short: 'You''re at top of stalactite.'
- LOC_DIFFERENT2:
description:
- long: 'You are in a little maze of twisting passages, all different.'
+ long: '1You are in a little maze of twisting passages, all different.'
short: !!null
- LOC_RESERVOIR:
description:
- LAMP_OUT: 'Your lamp has run out of power.'
- PLEASE_ANSWER: 'Please answer the question.'
- PIRATE_SPOTTED: 'There are faint rustling noises from the darkness behind you. As you\nturn toward them, the beam of your lamp falls across a bearded pirate.\nHe is carrying a large chest. "Shiver me timbers!" he cries, "I''ve\nbeen spotted! I''d best hie meself off to the maze to hide me chest!"\nWith that, he vanishes into the gloom.'
-- GET_BATTERYIES: 'Your lamp is getting dim. You''d best go back for those batteries.'
-- REPLACE_BATTERYIES: 'Your lamp is getting dim. I''m taking the liberty of replacing the\nbatteries.'
+- GET_BATTERIES: 'Your lamp is getting dim. You''d best go back for those batteries.'
+- REPLACE_BATTERIES: 'Your lamp is getting dim. I''m taking the liberty of replacing the\nbatteries.'
- MISSING_BATTERYIES: 'Your lamp is getting dim, and you''re out of spare batteries. You''d\nbest start wrapping this up.'
- REMOVE_MESSAGE: 'You sift your fingers through the dust, but succeed only in\nobliterating the cryptic message.'
- OGRE_QUERY: 'Do you need help dealing with the ogre?'
* goes out. Even then, he can explore outside for a while
* if desired. */
if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
- RSPEAK(REPLACE_BATTERYIES);
+ RSPEAK(REPLACE_BATTERIES);
game.prop[BATTERY] = 1;
if (TOTING(BATTERY))
DROP(BATTERY, game.loc);
} else if (game.limit <= WARNTIME) {
if (!game.lmwarn && HERE(LAMP)) {
game.lmwarn = true;
- int spk = GET_BATTERYIES;
+ int spk = GET_BATTERIES;
if (game.place[BATTERY] == NOWHERE)spk = LAMP_DIM;
if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
RSPEAK(spk);