climbing
climb (climbing) handles climb X, climb up/down X,
scale, ascend, descend X, all gated on the climbable trait
(climb into the basket is entering; climb out is exiting).
Climbing something puts you on it, the same place putting yourself
on an enterable supporter gets you; an unclimbable target refuses with
not_climbable, and trying to climb something you are already on
refuses with already_there.
The author writes:
create the Orchard Corner
a room
One great pear tree leans over the garden wall here.
create the pear tree
aka tree
a supporter, climbable
scenery
in the Orchard Corner
Low branches all the way up, practically a ladder.
after climbing it
phrase over-the-wall
From up here you can see clear over the wall into the lane.
end after
create the garden wall
aka wall
scenery
in the Orchard Corner
Twelve feet of smooth brick, no handholds.
create the player
starts in the Orchard Corner
The player sees:
> climb the wall
You can't climb the garden wall.
> climb the tree
You climb onto the pear tree.
From up here you can see clear over the wall into the lane.
> climb the tree
You're already on the pear tree.
> climb out
You get out of the pear tree.
The supporter composed alongside climbable is what makes the perch
real, somewhere to actually be, so the second climb can refuse and
climb out has something to leave; with bare climbable alone the
climb speaks success but the player never leaves the room floor
(nothing can hold them).
climb (climbing-*) | |
|---|---|
| Refusals | no_target · not_climbable · already_there · cant_go_that_way (directional, off-vertical) — too_high/too_dangerous reserved |
| Success | climbed_onto (object) · climbed_up / climbed_down (directional) |
| Events | climbed, plus entered (object) or moved (directional) |
Interceptors: after climbing it on the target, the pear tree's
comment above, and how a cliff would teleport (below). There are two
honest footnotes. First, the action also implements directional
climbing (climb up meaning "take the up exit"), but no core grammar
reaches it today: bare up/down parse as going, which is usually
what you want, and a story adding climb up as grammar gets room-exit
climbing for free. Second, the trait's destination/direction fields
are unread by the standard action, so climbing never teleports you to a
destination room; put an after climbing it clause on the cliff if you
want that (blockedMessage/successMessage are likewise story data).