again'."
[[[
	SYNTAX ERRORS
]]]
[<command not understood>]
	The parser error internal rule response (A) is
		"I didn't understand that sentence."

[<command badly ended>]
	The parser error internal rule response (P) is
		"I didn't understand the way that finished."

[<command incomplete>]
	The parser error internal rule response (F) is
 		"You seem to have said too little!"

[<command cut short>]
	The action processing internal rule response (J) is
		"(Since something dramatic has happened, your list of commands has been cut short.)".

[<number not understood>]
	The parser error internal rule response (D) is
		"I didn't understand that number."

[<cannot begin at comma>]
	The parser error internal rule response (T) is
		"You can't begin with a comma."

[<extra words before comma>]
	The parser error internal rule response (W) is
		"To talk to someone, try 'someone, hello' or some such."

[<command partly understood> - split into 2 separate responses]
	The parser error internal rule response (B) is
		"I only understood you as far as wanting to ".
	The parser error internal rule response (C) is
		"I only understood you as far as wanting to (go) ".

[NEW RESPONSES with no old 'custom library message' equivalents]
	The action processing internal rule response (A) is
		"[bracket]That command asks to do something outside of play, so it can only make sense from you to me. [The noun] cannot be asked to do this.[close bracket]".
	The parser error internal rule response (R) is
		"That noun did not make sense in this context."
[[[
	ILLEGAL COMMANDS
]]]
[<unknown object>]
	The parser error internal rule response (E) is
		"[We] [can't] see any such thing."

[<object not held>]
	The parser error internal rule response (G) is
		"[We] [aren't] holding that!"

[<unknown verb>]
	The parser error internal rule response (N) is
		"That's not a verb I[if American dialect option is active] recognize[otherwise] recognise[end if]."

[<verb cannot have inanimate object>]
	The parser error internal rule response (M) is
		"You can only do that to something animate."

[<noun needed>]
	The action processing internal rule response (D) is
		"You must supply a noun."

[<noun not needed>]
	The action processing internal rule response (E) is
		"You may not supply a noun."

[<object needed>]
	The action processing internal rule response (B) is
		"You must name an object."

[<object not needed>]
	The action processing internal rule response (C) is
		"You may not name an object."

[<second object needed>]
	The action processing internal rule response (F) is
		"You must name a second object."

[<second object not needed>]
	The action processing internal rule response (G) is
		"You may not name a second object."

[<second noun needed>]
	The action processing internal rule response (H) is
		"You must supply a second noun."

[<second noun not needed>]
	The action processing internal rule response (I) is
		"You may not supply a second noun."

[<something more substantial needed>]
	The basic accessibility rule response (A) is
		"You must name something more substantial."
[[[
	MULTIPLE OBJECTS
]]]
[<verb cannot have multiple objects>]
	The parser error internal rule response (H) is
		"You can't use multiple objects with that verb."

[<too many multiple objects>]
	The parser error internal rule response (I) is
		"You can only use multiple objects once on a line."

[<not that many available>]
	The parser error internal rule response (Q) is
		"[if number understood is 0]None [otherwise]Only [number understood] [end if]of those [are] available."

[<no objects available>]
	The parser nothing error internal rule response (B) is
		"There [regarding the plural form][are] none at all available!"
			[#i7bug: This default msg wasn't yet adaptive as of v6L38.]

[<first N objects>]
	The generate action rule response (A) is
		"(considering the first sixteen objects only)[command clarification break]".

[<excepted object not included anyway>]
	The parser error internal rule response (L) is
		"You excepted something not included anyway!"

[<zero multiple objects> - corresponds to one of these 2 responses: not sure which]
	The parser nothing error internal rule response (A) is
		"Nothing to do!"
	The generate action rule response (B) is
		"Nothing to do!"

[NEW RESPONSES with no old 'custom library message' equivalents]
	The parser nothing error internal rule response (C) is
		"[regarding the noun][Those] [seem] to belong to [the noun]."
	The parser nothing error internal rule response (D) is
		"[regarding the noun][Those] [can't] contain things."
	The parser nothing error internal rule response (E) is
		"[The noun] [aren't] open."
	The parser nothing error internal rule response (F) is
		"[The noun] [are] empty."
[[[
	IMPLICIT ACTIONS
]]]
[<report implicit take>]
	The standard implicit taking rule response (A) is
		"(first taking [the noun])[command clarification break]".

[<cannot drop clothes being worn>]
	The can't drop clothes being worn rule response (A) is
		"(first taking [the noun] off)[command clarification break]".

[<cannot insert clothes being worn>]
	The can't insert clothes being worn rule response (A) is
		"(first taking [regarding the noun][them] off)[command clarification break]".

[<cannot put clothes being worn>]
	The can't put clothes being worn rule response (A) is
		"(first taking [regarding the noun][them] off)[command clarification break]".

[<cannot go through closed doors>]
			[Originally listed in the 'Go' section, below]
	The can't go through closed doors rule response (A) is
		"(first opening [the door gone through])[command clarification break]".

[<implicitly pass outwards through other barriers> - split into 2 separate responses]
	The implicitly pass through other barriers rule response (A) is
		"(getting off [the current home])[command clarification break]".
	The implicitly pass through other barriers rule response (B) is
		"(getting out of [the current home])[command clarification break]".

[<implicitly pass inwards through other barriers> - split into 3 separate responses]
	The implicitly pass through other barriers rule response (C) is
		"(getting onto [the target])[command clarification break]".
	The implicitly pass through other barriers rule response (D) is
		"(getting into [the target])[command clarification break]".
	The implicitly pass through other barriers rule response (E) is
		"(entering [the target])[command clarification break]".

[<report npc implicit take> - seems equivalent to this one, but may not be?]
	The standard implicit taking rule response (B) is
		"([the second noun] first taking [the noun])[command clarification break]".

