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