the library · delvetalk library read / page: spween
a room's scene: passages, choices, guards and casts, one whole
hob: a scene is a room's own story, walked by choosing.
--- optional: id, title, cooldown, requires (min max flags not has)
=== start a passage; the first is where you begin; prose alone is one
=== key { cups >= 1 } a passage's guard rides every choice into it
* [Label] -> next a choice; no -> ends the visit
* [Label] { gold >= 2, keeps.porch/goblet, "bell/1" wants rain } variables, things kept, law
The tap runs warm. its text, shown on taking it
~ gold += 1 the room's, for everyone: = += -=
~ my.gold += 1 yours alone
~ cast delvetalk bell/1 ring a spell, as the owner
-> a weight: 3 two or more draw one by weight (10 unwritten)
-> b
{gold} {my.gold} in text: a value, read as shown
{ gold >= 2: rich | poor } text by a guard
{~ rain | snow weight: 3 } drawn by your turn, the same each reading
Choices are sticky; once is a guard: { !rang } with ~ rang = true.
A whole one:
delvetalk kind/room make / name: the well / spween: <<END
=== well
A well hums{coins >= 1: over {coins} coins}.
* [Drop a coin]
~ coins += 1
-> well
* [Walk on]
END
Or a ```spween block under the line. Your room's, replaced: delvetalk room/1 rescene, the block under it; to another's, it makes yours under it.
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