[NEW RESPONSES with no old 'custom library message' equivalents]
	The can't give clothes being worn rule response (A) is
		"(first taking [the noun] off)[command clarification break]".
	The stand up before going rule response (A) is
		"(first getting off [the chaise])[command clarification break]".
	The can't eat clothing without removing it first rule response (A) is
		"(first taking [the noun] off)[command clarification break]".
	The implicitly remove thrown clothing rule response (A) is
		"(first taking [the noun] off)[command clarification break]".
[[[
	CARRYING CAPACITY
]]]
[<cannot exceed carrying capacity>]
	The can't exceed carrying capacity rule response (A) is
		"[We]['re] carrying too many things already."

[<use holdall to avoid exceeding carrying capacity>]
	The use player's holdall to avoid exceeding carrying capacity rule response (A) is
		"(putting [the transferred item] into [the current working sack] to make room)[command clarification break]".

[<cannot insert if this exceeds carrying capacity>]
	The can't insert if this exceeds carrying capacity rule response (A) is
		"[There] [are] no more room in [the second noun]."

[<cannot put if this exceeds carrying capacity>]
	The can't put if this exceeds carrying capacity rule response (A) is
		"[There] [are] no more room on [the second noun]."

[<cannot drop if this exceeds carrying capacity> - split into 2 separate responses]
			[Originally listed in the 'Drop' section, below]
	The can't drop if this exceeds carrying capacity rule response (A) is
		"[There] [are] no more room on [the receptacle]."
	The can't drop if this exceeds carrying capacity rule response (B) is
		"[There] [are] no more room in [the receptacle]."

[NEW RESPONSES with no old 'custom library message' equivalents]
	The can't exceed carrying capacity when giving rule response (A) is
		"[The second noun] [are] carrying too many things already."
	The can't enter if this exceeds carrying capacity rule response (A) is
		"[There] [are] no more room on [the noun]."
	The can't enter if this exceeds carrying capacity rule response (B) is
		"[There] [are] no more room in [the noun]."
	The can't exceed carrying capacity when taking off rule response (A) is
		"[We]['re] carrying too many things already."
[[[
	DISAMBIGUATION
]]]
[<who disambiguation>]
	The parser clarification internal rule response (A) is
		"Who do you mean, ".

[<which disambiguation>]
	The parser clarification internal rule response (B) is
		"Who do you mean, ".

[<whom disambiguation>]
	The parser clarification internal rule response (D) is
		"Whom do you want [if the noun is not the player][the noun] [end if]to [parser command so far]?"

[<what disambiguation>]
	The parser clarification internal rule response (E) is
		"What do you want [if the noun is not the player][the noun] [end if]to [parser command so far]?"

[<single object disambiguation>]
	The parser clarification internal rule response (C) is
		"Sorry, you can only have one item here. Which exactly?"

[NEW RESPONSES with no old 'custom library message' equivalents]
	The parser clarification internal rule response (F) is
		"those things".
	The parser clarification internal rule response (G) is
		"that".
	The parser clarification internal rule response (H) is
		" or ".
[[[
	PRONOUNS
]]]
[<pronoun not set>]
	The parser error internal rule response (J) is
		"I'm not sure what ['][pronoun i6 dictionary word]['] refers to."

[<pronoun absent>]
	The parser error internal rule response (K) is
		"[We] [can't] see ['][pronoun i6 dictionary word]['] ([the noun]) at the [if story tense is present tense]moment[otherwise]time[end if]."
			[#i7bug: The word 'moment' wasn't yet adaptive as of v6L38.]

[<Pronouns initial text>]
	The announce the pronoun meanings rule response (A) is
		"At the moment, ".

[<Pronouns -means- text>]
	The announce the pronoun meanings rule response (B) is
		"means ".

[<Pronouns -unset- text>]
	The announce the pronoun meanings rule response (C) is
		"is unset".

[<no pronouns known>]
	The announce the pronoun meanings rule response (D) is
		"no pronouns are known to the game."
[[[
	COMMANDING PEOPLE
]]]
[<person ignores command>]
	The requested actions require persuasion rule response (A) is
		"[The noun] [have] better things to do."

[<cannot talk to absent person>]
	The parser error internal rule response (U) is
		"You seem to want to talk to someone, but I can't see whom."

[<cannot talk to inanimate object>]
	The parser error internal rule response (V) is
		"You can't talk to [the noun]."

[<npc unable to do that>]
	The carry out requested actions rule response (A) is
		"[The noun] [are] unable to do that."
[[[
	FILE OPERATIONS
]]]
[<confirm Restart>]
	The restart the game rule response (A) is
		"Are you sure you want to restart? ".

[<Restart failed>]
	The restart the game rule response (B) is
		"Failed."

[<Restore failed>]
	The restore the game rule response (A) is
		"Restore failed."

[<Restore succeeded>]
	The restore the game rule response (B) is
		"Ok."

[<Save failed>]
	The save the game rule response (A) is
		"Save failed."

[<Save succeeded>]
	The save the game rule response (B) is
		"Ok."

[<Verify succeeded>]
	The verify the story file rule response (A) is
		"The game file has verified as intact."

[<Verify failed>]
	The verify the story file rule response (B) is
		"The game file did not verify as intact, and may be corrupt."
[[[
	TRANSCRIPTS
]]]
[<transcript already on>]
	The switch the story transcript on rule response (A) is
		"Transcripting is already on."

[<transcript already off>]
	The switch the story transcript off rule response (A) is
		"Transcripting is already off."

[<start of transcript>]
	The switch the story transcript on rule response (B) is
		"Start of a transcript of".

[<end of transcript>]
	The switch the story transcript off rule response (B) is
		"[line break]End of transcript."

[<transcript failed>]
	The switch the story transcript on rule response (C) is
		"Attempt to begin transcript failed."

[<end transcript failed>]
	The switch the story transcript off rule response (C) is
		"Attempt to end transcript failed."
[[[
	SCORING
]]]
[<score notification turned on>]
	The standard report switching score notification on rule response (A) is
		"Score notification on."

