# or special) and a numeric value. Multiple synonyms may have the
# same value.
#
+# actspk: Default message for action verbs. The numbers correspond to
+# values in the vocabulary list.
+#
# 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
# significant, they're used in succession as the player racks up
# deaths.
#
-# These correspond to sections 1, 2, 4, 5, 6, 7, 9, 10, 11, 13, and 14 in
-# the old adventure.text format. Sections 3 and 8 haven't moved
-# yet. Section 12 was obsolete.
-#
# Message strings may include certain special character sequences to
# denote that the program must provide parameters to insert into a
# message when the message is printed. These sequences are:
# There are duplicate keys in this vocabulary, that's why it can't be a normal
# map. You have to iterate through it looking for a match qualified by type.
+# 1 is not allocated because it's used as a sentinel value in motion-verb
+# lists.
vocabulary: [
{word: "ROAD", type: motion, value: 2},
{word: "HILL", type: motion, value: 2},
{word: "NEWS", type: special, value: 275},
]
+actspk: {
+ 1: ALREADY_CARRYING,
+ 2: ARENT_CARRYING,
+ 3: NO_MESSAGE,
+ 4: NOT_LOCKABLE,
+ 5: NO_MESSAGE,
+ 6: NOT_LOCKABLE,
+ 7: DONT_UNDERSTAND,
+ 8: DONT_UNDERSTAND,
+ 9: NOTHING_HAPPENS,
+ 10: AM_GAME,
+ 11: WHERE_QUERY,
+ 12: RIDICULOUS_ATTEMPT,
+ 13: ARENT_CARRYING,
+ 14: RIDICULOUS_ATTEMPT,
+ 15: STREAM_WATER,
+ 16: RUB_NOGO,
+ 17: ARENT_CARRYING,
+ 18: HUH_MAN,
+ 19: NEARBY,
+ 20: NEARBY,
+ 21: NO_EDIBLES,
+ 22: CANT_FILL,
+ 23: REQUIRES_DYNAMITE,
+ 24: HUH_MAN,
+ 25: NOT_KNOWHOW,
+ 26: ON_WHAT,
+ 27: DONT_UNDERSTAND,
+ 28: BEYOND_POWER,
+ 29: RIDICULOUS_ATTEMPT,
+ 30: HUH_MAN,
+ 31: HUH_MAN,
+ 32: AM_GAME,
+ 33: DONT_UNDERSTAND,
+ 34: NOTHING_HAPPENS,
+ 35: HUH_MAN,
+}
+
hints:
- hint: &grate
name: CAVE