Subsume Section 8 into YAML.
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@ -12,6 +12,9 @@
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# or special) and a numeric value. Multiple synonyms may have the
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# same value.
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#
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# actspk: Default message for action verbs. The numbers correspond to
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# values in the vocabulary list.
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#
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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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@ -93,10 +96,6 @@
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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, 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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# denote that the program must provide parameters to insert into a
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# message when the message is printed. These sequences are:
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@ -115,6 +114,8 @@
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# There are duplicate keys in this vocabulary, that's why it can't be a normal
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# map. You have to iterate through it looking for a match qualified by type.
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# 1 is not allocated because it's used as a sentinel value in motion-verb
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# lists.
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vocabulary: [
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{word: "ROAD", type: motion, value: 2},
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{word: "HILL", type: motion, value: 2},
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@ -443,6 +444,44 @@ vocabulary: [
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{word: "NEWS", type: special, value: 275},
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]
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actspk: {
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1: ALREADY_CARRYING,
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2: ARENT_CARRYING,
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3: NO_MESSAGE,
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4: NOT_LOCKABLE,
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5: NO_MESSAGE,
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6: NOT_LOCKABLE,
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7: DONT_UNDERSTAND,
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8: DONT_UNDERSTAND,
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9: NOTHING_HAPPENS,
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10: AM_GAME,
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11: WHERE_QUERY,
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12: RIDICULOUS_ATTEMPT,
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13: ARENT_CARRYING,
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14: RIDICULOUS_ATTEMPT,
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15: STREAM_WATER,
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16: RUB_NOGO,
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17: ARENT_CARRYING,
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18: HUH_MAN,
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19: NEARBY,
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20: NEARBY,
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21: NO_EDIBLES,
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22: CANT_FILL,
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23: REQUIRES_DYNAMITE,
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24: HUH_MAN,
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25: NOT_KNOWHOW,
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26: ON_WHAT,
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27: DONT_UNDERSTAND,
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28: BEYOND_POWER,
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29: RIDICULOUS_ATTEMPT,
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30: HUH_MAN,
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31: HUH_MAN,
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32: AM_GAME,
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33: DONT_UNDERSTAND,
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34: NOTHING_HAPPENS,
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35: HUH_MAN,
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}
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hints:
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- hint: &grate
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name: CAVE
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