# actions: Action words, grouped into synonyms, and their corresponding
# default messages. The 'oldstyle' attribute is as for motions.
#
-# specials: Special action words, grouped into synonyms, and their
-# messages. These differ from the regular action words above in that
-# they only display their corresponding message; no other logic is
-# invoked. In the future, these will be merged into the regular actions.
-#
# hints: Each item contains a hint number, a hint label (used to
# generate the value macro for the hint) the number of turns he
# must be at the right loc(s) before triggering the hint, the
- GO_UNNEEDED: |-
You don't have to say "go" every time; just specify a direction or, if
it's nearby, name the place to which you wish to move.
+- NUMERIC_REQUIRED:
+ This command requires a numeric argument.
classes:
- threshold: 0
- PART:
message: *nothing_happens
words: ['z''zzz']
+- SEED:
+ message: 'Seed set to %d'
+ words: ['seed']
+- WASTE:
+ message: 'Game limit is now %d'
+ words: ['waste']
- ACT_UNKNOWN:
message: *huh_man
words: !!null
-
-specials: !!omap
-- SPC_THANKYOU:
+- THANKYOU:
message: 'You''re quite welcome.'
words: ['thank']
-- SPC_INVALIDMAGIC:
+ noaction: true
+- INVALIDMAGIC:
message: 'Good try, but that is an old worn-out magic word.'
words: ['sesam', 'opens', 'abra', 'abrac', 'shaza', 'hocus', 'pocus']
-- SPC_HELP:
+ noaction: true
+- HELP:
message: |-
I know of places, actions, and things. Most of my vocabulary
describes places and is used to move you there. To move, try words
though the direction that takes you back might not be the reverse of
what got you here. Good luck, and have fun!
words: ['help', '?']
-- SPC_NO:
+ noaction: true
+- NO:
message: *ok_man
words: ['no']
-- SPC_TREE:
+ noaction: true
+- TREE:
message: |-
The trees of the forest are large hardwood oak and maple, with an
occasional grove of pine or spruce. There is quite a bit of under-
all the leaves, but travel is quite easy if you detour around the
spruce and berry bushes.
words: ['tree', 'trees']
-- SPC_DIG:
+ noaction: true
+- DIG:
message: |-
Digging without a shovel is quite impractical. Even with a shovel
progress is unlikely.
words: ['dig', 'excav']
-- SPC_LOST:
+ noaction: true
+- LOST:
message: 'I''m as confused as you are.'
words: ['lost']
-- SPC_MIST:
+ noaction: true
+- MIST:
message: |-
Mist is a white vapor, usually water, seen from time to time in
caverns. It can be found anywhere but is frequently a sign of a deep
pit leading down to water.'
words: ['mist']
-- SPC_FBOMB:
+ noaction: true
+- FBOMB:
message: 'Watch it!'
words: ['fuck']
-- SPC_STOP:
+ noaction: true
+- STOP:
message: 'I don''t know the word "stop". Use "quit" if you want to give up.'
words: ['stop']
-- SPC_INFO:
+ noaction: true
+- INFO:
message: |-
For a summary of the most recent changes to the game, say "news".
If you want to end your adventure early, say "quit". To suspend your
save time, you may specify "brief", which tells me never to repeat the
full description of a place unless you explicitly ask me to.
words: ['info', 'infor']
-- SPC_SWIM:
+ noaction: true
+- SWIM:
message: *not_knowhow
words: ['swim']
-- SPC_WIZARD:
+ noaction: true
+- WIZARD:
message: 'Wizards are not to be disturbed by such as you.'
words: ['wizar']
-- SPC_YES:
+ noaction: true
+- "YES":
message: 'Guess again.'
words: ['yes']
-- SPC_NEWS:
+ noaction: true
+- NEWS:
message: |-
Open Adventure is an author-approved open-source release of
Version 2.5 with, as yet, no gameplay changes.
while first), but it now costs you a few points each time you save the
game. Saved games are now stored in much smaller files than before.
words: ['news']
-- SPC_VERSION:
+ noaction: true
+- ACT_VERSION:
message: |-
There is a puff of orange smoke; within it, fiery runes spell out:
\tOpen Adventure %V - http://www.catb.org/esr/open-adventure/
words: ['versi']
+ noaction: true
# end