[<score notification turned off>]
	The standard report switching score notification off rule response (A) is
		"Score notification off."

[<no scoring>]
	The announce the score rule response (C) is
		"[There] [are] no score in this story."

[<Score command>]
	The announce the score rule response (A) is
		"[if the story has ended]In that game you scored[otherwise]You have so far scored[end if] [score] out of a possible [maximum score], in [turn count] turn[s]".

[<score rank>]
	The announce the score rule response (B) is
		", earning you the rank of ".

[<score changed> - split into 2 separate responses]
	The announce the score rule response (D) is
		"[bracket]Your score has just gone up by [number understood in words] point[s].[close bracket]".
	The announce the score rule response (E) is
		"[bracket]Your score has just gone down by [number understood in words] point[s].[close bracket]".
[[[
	'INVENTORY'
]]]
[<report npc taking inventory>]
	The report other people taking inventory rule response (A) is
		"[The actor] [look] through [their] possessions."

[<Inventory initial text>]
	The print standard inventory rule response (A) is
		"[We] [are] carrying:[line break]".

[<Inventory no possessions>]
	The print empty inventory rule response (A) is
		"[We] [are] carrying nothing."
[[[
	DARKNESS
]]]
[OLD DEFUNCT MESSAGES with no new 'rule response' equivalents]
[<search while dark> - 'But it's dark.']
[<look under while dark> - 'But it's dark.']

[<entering darkness>]
	The adjust light rule response (A) is
		"[It] [are] [if story tense is present tense]now [end if]pitch dark in [if story tense is present tense]here[else]there[end if]!"

[<dark description>]
	The basic visibility rule response (A) is
		"[It] [are] pitch dark, and [we] [can't see] a thing."
			[#i7bug: This default msg wasn't yet adaptive as of v6L38.]

[<examine while dark>]
	The room description body text rule response (A) is
		"[It] [are] pitch dark, and [we] [can't see] a thing."

[<dark room name> - corresponds to one of these 2 responses: not sure which]
	The room description heading rule response (A) is
		"Darkness".
	The darkness name internal rule response (A) is
		"Darkness".
[[[
	'TAKE'
]]]
[<report player taking>]
	The standard report taking rule response (A) is
		"Taken."

[<report npc taking>]
	The standard report taking rule response (B) is
		"[The actor] [pick] up [the noun]."

[<cannot take yourself>]
	The can't take yourself rule response (A) is
		"[We] [are] always self-possessed."

[<cannot take other people>]
	The can't take other people rule response (A) is
		"I don't suppose [the noun] [would care] for that."

[<cannot take something you are within>]
	The can't take what you're inside rule response (A) is
		"[We] [would have] to get [if noun is a supporter]off[otherwise]out of[end if] [the noun] first."

[<cannot take something already taken>]
	The can't take what's already taken rule response (A) is
		"[We] already [have] [regarding the noun][those]."

[<cannot take possessions of others>]
	The can't take people's possessions rule response (A) is
		"[regarding the noun][Those] [seem] to belong to [the owner]."

[<cannot take component parts>]
	The can't take component parts rule response (A) is
		"[regarding the noun][Those] [seem] to be a part of [the whole]."

[<cannot take hidden parts>]
	The can't take items out of play rule response (A) is
		"[regarding the noun][Those] [aren't] available."

[<cannot reach within closed containers>]
	The can't reach inside closed containers rule response (A) is
		"[The noun] [aren't] open."

[<cannot take scenery>]
	The can't take scenery rule response (A) is
		"[regarding the noun][They're] hardly portable."

[<cannot take something fixed>]
	The can't take what's fixed in place rule response (A) is
		"[regarding the noun][They're] fixed in place."

[<cannot reach within other places>]
	The can't reach inside rooms rule response (A) is
		"[We] [can't] reach into [the noun]."
	
[NEW RESPONSES with no old 'custom library message' equivalents]
	The can only take things rule response (A) is
		"[We] [cannot] carry [the noun]."
	The access through barriers rule response (A) is
		"[regarding the noun][Those] [aren't] available."
	The can't reach outside closed containers rule response (A) is
		"[The noun] [aren't] open."

[See also: 'Implicit Actions' and 'Carrying Capacity', above]
[[[
	'REMOVE'
]]]
[OLD DEFUNCT MESSAGES with no new 'rule response' equivalents]
[<report player removing> - 'Removed.']
[<report npc removing> - '[The actor] removes X from Y.']
[<cannot remove from closed containers> - 'It is unfortunately closed.']

[<cannot remove something not within>]
	The can't remove what's not inside rule response (A) is
		"But [regarding the noun][they] [aren't] there [now]."
			[#i7bug: The word 'now' wasn't yet adaptive in this msg as of v6L38]

[NEW RESPONSES with no old 'custom library message' equivalents]
	The can't remove from people rule response (A) is
		"[regarding the noun][Those] [seem] to belong to [the owner]."
[[[
	'DROP'
]]]
[<report player dropping>]
	The standard report dropping rule response (A) is
		"Dropped."

[<report npc dropping>]
	The standard report dropping rule response (B) is
		"[The actor] [put] down [the noun]."

[<cannot drop something already dropped>]
	The can't drop what's already dropped rule response (A) is
		"[The noun] [are] already here."

[<cannot drop not holding>]
	The can't drop what's not held rule response (A) is
		"[We] [haven't] got [regarding the noun][those]."

[<cannot drop if this exceeds carrying capacity>]
	[See: 'Carrying Capacity', above]

[NEW RESPONSES with no old 'custom library message' equivalents]
	The can't drop yourself rule response (A) is
		"[We] [lack] the dexterity."
	The can't drop body parts rule response (A) is
		"[We] [can't drop] part of [ourselves]."

