global indexed text is some indexed text that varies;
when play begins:
let local indexed text be “[wut]”;
if local indexed text is “wut”:
say “local ok”;
now global indexed text is “[wut]”;
if global indexed text is “wut”:
say “global ok!”;
Local indexed text is not actually an indexed text:
[code]wut is a room;
global indexed text is some indexed text that varies;
when play begins:
let local indexed text be “[wut]”;
showme local indexed text;
if local indexed text is “wut”:
say “local ok”;
now global indexed text is “[wut]”;
showme global indexed text;
if global indexed text is “wut”:
say “global ok!”;[/code]
Whenever you create an indexed text variable, you have to declare its type before assigning a value:
Let local indexed text be indexed text;
Now local indexed text is "[wut]"
Internally, a text given the value “[wut]” will be represented as a function that prints the name of wut. So if the name of wut changes, the text will change too:
[code]wut is a room;
global text is a text that varies.
global text is “[wut]”;
when play begins:
showme global text;
Every turn:
now the printed name of wut is “woot”;
showme global text;[/code]
You can see why that can’t be considered equal to an indexed text.