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Fatal Distractions!
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fataldistractions.bin
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appndxa
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masters
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agt.std
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Text File
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1991-05-05
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1,477 lines
! <--- Note that any line that begins with a ! mark is a comment.
! There are exactly 185 standard messages numbered STANDARD 1 to STANDARD 185
! in the lines that follow. You may edit these messages as you see fit.
! However, you must keep them in the same order and you must keep their meaning
! consistent with the current meaning. For example, STANDARD 38 is a standard
! message that will be printed whenever the player tries to WEAR something that
! weights over 100 pounds. Feel free to change this message in any way you
! wish -- but, however you change STANDARD 38 -- it will still be be printed
! if and only if the player tries to WEAR a noun weighting over 100 pounds.
! Throughout the messages that follow there are several "string variables,"
! that may be used freely in messages -- specifically:
! $verb$ is the current VERB
! $noun$ is the current NOUN
! $prep$ is the current PREPOSITION
! $object$ is the current OBJECT
! $adjective$ is the current NOUN's adjective
! $n_pro$ is the NOUN's pronoun, i.e., "it" "they" "he" or "she"
! $o_pro$ is the OBJECT's pronoun, i.e., "it" "they" "he" or "she"
! $n_indir$ is the NOUN's indirect pronoun, i.e., "it" "them" "him" or "her"
! $o_indir$ is the OBJECT's indirect pronoun, i.e., "it" "them" "him" or "her"
! $n_is$ is either "is" or "are" based upon NOUN being singular or plural
! $o_is$ is either "is" or "are" based upon OBJECT being singular or plural
! $c_name$ is the NAME of the HOSTILE creature that is attacking the player
! Any of the above string variables can be capitalized by making the
! appropriate letters between the $'s upper case. For example $Noun$ will
! capitalize the first letter of the NOUN's name, or $OBJECT$ will display
! the OBJECT's name in all caps.
!==============================================================================
! First let's define a bunch of "standard" messages that are used in multiple
! places in the RUN program.
!==============================================================================
! "Default" PROMPT
! This message MUST end with ? mark
! A space will be added to end of "prompt" string i.e., "What Now? "
! This message should be short and limited to a few words only!
STANDARD 1
What Now?
END_STANDARD
! Default HELP message
STANDARD 2
Sorry, you're on your own here.
END_STANDARD
! Check if NOUN and OBJECT are here and give error message if not here
! Message given if NOUN is NOT visible or present at current location
STANDARD 3
What $noun$? There $n_is$ no $noun$ here to $verb$.
END_STANDARD
! Message given if OBJECT is NOT visible or present at current location
STANDARD 4
What $object$? There $o_is$ no $object$ here.
END_STANDARD
! This message is given when the player tries to VERB ALL
! and it is inappropriate to try to VERB more than one thing at a time
STANDARD 5
Not everything at once! Pick one thing at a time!
END_STANDARD
! Messages about being in the DARK
! Following message is given when the player isn't carrying any light at all
STANDARD 6
It is pitch black. You can see nothing, not even your hands.
END_STANDARD
! OR this message is given when the player may be carrying a light but still
! can't see -- e.g., probably because the light isn't turned on.
STANDARD 7
For some reason, you can't see anything here.
END_STANDARD
! Default GET message if it possible to get it, i.e., GET "success" message
STANDARD 8
You are now carrying the $adjective$ $noun$.
END_STANDARD
! DROP messages
! Also used for TAKE OFF or REMOVE worn nouns, e.g., drop axe or take off hat
! This is the "default" message given when the player DROPs something
! that he/she is wearing or carrying, i.e., DROP "success" message
! Note: $verb$ may be either "DROP" or "REMOVE" or "TAKE OFF"
STANDARD 9
You $verb$ the $adjective$ $noun$.
END_STANDARD
! Default VERB something and when it isn't VERBable
! e.g., Player tries to TURN something that is not TURNable
! or to WEAR something that can not be worn
STANDARD 10
Sorry, but it is impossible to $verb$ the $noun$.
END_STANDARD
! Default "error" message when trying to do something to the NOUN
! which is a creature which will not allow it
STANDARD 11
Sorry, but the $noun$ won't let you.
END_STANDARD
! Default "error" message when trying to do something to the OBJECT
! which is a creature which will not allow it
STANDARD 12
Sorry, but the $object$ won't let you.