[See also: 'Implicit Actions' and 'Carrying Capacity', above]
[[[
	'INSERT'
]]]
[OLD DEFUNCT MESSAGES with no new 'rule response' equivalents]
[<cannot insert something not held> - 'You need to be holding X before you can...']
[<need to take off before inserting> - 'You'll need to take it off first.']

[<report player inserting>]
	The concise report inserting rule response (A) is
		"Done."

[<report npc inserting>]
	The standard report inserting rule response (A) is
		"[The actor] [put] [the noun] into [the second noun]."

[<cannot insert into something not a container>]
	The can't insert into what's not a container rule response (A) is
		"[regarding the second noun][Those] [can't contain] things."

[<cannot insert into closed containers>]
	The can't insert into closed containers rule response (A) is
		"[The second noun] [are] closed."

[<cannot insert something into itself>]
	The can't insert something into itself rule response (A) is
		"[We] [can't put] something inside itself."

[See also: 'Implicit Actions' and 'Carrying Capacity', above]
[[[
	'PUT ON'
]]]
[OLD DEFUNCT MESSAGES with no new 'rule response' equivalents]
[<cannot put something not held> - 'You need to be holding X before you can...']
[<cannot put onto something being carried> - 'You lack the dexterity.']

[<report player putting on>]
	The concise report putting rule response (A) is
		"Done."

[<report npc putting on>]
	The standard report putting rule response (A) is
		"[The actor] [put] [the noun] on [the second noun]."

[<cannot put something on it-self>]
	The can't put something on itself rule response (A) is
		"[We] [can't put] something on top of itself."

[<cannot put onto something not a supporter>]
	The can't put onto what's not a supporter rule response (A) is
		"Putting things on [the second noun] [would achieve] nothing."

[See also: 'Implicit Actions' and 'Carrying Capacity', above]

PART TWO

[[[
	'GIVE'
]]]
[<report player giving>]
	The standard report giving rule response (A) is
		"[We] [give] [the noun] to [the second noun]."

[<report npc giving to player>]
	The standard report giving rule response (B) is
		"[The actor] [give] [the noun] to [us]."

[<report npc giving to npc>]
	The standard report giving rule response (C) is
		"[The actor] [give] [the noun] to [the second noun]."

[<cannot give what you have not got>]
	The can't give what you haven't got rule response (A) is
		"[We] [aren't] holding [the noun]."

[<cannot give to yourself>]
	The can't give to yourself rule response (A) is
		"[We] [can't give] [the noun] to [ourselves]."

[<block giving>]
	The block giving rule response (A) is
		"[The second noun] [don't] seem interested."

[<unable to receive things>]
	The can't give to a non-person rule response (A) is
		"[The second noun] [aren't] able to receive things."
[[[
	'SHOW'
]]]
[<cannot show what you have not got>]
	The can't show what you haven't got rule response (A) is
		"[We] [aren't] holding [the noun]."

[<block showing>]
	The block showing rule response (A) is
		"[The second noun] [are] unimpressed."
[[[
	'ENTER'
]]]
[<cannot enter closed containers>]
	The can't enter closed containers rule response (A) is
		"[We] [can't get] into the closed [noun]."

[<cannot enter something carried>]
	The can't enter something carried rule response (A) is
		"[We] [can] only get into something free-standing."

[<report player entering> - split into 2 separate responses]
	The standard report entering rule response (A) is
		"[We] [get] onto [the noun]."
	The standard report entering rule response (B) is
		"[We] [get] into [the noun]."

[<report npc entering> - split into 2 separate responses]
	The standard report entering rule response (C) is
		"[The actor] [get] into [the noun]."
	The standard report entering rule response (D) is
		"[The actor] [get] onto [the noun]."

[<cannot enter something already entered> - split into 2 separate responses]
	The can't enter what's already entered rule response (A) is
		"But [we]['re] already on [the noun]."
	The can't enter what's already entered rule response (B) is
		"But [we]['re] already in [the noun]."

[<cannot enter something not enterable> - split into 4 separate responses]
	The can't enter what's not enterable rule response (A) is
		"[regarding the noun][They're] not something [we] [can] stand on."
	The can't enter what's not enterable rule response (B) is
		"[regarding the noun][They're] not something [we] [can] sit down on."
	The can't enter what's not enterable rule response (C) is
		"[regarding the noun][They're] not something [we] [can] lie down on."
	The can't enter what's not enterable rule response (D) is
		"[regarding the noun][They're] not something [we] [can] enter."

[See also: 'Implicit Actions', above]
[[[
	'EXIT', 'GET OFF'
]]]
[OLD DEFUNCT MESSAGE with no new 'rule response' equivalent]
[<cannot exit thing not within> - 'But you aren't on/in X.']

[<cannot exit when not within anything>]
	The can't exit when not inside anything rule response (A) is
		"But [we] [aren't] in anything at the [if story tense is present tense]moment[otherwise]time[end if]."

[<cannot exit closed containers>]
	The can't exit closed containers rule response (A) is
		"[We] [can't get] out of the closed [cage]."
			[#i7bug: This default msg wasn't yet adaptive as of v6L38.]

[<cannot get off things>]
	The can't get off things rule response (A) is
		"But [we] [aren't] on [the noun] at the [if story tense is present tense]moment[otherwise]time[end if]."

[<report player exiting> - split into 2 separate responses]
	The standard report exiting rule response (A) is
		"[We] [get] off [the container exited from]."
	The standard report exiting rule response (B) is
		"[We] [get] out of [the container exited from]."

[<report npc exiting> - split into 2 separate responses]
	The standard report getting off rule response (A) is
		"[The actor] [get] off [the noun]."
	The standard report exiting rule response (C) is
		"[The actor] [get] out of [the container exited from]."
[[[
	'GO'
]]]
[OLD DEFUNCT MESSAGES with no new 'rule response' equivalents]
[<cannot go up through closed doors> - 'You are unable to climb X.']
[<cannot go down through closed doors> - 'You are unable to descend by X.']

