Documentation polishing.

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Jason S. Ninneman 2017-06-26 22:26:54 -07:00
parent 20a645bdf4
commit 37373c5277

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@ -6,14 +6,17 @@
# #
# 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 (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 # reservoir magic word) gets replaced with a randomly-generated
# cookie. For each word there is a type (motion, action, object, # cookie. For each word there is a type (motion, action, object,
# or special) and a numeric value. Multiple synonyms may have the # or special) and a numeric value. Multiple synonyms may have the
# same value. # same value.
# #
# actspk: Default message for action verbs. The numbers correspond to # motions: Motion words, grouped into synonyms.
# values in the vocabulary list. #
# actions: Action words, grouped into synonyms, and their corresponding
# default messages.
# #
# hints: Each item contains a hint number, a hint label (used to # hints: Each item contains a hint number, a hint label (used to
# generate the value macro for the hint) the number of turns he # 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 # Order doesn't matter; the logic simply tests every threshold on
# the assumption that turn counts never decrease nor skip values. # 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 # inventory command and one or more messages describing the object
# in different states. There is also a boolean "treasure" # in different states. The vocabulary word(s) referring to this
# attribute, defaulting to false. An pbject may have one or two # 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; # 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 # it can be accessed from above or below). An object may also be
# flagged immovable, meaning it cannot be carried. If a state # flagged immovable, meaning it cannot be carried. If a state
# message is a tuple then the first element is made the name of a # message is a tuple then the first element is made the name of a
# #define viible to the code for the associayed state, numbered # #define visble to the code for the associated state, numbered
# from zero upwards. If the inventory desription begins with "*" # from zero upwards. If the inventory description begins with "*"
# the object is dungeon furniture that cannot be taken or carried. # the object is dungeon furniture that cannot be taken or carried.
# #
# obituaries: Death messages and reincarnation queries. Order is # obituaries: Death messages and reincarnation queries. Order is