END_STANDARD
! direction
! i.e., NORTH, SOUTH, etc.
! Direction "error" message -- if there is not valid exit in that direction
STANDARD 13
You can't go $verb$ from here!
END_STANDARD
!==============================================================================
! "ANY" messages
!==============================================================================
! This section contains all creature-specific activity, such as when a
! HOSTILE creature begins to get angry and then attacks the player.
! Direction "error" message -- if there is a HOSTILE creature block exits
STANDARD 14
The $c_name$ blocks your way and will not let you leave!
END_STANDARD
! This message is given BEFORE the "creature" attacks.
STANDARD 15
The $c_name$ seems to be getting angrier!
END_STANDARD
! This message is given when the "creature" attacks.
STANDARD 16
The $c_name$ seems to calm down for a moment, but suddenly attacks.
END_STANDARD
! Followed by this message if the creature is a "Thing"
STANDARD 17
Its mouth opens to reveal teeth grotesquely out of proportion to the rest of
its body, a fact you notice as those same teeth tear your flesh into tiny
pieces.
END_STANDARD
! OR followed by this message if the creature is a "Man" or "Woman"
STANDARD 18
Hands suddenly grasp our throat and begin to squeeze and squeeze and squeeze!!
You fight for breath, but the struggle is in vain.
END_STANDARD
!==============================================================================
! DESCRIBE or EXAMINE messages
!==============================================================================
! Messages when player tries to EXAMINE something in the DARK
! Following message is when the player isn't carrying any light at all
STANDARD 19
It is pitch black. You can see nothing, not even your hands.
END_STANDARD
! OR this message is given when the player may be carrying a light but still
! can't see -- e.g., probably because the light isn't turned on.
STANDARD 20
For some reason, you can't see or examine anything here.
END_STANDARD
! This message is given when the player tries to EXAMINE DOOR
! and the door is LOCKED
STANDARD 21
It looks like a solid, locked door.
END_STANDARD
! OR this message is given when the player tries to EXAMINE DOOR
! and the door is NOT LOCKED
STANDARD 22
The doors here all look pretty much like doors.
END_STANDARD
!==============================================================================
! LIST EXITS messages
!==============================================================================
! Message given when player tries to LIST EXITS and it is dark.
STANDARD 23
It is too dark to see any exits!
END_STANDARD
!==============================================================================
! GET or TAKE messages
!==============================================================================
! GET ALL "error" message -- if there is nothing to TAKE
STANDARD 24
There is nothing here that can be taken!
END_STANDARD
! Default GET DOOR -- if locked DOOR in room
STANDARD 25
The door won't budge.
END_STANDARD
! Default GET DOOR -- if no locked DOOR in room
STANDARD 26
The doorway won't budge.
END_STANDARD
! Default GET something and the player already has it
STANDARD 27
You already have the $adjective$ $noun$!
END_STANDARD
! Default GET something and it isn't present at location
STANDARD 28
Sorry, but there $n_is$ no $noun$ here to $verb$.
END_STANDARD
! Default GET something and it isn't movable, i.e., it can not be gotten.
STANDARD 29
Sorry, but it is impossible to $verb$ the $noun$.
END_STANDARD
! Default GET message if the NOUN's weight exceeds 100 pounds
STANDARD 30
It is too heavy! You aren't strong enough to carry the $noun$!
END_STANDARD
! Default GET message if it would cause player's "load" to exceed 100 pounds
STANDARD 31
You aren't strong enough to carry your current load plus the $noun$.
END_STANDARD
! Default GET message if NOUNs "size" exceeds 100 "units"
STANDARD 32
The $noun$ $n_is$ far too bulky to carry.
END_STANDARD
! Default GET message if it would cause player's "size" to exceed 100 "units"
STANDARD 33
Your load would be far too bulky to manage if you took the $noun$.
END_STANDARD
! Default GET messages if player trying to get CREATURE -- which is not allowed
! Trying to GET CREATURE when it is HOSTILE
! $n_pro$ will be the NOUNs pronoun -- either "he", "she" or "it".
STANDARD 34
As you reach out to take the $noun$, $n_pro$ snarls at you. $N_pro$ doesn't
seem to want to cooperate.