[<cannot go through closed doors>]
	[See: 'Implicit Actions', above]

[<cannot go that way>]
	The can't go that way rule response (A) is
		"[We] [can't go] that way."

[<cannot go through concealed doors>]
	The can't go through undescribed doors rule response (A) is
		"[We] [can't go] that way."

[<nothing through door>]
	The can't go that way rule response (B) is
		"[We] [can't], since [the door gone through] [lead] nowhere."

[<block vaguely going>]
	The block vaguely going rule response (A) is
		"You'll have to say which compass direction to go in."

[<say npc arrives from unknown direction>]
	The describe room gone into rule response (G) is
		"[The actor] [arrive]".

[<say npc goes through>]
	The describe room gone into rule response (K) is
		"[The actor] [go] through [the noun]".

[<say npc arrives from>]
	The describe room gone into rule response (L) is
		"[The actor] [arrive] from [the noun]".

[<say npc pushing in front with player>]
	The describe room gone into rule response (O) is
		", pushing [the thing gone with] in front, and [us] along too".

[<say npc pushing in front>]
	The describe room gone into rule response (P) is
		", pushing [the thing gone with] in front".

[<say npc pushing away>]
	The describe room gone into rule response (Q) is
		", pushing [the thing gone with] away".

[<say npc pushing in>]
	The describe room gone into rule response (R) is
		", pushing [the thing gone with] in".

[<say npc taking player along>]
	The describe room gone into rule response (S) is
		", taking [us] along".

[<cannot travel in something not a vehicle> - split into 2 separate responses]
	The can't travel in what's not a vehicle rule response (A) is
		"[We] [would have] to get off [the nonvehicle] first."
	The can't travel in what's not a vehicle rule response (B) is
		"[We] [would have] to get out of [the nonvehicle] first."

[<say npc goes> - split into 3 separate responses]
	The describe room gone into rule response (A) is
		"[The actor] [go] up".
	The describe room gone into rule response (B) is
		"[The actor] [go] down".
	The describe room gone into rule response (C) is
		"[The actor] [go] [noun]".

[<say npc arrives> - split into 3 separate responses]
	The describe room gone into rule response (D) is
		"[The actor] [arrive] from above".
	The describe room gone into rule response (E) is
		"[The actor] [arrive] from below".
	The describe room gone into rule response (F) is
		"[The actor] [arrive] from [the back way]".

[<say npc arrives at> - split into 3 separate responses]
	The describe room gone into rule response (H) is
		"[The actor] [arrive] at [the room gone to] from above".
	The describe room gone into rule response (I) is
		"[The actor] [arrive] at [the room gone to] from below".
	The describe room gone into rule response (J) is
		"[The actor] [arrive] at [the room gone to] from [the back way]".

[<say npc vehicle> - split into 2 separate responses]
	The describe room gone into rule response (M) is
		"on [the vehicle gone by]".
	The describe room gone into rule response (N) is
		"in [the vehicle gone by]".
[[[
	'BRIEF', 'VERBOSE'
]]]
[<brief look mode>]
	The standard report preferring sometimes abbreviated room descriptions rule response (A) is
		" is now in its 'brief' printing mode, which gives long descriptions of places never before visited and short descriptions otherwise."

[<superbrief look mode>]
	The standard report preferring abbreviated room descriptions rule response (A) is
		" is now in its 'superbrief' mode, which always gives short descriptions of locations (even if you haven't been there before)."

[<verbose look mode>]
	The standard report preferring unabbreviated room descriptions rule response (A) is
		" is now in its 'verbose' mode, which always gives long descriptions of locations (even if you've been there before)."
[[[
	'LOOK'
]]]
[OLD DEFUNCT MESSAGES with no new 'rule response' equivalents]
[<top line what as> - ' (as [inform 6 short name of X])']
[<say things within> - '[what's inside X part 1] [what's inside X part 2]']
[<say things also within> - '[what's inside X part 1] also [what's inside X part 2]']
[<say things on> - 'On Y [what's on X].']

[<report npc looking>]
	The other people looking rule response (A) is
		"[The actor] [look] around."

[<top line what on>]
	The room description heading rule response (B) is
		" (on [the intermediate level])".

[<top line what in>]
	The room description heading rule response (C) is
		" (in [the intermediate level])".

[NEW RESPONSES with no old 'custom library message' equivalents]
	The examine containers rule response (A) is
		"In [the noun] ".
	The examine supporters rule response (A) is
		"On [the noun] ".
	The examine containers rule response (B) is
		"[The noun] [are] empty."
	The you-can-also-see rule response (A) is
		"[We] ".
	The you-can-also-see rule response (B) is
		"On [the domain] [we] ".
	The you-can-also-see rule response (C) is
		"In [the domain] [we] ".
	The you-can-also-see rule response (D) is
		"[can] also see ".
	The you-can-also-see rule response (E) is
		"[can] see ".
	The you-can-also-see rule response (F) is
		" [here]".
			[#i7bug: This default msg wasn't yet adaptive as of v6L38]
	The use initial appearance in room descriptions rule response (A) is
		"On [the item] ".
	The describe what's on scenery supporters in room descriptions rule response (A) is
		"On [the item] ".
[[[
	'EXAMINE'
]]]
[<report npc examining>]
	The report other people examining rule response (A) is
		"[The actor] [look] closely at [the noun]."

[<examine undescribed things>]
	The examine undescribed things rule response (A) is
		"[We] [see] nothing special about [the noun]."

[<examine direction>]
	The examine directions rule response (A) is
		"[We] [see] nothing unexpected in that direction."

[<examine devices>]
	The examine devices rule response (A) is
		"[The noun] [are] [if story tense is present tense]currently [end if]switched [if the noun is switched on]on[otherwise]off[end if]."
[[[
	'SEARCH'
]]]
[<report npc searching>]
	The report other people searching rule response (A) is
		"[The actor] [search] [the noun]."

