From 37373c52775f741d4cc2cdc80795667697f1845c Mon Sep 17 00:00:00 2001 From: "Jason S. Ninneman" Date: Mon, 26 Jun 2017 22:26:54 -0700 Subject: [PATCH] Documentation polishing. --- adventure.yaml | 20 ++++++++++++-------- 1 file changed, 12 insertions(+), 8 deletions(-) diff --git a/adventure.yaml b/adventure.yaml index 53cb86c..2951662 100644 --- a/adventure.yaml +++ b/adventure.yaml @@ -6,14 +6,17 @@ # # We define a bunch of YAML structures: # -# vocabulary: Almost all the words the game knows - one of them (the +# vocabulary: - This structure is unused, and will eventually be removed. - +# Almost all the words the game knows - one of them (the # reservoir magic word) gets replaced with a randomly-generated # cookie. For each word there is a type (motion, action, object, # 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. +# motions: Motion words, grouped into synonyms. +# +# actions: Action words, grouped into synonyms, and their corresponding +# default messages. # # hints: Each item contains a hint number, a hint label (used to # generate the value macro for the hint) the number of turns he @@ -80,16 +83,17 @@ # Order doesn't matter; the logic simply tests every threshold on # the assumption that turn counts never decrease nor skip values. # -# object_descriptions: Each item contains a description for use in the +# objects: Each item contains a description for use in the # inventory command and one or more messages describing the object -# in different states. There is also a boolean "treasure" -# attribute, defaulting to false. An pbject may have one or two +# in different states. The vocabulary word(s) referring to this +# object are listed (words). There is also a boolean "treasure" +# attribute, defaulting to false. An object may have one or two # start locations (the gate is an example of a two-location object; # it can be accessed from above or below). An object may also be # flagged immovable, meaning it cannot be carried. If a state # message is a tuple then the first element is made the name of a -# #define viible to the code for the associayed state, numbered -# from zero upwards. If the inventory desription begins with "*" +# #define visble to the code for the associated state, numbered +# from zero upwards. If the inventory description begins with "*" # the object is dungeon furniture that cannot be taken or carried. # # obituaries: Death messages and reincarnation queries. Order is -- 2.31.1