They are all reserved for good reason, and I have chosen not to document the object hierarchy yet because I don't think that beginners need that (yet), and I wanted to give myself space to refine the model, which is granted by being as ambigious as possible.
Anyway, as of today, below is the runtime object hierarcy.
- "back" is a reserved identifier because it's used in gamebook mode to go to the last location (or page) on the stack.
- "root" is a reserved identifier because every object, location, scenery, character, in the game is placed beneath a root node called root.
- "story" is the root element of things that exist in the game (locations, player, objects, etc)
+ root
+ ether
+ item_that_does_not_exist_1
+ item_that_does_not_exist_2
+ story
+ location_1
+ player
+ iten_id_of_held_object_1
+ iten_id_of_held_object_2
+ lamp
+ table
+ item
+ location_2
+ tree_1
+ npc_1
+ container_1
+ iten_id_of_object_in_container_1