[<cannot search unless container or supporter>]
	The can't search unless container or supporter rule response (A) is
		"[We] [find] nothing of interest."

[<nothing found on top of>]
	The standard search supporters rule response (B) is
		"[There] [are] nothing on [the noun]."

[<nothing found within container>]
	The standard search containers rule response (B) is
		"[The noun] [are] empty."

[<cannot search closed opaque containers>]
	The can't search closed opaque containers rule response (A) is
		"[We] [can't see] inside, since [the noun] [are] closed."

[NEW RESPONSES with no old 'custom library message' equivalents]
	The standard search containers rule response (A) is
		"In [the noun] ".
	The standard search supporters rule response (A) is
		"On [the noun] ".
[[[
	'LOOK UNDER'
]]]
[<look under>]
	The standard looking under rule response (A) is
		"[We] [find] nothing of interest."

[<report npc looking under>]
	The report other people looking under rule response (A) is
		"[The actor] [look] under [the noun]."
[[[
	'OPEN'
]]]
[OLD DEFUNCT MESSAGE with no new 'rule response' equivalent]
[<no newly visible exterior> - 'nothing.']

[<report player opening>]
	The standard report opening rule response (A) is
		"[We] [open] [the noun]."

[<report npc opening>]
	The standard report opening rule response (B) is
		"[The actor] [open] [the noun]."

[<report unseen npc opening>]
	The standard report opening rule response (C) is
		"[The noun] [open]."

[<cannot open unless openable>]
	The can't open unless openable rule response (A) is
		"[regarding the noun][They] [aren't] something [we] [can] open."

[<cannot open something locked>]
	The can't open what's locked rule response (A) is
		"[regarding the noun][They] [seem] to be locked."

[<cannot open something already open>]
	The can't open what's already open rule response (A) is
		"[regarding the noun][They're] already open."

[<reveal any newly visible exterior initial text>]
	The reveal any newly visible interior rule response (A) is
		"[We] [open] [the noun], revealing ".
[[[
	'CLOSE'
]]]
[<report player closing>]
	The standard report closing rule response (A) is
		"[We] [close] [the noun]."

[<report npc closing>]
	The standard report closing rule response (B) is
		"[The actor] [close] [the noun]."

[<report unseen npc closing>]
	The standard report closing rule response (C) is
		"[The noun] [close]."

[<cannot close unless openable>]
	The can't close unless openable rule response (A) is
		"[regarding the noun][They] [aren't] something [we] [can] close."

[<cannot close something already closed>]
	The can't close what's already closed rule response (A) is
		"[regarding the noun][They're] already closed."
[[[
	'LOCK'
]]]
[<report player locking>]
	The standard report locking rule response (A) is
		"[We] [lock] [the noun]."

[<report npc locking>]
	The standard report locking rule response (B) is
		"[The actor] [lock] [the noun]."

[<cannot lock without a lock>]
	The can't lock without a lock rule response (A) is
		"[regarding the noun][Those] [don't] seem to be something [we] [can] lock."

[<cannot lock something already locked>]
	The can't lock what's already locked rule response (A) is
		"[regarding the noun][They're] locked at the [if story tense is present tense]moment[otherwise]time[end if]."

[<cannot lock something open>]
	The can't lock what's open rule response (A) is
		"First [we] [would have] to close [the noun]."

[<cannot lock without the correct key>]
	The can't lock without the correct key rule response (A) is
		"[regarding the second noun][Those] [don't] seem to fit the lock."
[[[
	'UNLOCK'
]]]
[<report player unlocking>]
	The standard report unlocking rule response (A) is
		"[We] [unlock] [the noun]."

[<report npc unlocking>]
	The standard report unlocking rule response (B) is
		"[The actor] [unlock] [the noun]."

[<cannot unlock without a lock>]
	The can't unlock without a lock rule response (A) is
		"[regarding the noun][Those] [don't] seem to be something [we] [can] unlock."

[<cannot unlock something already unlocked>]
	The can't unlock what's already unlocked rule response (A) is
		"[regarding the noun][They're] unlocked at the [if story tense is present tense]moment[otherwise]time[end if]."

[<cannot unlock without the correct key>]
	The can't unlock without the correct key rule response (A) is
		"[regarding the second noun][Those] [don't] seem to fit the lock."
[[[
	'SWITCH ON'
]]]
[<report player switching on> - combined with...]
[<report npc switching on> ... into a single response]
	The standard report switching on rule response (A) is
		"[The actor] [switch] [the noun] on."

[<cannot switch on unless switchable>]
	The can't switch on unless switchable rule response (A) is
		"[regarding the noun][They] [aren't] something [we] [can] switch."

[<cannot switch on something already on>]
	The can't switch on what's already on rule response (A) is
		"[regarding the noun][They're] already on."
[[[
	'SWITCH OFF'
]]]
[<report player switching off> - combined with...]
[<report npc switching off> ... into a single response]
	The standard report switching off rule response (A) is
		"[The actor] [switch] [the noun] off."

[<cannot switch off unless switchable>]
	The can't switch off unless switchable rule response (A) is
		"[regarding the noun][They] [aren't] something [we] [can] switch."

[<cannot switch off something already off>]
	The can't switch off what's already off rule response (A) is
		"[regarding the noun][They're] already off."
[[[
	'WEAR'
]]]
[<report player wearing>]
	The standard report wearing rule response (A) is
		"[We] [put] on [the noun]."

[<report npc wearing>]
	The standard report wearing rule response (B) is
		"[The actor] [put] on [the noun]."

[<cannot wear something not clothing>]
	The can't wear what's not clothing rule response (A) is
		"[We] [can't wear] [regarding the noun][those]!"

[<cannot wear not holding>]
	The can't wear what's not held rule response (A) is
		"[We] [aren't] holding [regarding the noun][those]!"

