absentfound_in 
property, which can appear in many different rooms) which is absent
will in future no longer appear in the game. Note that you cannot make 
a floating object disappear merely by giving it absent, 
but must explicitly remove it as well.animatecreature token 
in grammar; picks up “him” or “her” (according 
to gender) rather than “it”, likewise “his”; 
an object the player is changed into becomes animate; some 
messages read “on whom”, etc., instead of “on 
which”; can't be taken; its subobjects “belong to” 
it rather than “are part of” it; messages don't assume 
it can be “touched” or “squeezed” as an 
ordinary object can; the actions Attack, ThrowAt 
are diverted to life rather than rejected as being
‘futile violence’.clothingconcealedChangePlayer 
happened loses this property; a concealed door can't 
be entered; does not appear in room descriptions.containeropen 
(or transparent); may be described as closed, open, locked, 
empty; a possession will give it a LetGo action if the 
player tries to remove it, or a Receive if something is 
put in; things can be taken or removed from it, or inserted into it, 
but only if it is open; likewise for “transfer” 
and “empty”; room descriptions describe using when_open 
or when_closed if given; if there is no defined description, 
an Examine causes the contents to be searched (i.e. written 
out) rather than a message “You see nothing special about…”; 
Search only reveals the contents of containers, otherwise 
saying “You find nothing”. Note: an object cannot 
be both a container and a supporter.doorwhen_open or when_closed if given; and an 
Enter action becomes a Go action. If a
Go has to go through this object, then: if concealed, 
the player “can't go that way”; if not open, then 
the player is told either that this cannot be ascended or descended (if 
the player tried “up” or “down”), or that it is in 
the way (otherwise); but if neither, then its door_to property is 
consulted to see where it leads; finally, if this is zero, 
then it is said to “lead nowhere” and otherwise the player 
actually moves to the location.edibleenterableenterable on the 
floor can be entered. If an enterable is also a container 
then it can only be entered or exited if it is open.femaleanimate is assumed to be male 
unless female or neuter is set.)generallightlocation is ordinarily dark; it will never be automatically 
put away into the player's SACK_OBJECT, as it might plausibly 
be inflammable or the main light source.lockablewith_key; if a container 
and also locked, may be called “locked” in 
inventories.lockedcontainer and also lockable, 
may be called “locked” in inventories.maleanimate is assumed 
to be male unless female or neuter is set.)movedInitialise has run 
are given it; at the end of each turn, if an item is newly held by 
the player and is scored, it is given moved 
and OBJECT_SCORE points are awarded; an object's 
initial message only appears in room descriptions if it 
is unmoved.neuteranimate is assumed neuter, because only 
people and higher animals have gender. Anything animate is 
assumed male unless female or neuter 
is set. A robot, for instance, might be an animate
object worth making neuter.)onswitchable object 
with on is described by with_on in room 
descriptions; it will be called “switched on” by Examine.openopen 
container; if a container, called 
“open” by some descriptions; things can be taken or removed from an open 
container; similarly inserted, transferred or emptied. A
container can only be entered or exited if it is both 
enterable and open. An open door 
can be entered. Described by when_open in room
descriptions.openablelocked.pluralnamepluralname 
set. The library will then use the pronoun “them” and 
the indefinite article “some” automatically.propersceneryscoredOBJECT_SCORE points for picking it 
up for the first time; or, if a room, ROOM_SCORE points 
for visiting it for the first time.staticsupporterLetGo action if the player tries to remove it, or 
a Receive if something is put in; things can be taken 
or removed from it, or put on it; likewise for transfers; a player
inside it is said to be “on” rather than “in” 
it; room descriptions list its contents in separate paragraphs 
if it is itself listed. Note: an object cannot be both 
a container and a supporter.switchableExamine; 
described using when_on or when_off in 
room descriptions.talkableanimate is inappropriate.transparenttransparent container is treated as if it were 
open for printing of contents.visitedLook first happens there: 
if this room is scored then ROOM_SCORE points 
are awarded. Affects whether room descriptions are abbreviated or not.workflagWriteListFrom.wornMAX_CARRIED; won't be automatically 
put away into the SACK_OBJECT; a Drop action 
will cause a Disrobe action first; so will PutOn 
or Insert.Note.   The only library attributes which 
it's useful to apply to locations are light,
scored and visited.