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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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