Comment polishing in adventure.yaml.

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Eric S. Raymond 2017-06-25 08:18:06 -04:00
parent 71ebe01af7
commit 23680e3441

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@ -7,20 +7,18 @@
# We define a bunch of YAML structures: # We define a bunch of YAML structures:
# #
# vocabulary: Almost all the words the game knows - one of them gets # vocabulary: Almost all the words the game knows - one of them gets
# replaced with a randomly-generated cookie. Fpor each word there # replaced with a randomly-generated cookie. For each word there
# is a type (motion, action, object, or special) and a numeric value. # is a type (motion, action, object, or special) and a numeric value.
# Multiple synonyms may have the same value. # Multiple synonyms may have the same value.
# #
# hints: Each item contains a hint number (add 10 to get cond bit), # hints: Each item contains a hint number, a hint label (used to
# a hint label (used to generate the value macro for the hint) # generate the value macro for the hint) the number of turns he
# the number of turns he must be at the right loc(s) before # must be at the right loc(s) before triggering the hint, the
# triggering the hint, the points deducted for taking the hint, the # points deducted for taking the hint, the message number (in
# message number (section 6) of the question, and the message # arbitrary_messages) of the question, and the message number of
# number of the hint. These values are stashed in the "hints" # the hint.
# array.
# #
# locations: They have attributes as follows... # locations: They have attributes as follows...
#
# long: Long description, always shown on first encounter. # long: Long description, always shown on first encounter.
# short: Short description. If none, use long description. # short: Short description. If none, use long description.
# conditions: A dictionary of attributes # conditions: A dictionary of attributes
@ -43,7 +41,6 @@
# this location. (This is why locations has to follow hints.) # this location. (This is why locations has to follow hints.)
# sound: Label for a location sound. # sound: Label for a location sound.
# loud: If true, object sounds are drowned out at this location. # loud: If true, object sounds are drowned out at this location.
#
# All attributes are optional except the long description. Order of # All attributes are optional except the long description. Order of
# locations is not significant. # locations is not significant.
# #
@ -82,8 +79,8 @@
# significant, they're used in succession as the player racks up # significant, they're used in succession as the player racks up
# deaths. # deaths.
# #
# These correspond to sections 1, 2, 5, 6, 7, 9, 10, 11, 13, and 14 in # These correspond to sections 1, 2, 4, 5, 6, 7, 9, 10, 11, 13, and 14 in
# the old adventure.text format. Sections 3, 4, and 8 haven't moved # the old adventure.text format. Sections 3 and 8 haven't moved
# yet. Section 12 was obsolete. # yet. Section 12 was obsolete.
# #
# Message strings may include certain special character sequences to # Message strings may include certain special character sequences to