[<cannot wear something already worn>]
	The can't wear what's already worn rule response (A) is
		"[We]['re] already wearing [regarding the noun][those]!"
[[[
	'TAKE OFF'
]]]
[<report player taking off>]
	The standard report taking off rule response (A) is
		"[We] [take] off [the noun]."

[<report npc taking off>]
	The standard report taking off rule response (B) is
		"[The actor] [take] off [the noun]."

[<cannot take off something not worn>]
	The can't take off what's not worn rule response (A) is
		"[We] [aren't] wearing [the noun]."
[[[
	'EAT', 'DRINK', SENSES
]]]
[<report player eating>]
	The standard report eating rule response (A) is
		"[We] [eat] [the noun]. Not bad."

[<report npc eating>]
	The standard report eating rule response (B) is
		"[The actor] [eat] [the noun]."

[<cannot eat unless edible>]
	The can't eat unless edible rule response (A) is
		"[regarding the noun][They're] plainly inedible."

[<block drinking>]
	The block drinking rule response (A) is
		"[There's] nothing suitable to drink [if story tense is present tense]here[otherwise]there[end if]."
			[#i7bug: The word 'here' wasn't yet adaptive in this msg as of v6L38]

[<block tasting>]
	The report tasting rule response (A) is
		"[We] [taste] nothing unexpected."

[<block smelling>]
	The report smelling rule response (A) is
		"[We] [smell] nothing unexpected."

[<block listening>]
	The report listening rule response (A) is
		"[We] [hear] nothing unexpected."

[NEW RESPONSES with no old 'custom library message' equivalents]
	The can't eat other people's food rule response (A) is
		"[The owner] [might not appreciate] that."
	The report tasting rule response (B) is
		"[The actor] [taste] [the noun]."
	The report smelling rule response (B) is
		"[The actor] [sniff]."
	The report listening rule response (B) is
		"[The actor] [listen]."
[[[
	'TOUCH'
]]]
[<report player touching things>]
	The report touching things rule response (A) is
		"[We] [feel] nothing unexpected."

[<report npc touching things>]
	The report touching things rule response (B) is
		"[The actor] [touch] [the noun]."

[<report player touching self>]
	The report touching yourself rule response (A) is
		"[We] [achieve] nothing by this."

[<report npc touching self>]
	The report touching yourself rule response (B) is
		"[The actor] [touch] [themselves]."

[<report player touching other people>]
	The report touching other people rule response (A) is
		"[The noun] [might not like] that."

[<report npc touching other people> - split into 2 separate responses]
	The report touching other people rule response (B) is
		"[The actor] [touch] [us]."
	The report touching other people rule response (C) is
		"[The actor] [touch] [the noun]."
[[[
	RHETORICAL COMMANDS
]]]
[OLD DEFUNCT MESSAGES with no new 'rule response' equivalents?]
[<block swearing obscenely> - 'Read adventurers do not use such language.']
[<block swearing mildly> - 'Quite.']

[Actually... fuck that. Stuffing cotton in a game's ears and
pretending bad words don't exist won't actually prevent anyone
from typing them, and if human beings didn't enjoy it when
games are cognizant of swear words, they wouldn't try to type
them in to get relevant responses in the first place; ergo, the
mere recognition by a game that a player has typed a curse word
cannot present a serious problem for anyone, and consequently,
the old swearing rules have been recreated below, for the
undeniable convenience of everyone EXCEPT censorious
ideologues, who can bugger off.]
Swearing obscenely is an action applying to nothing. The Swearing obscenely action translates into I6 as "Strong". Understand "shit" as swearing obscenely. Understand the commands "fuck" and "damn" as "shit". To use is a verb. Check an actor swearing obscenely (this is the block swearing obscenely rule): say "Real adventurers [regarding the plural form][do not use] such language." (A) instead.
Swearing mildly is an action applying to nothing. The Swearing mildly action translates into I6 as "Mild". Understand "bother" as swearing mildly. Understand the commands "curses", "drat" and "darn" as "bother". Check an actor swearing mildly (this is the block swearing mildly rule): say "Quite." (A) instead.
Some plural form are a thing [used by the code above to access the plural form of a verb].

[<block swearing obscenely>]
	The block swearing obscenely rule response (A) is
		"Real adventurers [regarding the plural form][do not use] such language.";

[<block swearing mildly>]
	The block swearing mildly rule response (A) is
		"Quite.";

[<block saying yes>]
	The block saying yes rule response (A) is
		"That was a rhetorical question."

[<block saying no>]
	The block saying no rule response (A) is
		"That was a rhetorical question."

[<block saying sorry>]
	The block saying sorry rule response (A) is
		"Oh, don't[if American dialect option is active] apologize[otherwise] apologise[end if]."
[[[
	BODY MOVEMENT
]]]
[<block climbing>]
	The block climbing rule response (A) is
		"I don't think much is to be achieved by that."

[<block jumping>]
	The report jumping rule response (A) is
		"[We] [jump] on the spot."

[<block swinging>]
	The block swinging rule response (A) is
		"[There's] nothing sensible to swing [if story tense is present tense]here[otherwise]there[end if]."
			[#i7bug: The word 'here' wasn't adaptive in this msg as of v6L38]

[<block waving hands>]
	The report waving hands rule response (A) is
		"[We] [wave]."

[NEW RESPONSES with no old 'custom library message' equivalents]
	The report jumping rule response (B) is
		"[The actor] [jump] on the spot."
	The report waving hands rule response (B) is
		"[The actor] [wave]."
[[[
	PHYSICAL INTERACTION
]]]
[<block attacking>]
	The block attacking rule response (A) is
		"Violence [aren't] the answer to this one."

[<block burning>]
	The block burning rule response (A) is
		"This dangerous act [would achieve] little."

[<block cutting>]
	The block cutting rule response (A) is
		"Cutting [regarding the noun][them] up [would achieve] little."

