Comment polishing.
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1 changed files with 18 additions and 15 deletions
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@ -6,10 +6,11 @@
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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 gets
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# vocabulary: Almost all the words the game knows - one of them (the
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# replaced with a randomly-generated cookie. For each word there
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# reservoir magic word) gets replaced with a randomly-generated
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# is a type (motion, action, object, or special) and a numeric value.
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# cookie. For each word there is a type (motion, action, object,
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# Multiple synonyms may have the same value.
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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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#
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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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# objects: Each item contains a description for use in the inventory command
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# object_descriptions: Each item contains a description for use in the
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# and one or more messages describing the object in different states.
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# inventory command and one or more messages describing the object
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# There is also a boolean "treasure" attribute, defaulting to false.
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# in different states. There is also a boolean "treasure"
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# An pbject may have one or two start locations (the gate is an example
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# attribute, defaulting to false. An pbject may have one or two
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# of a two-location object; it can be accessed from above or below).
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# start locations (the gate is an example of a two-location object;
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# An object may also be flagged immovable, meaning it cannot be carried.
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# it can be accessed from above or below). An object may also be
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# If a state message is a tuple then the first element is made the name
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# flagged immovable, meaning it cannot be carried. If a state
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# of a #define viible to the code for the associayed state, numbered
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# message is a tuple then the first element is made the name of a
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# from zero upwards. If the inventory desription begins with "*" the
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# #define viible to the code for the associayed state, numbered
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# object is dungeon furniture that cannot be taken or carried.
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# from zero upwards. If the inventory desription begins with "*"
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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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# significant, they're used in succession as the player racks up
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# significant, they're used in succession as the player racks up
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@ -99,7 +101,8 @@
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# %B = Variable number of blanks
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# %B = Variable number of blanks
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# %! = The entire message should be suppressed
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# %! = The entire message should be suppressed
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# There are duplicate keys in this voavulary, that's why it can't be a normal map
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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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vocabulary: [
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vocabulary: [
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{word: "ROAD", type: motion, value: 2},
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{word: "ROAD", type: motion, value: 2},
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{word: "HILL", type: motion, value: 2},
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{word: "HILL", type: motion, value: 2},
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