Comment polishing in adventure.yaml.
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1 changed files with 16 additions and 19 deletions
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@ -7,20 +7,18 @@
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# We define a bunch of YAML structures:
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#
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# vocabulary: Almost all the words the game knows - one of them gets
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# replaced with a randomly-generated cookie. Fpor each word there
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# replaced with a randomly-generated cookie. For each word there
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# is a type (motion, action, object, or special) and a numeric value.
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# Multiple synonyms may have the same value.
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#
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# hints: Each item contains a hint number (add 10 to get cond bit),
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# a hint label (used to generate the value macro for the hint)
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# the number of turns he must be at the right loc(s) before
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# triggering the hint, the points deducted for taking the hint, the
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# message number (section 6) of the question, and the message
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# number of the hint. These values are stashed in the "hints"
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# array.
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# hints: Each item contains a hint number, a hint label (used to
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# generate the value macro for the hint) the number of turns he
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# must be at the right loc(s) before triggering the hint, the
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# points deducted for taking the hint, the message number (in
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# arbitrary_messages) of the question, and the message number of
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# the hint.
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#
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# locations: They have attributes as follows...
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#
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# long: Long description, always shown on first encounter.
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# short: Short description. If none, use long description.
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# conditions: A dictionary of attributes
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# this location. (This is why locations has to follow hints.)
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# sound: Label for a location sound.
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# loud: If true, object sounds are drowned out at this location.
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#
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# All attributes are optional except the long description. Order of
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# locations is not significant.
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#
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# significant, they're used in succession as the player racks up
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# deaths.
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#
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# These correspond to sections 1, 2, 5, 6, 7, 9, 10, 11, 13, and 14 in
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# the old adventure.text format. Sections 3, 4, and 8 haven't moved
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# These correspond to sections 1, 2, 4, 5, 6, 7, 9, 10, 11, 13, and 14 in
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# the old adventure.text format. Sections 3 and 8 haven't moved
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# yet. Section 12 was obsolete.
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#
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# Message strings may include certain special character sequences to
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