Fixups to the adventure.yaml commentary.
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1 changed files with 11 additions and 9 deletions
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# This YAML file gets processed into a collection of data structure and
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# This YAML file gets processed into a collection of data structures and
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# variable initializers describing Colossal Cave. It replaces an ad-hoc
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# variable initializers describing Colossal Cave. It replaces an ad-hoc
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# text database shipped with Adventure versions up to 2.5. The format
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# text database shipped with Adventure versions up to 2.5. The format
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# change enabled a lot of use of symbolic names where there were previously
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# change enabled a lot of use of symbolic names where there were previously
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@ -26,12 +26,14 @@
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# HOGRE Trying to deal with ogre
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# HOGRE Trying to deal with ogre
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# HJADE Found all treasures except jade
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# HJADE Found all treasures except jade
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#
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#
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# arbitrary_messages: These are arguments to RSPEAK(). Some spans of
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# arbitrary_messages: These are arguments to rspeak(). Some spans of
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# these messages need to be kept adjacent and ordered. To see which,
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# these messages need to be kept adjacent and ordered (for now).
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# grep for RSPEAK calls containing expressions with arithmetic.
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# To see which, grep for rspeak() calls containing expressions with
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# arithmetic. Eventually, these will be pulled out into more appropriate
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# data structures. Then ordering can be dropped, and gaps removed.
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#
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#
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# classes: Each item contains a point threshold and a message
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# classes: Each item contains a point threshold and a message
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# describing a classification of player. point thresholds must be
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# describing a classification of player. Point thresholds must be
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# in ascending order. The scoring code selects the appropriate
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# in ascending order. The scoring code selects the appropriate
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# message, where each message is considered to apply to players
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# message, where each message is considered to apply to players
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# whose scores are higher than the previous N but not higher than
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# whose scores are higher than the previous N but not higher than
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@ -39,10 +41,10 @@
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# modification (and particularly expansion) of the program.
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# modification (and particularly expansion) of the program.
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#
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#
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# turn_thresholds: Each item contains a number and a message
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# turn_thresholds: Each item contains a number and a message
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# berating the player for taking so many turns. The messages must
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# berating the player for taking so many turns. When the turn count
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# be in the proper (ascending) order. The message gets printed if
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# matches one of the thresholds, the corresponding message is shown.
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# the player exceeds N % 100000 turns, at which time N/100000
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# Order doesn't matter; the logic simply tests every threshold on
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# points get deducted from his score.
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# the assumption that turn counts never decrease nor skip values.
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#
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#
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# objects: Each item contains a description for use in the inventory command
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# objects: Each item contains a description for use in the inventory command
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# and one or more messages describing the object in different states.
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# and one or more messages describing the object in different states.
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