[<block rubbing>]
	The report rubbing rule response (A) is
		"[We] [rub] [the noun]."

[<block setting to>]
	The block setting it to rule response (A) is
		"No, [we] [can't set] [regarding the noun][those] to anything."

[<block tying>]
	The block tying rule response (A) is
		"[We] [would achieve] nothing by this."

[<report player waving things>]
	The report waving things rule response (A) is
		"[We] [wave] [the noun]."

[<report npc waving things>]
	The report waving things rule response (B) is
		"[The actor] [wave] [the noun]."

[<cannot wave something not held>]
	The can't wave what's not held rule response (A) is
		"But [we] [aren't] holding [regarding the noun][those]."

[<squeezing people>]
	The innuendo about squeezing people rule response (A) is
		"[The noun] [might not like] that."

[<report player squeezing>]
	The report squeezing rule response (A) is
		"[We] [achieve] nothing by this."

[<report npc squeezing>]
	The report squeezing rule response (B) is
		"[The actor] [squeeze] [the noun]."

[<block throwing at>]
	The block throwing at rule response (A) is
		"[We] [lack] the nerve when it [if story tense is the past tense]came[otherwise]comes[end if] to the crucial moment."

[<throw at inanimate object>]
	The futile to throw things at inanimate objects rule response (A) is
		"Futile."

[NEW RESPONSES with no old 'custom library message' equivalents]
	The report rubbing rule response (B) is
		"[The actor] [rub] [the noun]."
	The can't rub another person rule response (A) is
		"[The noun] [might not like] that."
[[[
	'PUSH', 'PULL', 'TURN'
]]]
[<report player pushing>]
	The report pushing rule response (A) is
		"Nothing obvious [happen]."

[<report npc pushing>]
	The report pushing rule response (B) is
		"[The actor] [push] [the noun]."

[<report player pulling>]
	The report pulling rule response (A) is
		"Nothing obvious [happen]."

[<report npc pulling>]
	The report pulling rule response (B) is
		"[The actor] [pull] [the noun]."

[<report player turning>]
	The report turning rule response (A) is
		"Nothing obvious [happen]."

[<report npc turning>]
	The report turning rule response (B) is
		"[The actor] [turn] [the noun]."

[<block pushing in directions>]
	The block pushing in directions rule response (A) is
		"[The noun] [cannot] be pushed from place to place."

[<not pushed in a direction>]
	The can't push to non-directions rule response (A) is
		"[regarding the noun][They] [aren't] a direction."

[<cannot push something fixed in place>]
	The can't push what's fixed in place rule response (A) is
		"[regarding the noun][They] [are] fixed in place."

[<cannot pull something fixed in place>]
	The can't pull what's fixed in place rule response (A) is
		"[regarding the noun][They] [are] fixed in place."

[<cannot turn something fixed in place>]
	The can't turn what's fixed in place rule response (A) is
		"[regarding the noun][They] [are] fixed in place."

[<cannot push scenery>]
	The can't push scenery rule response (A) is
		"[We] [are] unable to."

[<cannot pull scenery>]
	The can't pull scenery rule response (A) is
		"[We] [are] unable to."

[<cannot turn scenery>]
	The can't turn scenery rule response (A) is
		"[We] [are] unable to."

[<cannot push people>]
	The can't push people rule response (A) is
		"[The noun] [might not like] that."

[<cannot pull people>]
	The can't pull people rule response (A) is
		"[The noun] [might not like] that."

[<cannot turn people>]
	The can't turn people rule response (A) is
		"[The noun] [might not like] that."

[<pushed in illegal direction> - may or may not correspond to 'push vertically'?]
	The can't push vertically rule response (A) is
		"[The noun] [cannot] be pushed up or down."

[NEW RESPONSES with no old 'custom library message' equivalents?]
	The can't push unpushable things rule response (A) is
		"[The noun] [cannot] be pushed from place to place."
	The can't push from within rule response (A) is
		"[The noun] [cannot] be pushed from [if story tense is present tense]here[otherwise]there[end if]."
			[#i7bug: The word 'here' wasn't adaptive in this msg as of v6L38]
[[[
	SPEECH / INTERPERSONAL ACTIONS
]]]
[OLD DEFUNCT MESSAGE with no new 'rule response' equivalent]
[<block singing> - 'Your singing is abominable.']

[<block answering>]
	The block answering rule response (A) is
		"[There] [are] no reply."

[<block asking>]
	The block asking rule response (A) is
		"[There] [are] no reply."

[<block buying>]
	The block buying rule response (A) is
		"Nothing [are] on sale."

[<block kissing>]
	The block kissing rule response (A) is
		"[The noun] [might not] like that."

[<block telling>]
	The block telling rule response (A) is
		"This [provoke] no reaction."

[<telling yourself>]
	The telling yourself rule response (A) is
		"[We] [talk] to [ourselves] a while."

[NEW RESPONSES with no old 'custom library message' equivalents]
	The kissing yourself rule response (A) is
		"[We] [don't] get much from that."
[[[
	MENTAL ACTIONS
]]]
[<block thinking>]
	The block thinking rule response (A) is
		"What a good idea."

[<block player consulting>]
	The block consulting rule response (A) is
		"[We] [discover] nothing of interest in [the noun]."

[<block npc consulting>]
	The block consulting rule response (B) is
		"[The actor] [look] at [the noun]."
[[[
	'SLEEP', 'WAIT'
]]]
[<block sleeping>]
	The block sleeping rule response (A) is
		"[We] [aren't] feeling especially drowsy."

[<block waking up>]
	The block waking up rule response (A) is
		"The dreadful truth [are], this [are not] a dream."

[<block waking other>]
	The block waking rule response (A) is
		"That [seem] unnecessary."

[<report player waiting>]
	The standard report waiting rule response (A) is
		"Time [pass]."

[<report npc waiting>]
	The standard report waiting rule response (B) is
		"[The actor] [wait]."
[[[
]]]