else
{
if (game.loc == LOC_GIANTROOM) {
- rspeak( START_OVER);
+ rspeak(START_OVER);
} else {
- rspeak(NOTHING_HAPPENS);
+ /* This is new begavior in Open Adventure - sounds better when
+ * player isn't in the Giant Room. */
+ rspeak(WELL_POINTLESS);
}
game.foobar = WORD_EMPTY;
return GO_CLEAROBJ;
black smoke.
- SHELL_IMPERVIOUS: 'The shell is very strong and is impervious to attack.'
- START_OVER: 'What''s the matter, can''t you read? Now you''d best start over.'
+- WELL_POINTLESS: 'Well, that was remarkably pointless.'
- DRAGON_SCALES: 'The axe bounces harmlessly off the dragon''s thick scales.'
- NASTY_DRAGON: 'The dragon looks rather nasty. You''d best not try to get by.'
- BIRD_BURNT: |-
* Behavior when saying the giant's magic words outside his room wasn't
quite correct - the game responded as though the player were in
- the room.
+ the room ("...can't you read?"). The new message is "Well, that was
+ remarkably pointless."
* Attempting to extinguish an unlit urn caused it to lose its oil.