When play ends:
If the story has not ended finally:
resume the story;[/code]
This will prevent the banner from printing without affecting the version command, but if you want to be able to actually end the story non-finally as normally expected you might have to set a global variable to differentiate an actual ending from a banner-suppressing fake ending. EDIT: This will also suppress the opening room description so you’ll have to trigger a look action manually before resuming the story.
Note the main reason I did it this way is because I already wanted the first thing that happens to be the ‘end of the story’ effect, for creative reasons, so suppressing the banner as well was just sort of a ridealong effect.
Looks like I’ll put putting that info on the title screen under the start and continue menu options. (Like the old SNES license banners). Having a “version” command will be really inappropriate for my game-play mechanic. (Other “system” like commands such as undo, save and load are going to be moved out from the command line as well.)
The game is more “Visual Novel” than “Interactive Fiction”. It’s actually a mix of both. Many functions have been moved to game option panels. I’m actually still up in the air if I’m going to use save points or not. Depends on the narrative flow.
When I’m done with the new 'terp and move back into I7 space, you’ll see. Heck I already have I7 understanding Japanese with Unicode auto-fill. I like to push things until they fall over.