room description heading rule firing at scene transition


I’m having a problem with the room description heading rule firing as
one scene ends and another begins. The scenes are constructed so that,
when one comes to an end, the player is moved to another room.

With the “scenes” testing command on, I can see where the one scene
ends and the other begins, and in between these two moments the room
description of the previous room is given. There doesn’t seem to be
any good reason for this happening.

Here’s what the transcript looks like:

[Scene ‘Chamberdust’ ends]
[Scene ‘Chamberdust’ ends finishedly]
A sound of screeching metal wrings in your ears as the sword
penetrates the stone.

Chamber of Dust
A dark room with little ambient light. The room is filled with dust–
floating dust lit by the little light there is. Dust is gathered in
big clumps; in fact, you’re knee deep in dust.

There is so much dust in the air that you have trouble breathing.

[Scene ‘Dustgate-scene’ begins]
Entry Hall
A long hallway stretches from the entryway where you stand, etc…

I’d like to turn this off, but only for this one instance of the rule
– not in general (as many other posts address).

Thanks for any help with this.


I think there may be some issues with scenes that have multiple endings. It would help if you could post a snippet of code that duplicates the problem, preferably in “code” tags.

Are you sure you really want to use scenes? Maybe moving the player to another room is enough to model what’s going on in the game? Is this a CYOA-style game? I7 is probably not the ideal development platform for CYOA.

I can’t imagine doing what I’m doing without scenes. I find them very powerful.

I haven’t heard about I7 issues with scenes and multiple endings… I don’t think I’d call my game a CYOA, on the one hand, but on the other, isn’t all IF a kind of CYOA?

I actually solved the problem as I tried to simplify the issue when creating this code snippet:

The kitchen is a room. “A modern-day kitchen.”

Hell is a room. “The way hell is in your imagination.”

The table is a supporter in the kitchen. The description of table is “A wooden table.”

The apple is an edible thing in the kitchen. The banana is an edible thing in the kitchen.

Fruit-salad is a scene.

Fruit-salad begins when
table holds apple and
table holds banana.

Report eating apple:
say “Yummy in the tummy.”;
remove apple from play;
move player to Hell;
now the player holds the sword.

Fruit-salad ends satanically when apple is off-stage.

Slaying-Satan is a scene. Slaying-Satan begins when fruit-salad ends satanically.

sword is a thing.

the statue of Satan is an open container in Hell.

test fruit-scene with “scenes / take all / put all on table / eat apple”

Every turn during Slaying-Satan:
say “[one of]Satan, not Simon, says, ‘What you got? Yeah bring it, mutha-&^%$#!’[or]Satan, not Simon, says, ‘Pretty slow, aren’t you?’[stopping]”

Slaying-Satan ends unheroically when Slaying-Satan is happening for three turns.

Slaying-Satan ends heroically when sword is in statue.

When Slaying-Satan ends unheroically:
say “Bummer. You missed your chance to be a hero.”;
remove sword from play;
move player to kitchen.

test scene-transition with “scenes / take all / put all on table / eat apple / x sword”

It turns out that it had to do with code that stripped player of items and things and saved his location (so that all could be restored after the flashback scene was finished…

Thanks for your input!