END_STANDARD
! Default GET messages if player trying to get CREATURE -- which is not allowed
! Trying to GET CREATURE when it is NOT HOSTILE
! $n_pro$ will be the NOUNs pronoun -- either "he", "she" or "it".
! $n_indir$ will be the NOUN's indirect pronoun -- either "him", "her" or "it".
STANDARD 35
As you reach for $n_indir$, the $noun$ seems happy to be touched, but as
soon as $n_pro$ realizes that you want to take $n_indir$, $n_pro$ slips
from your grasp.
END_STANDARD
!==============================================================================
! WEAR or PUT ON messages
!==============================================================================
! WEAR ALL "error" message -- if there is nothing to WEAR
STANDARD 36
There is nothing here that can be worn!
END_STANDARD
! Default WEAR something and the player already has it on
STANDARD 37
You are already wearing the $adjective$ $noun$!
END_STANDARD
! Default WEAR message if the NOUN's weight exceeds 100 pounds
STANDARD 38
It's too heavy! You aren't strong enough to carry or wear the $noun$!
END_STANDARD
! Default WEAR message if it would cause player's "load" to exceed 100 pounds
STANDARD 39
You aren't strong enough to carry your current load plus the $noun$.
END_STANDARD
! Default WEAR message if NOUN's "size" exceeds 100 "units"
STANDARD 40
The $noun$ $n_is$ far too bulky to carry or wear.
END_STANDARD
! Default WEAR message if it would cause player's "size" to exceed 100 "units"
STANDARD 41
Your load would be far too bulky to manage if you wore the $noun$.
END_STANDARD
! Default WEAR message if it possible to WEAR it, i.e., success
STANDARD 42
You are now wearing the $adjective$ $noun$.
END_STANDARD
! Default WEAR messages if player trying to WEAR CREATURE -- which is not allowed
! Trying to WEAR CREATURE when it is HOSTILE
! $n_pro$ will be the NOUNs pronoun -- either "he", "she" or "it".
STANDARD 43
As you reach out to take the $noun$, $n_pro$ snarls at you. $N_pro$ doesn't
seem to want to cooperate.
END_STANDARD
! Default WEAR messages if player trying to WEAR CREATURE -- which is not allowed
! Trying to WEAR CREATURE when it is NOT HOSTILE
! $n_pro$ will be the NOUNs pronoun -- either "he", "she" or "it".
! $n_indir$ will be the NOUN's indirect pronoun -- either "him", "her" or "it".
STANDARD 44
As you reach for $n_indir$, the $noun$ seems happy to be touched, but as
soon as $n_pro$ realizes that you want to take $n_indir$, $n_pro$ slips
from your grasp.
END_STANDARD
!==============================================================================
! DROP, TAKE OFF or REMOVE messages
!==============================================================================
! e.g., drop axe or take off hat
! DROP ALL "error" message -- if there is nothing to DROP
STANDARD 45
You weren't carrying anything!
END_STANDARD
! REMOVE ALL "error" message -- if there is nothing to REMOVE
STANDARD 46
You weren't wearing anything!
END_STANDARD
! This message is given when the player tries to DROP something
! that he/she isn't wearing or carrying, i.e., DROP "error" message
STANDARD 47
You don't seem to have the $adjective$ $noun$.
END_STANDARD
!==============================================================================
! THROW messages
!==============================================================================
! Throw (something) (at|to|in|into|inside|across) (something)
! e.g., throw coin to troll or throw water at door or throw coin into fountain
! THROW "error" message for THROW NOUN PREP OBJECT when not a valid PREP
STANDARD 48
I don't understand what you mean.
END_STANDARD
! The next few messages are used when throwing something at a HOSTILE creature
! Default THROW NOUN PREP OBJECT when OBJECT is a hostile creature
! and NOUN being throw is the WEAPON that kills the creature
! Notes: (1) Creature will be killed and will disappear. The message MUST
! explain this disappearance some how.
! (2) $o_pro$ is the object's direct pronoun, i.e., "he", "she" or"it"
STANDARD 49
The $noun$ soars through the air toward the $object$. It's a direct hit!
The $object$ screeches angrily and writhes in agony as $o_pro$ fades away
in a cloud of green smoke.
END_STANDARD
! Default THROW NOUN PREP OBJECT when OBJECT is a hostile creature
! and NOUN being throw is NOT the WEAPON that kills the creature
! Notes: (1) Creature will NOT be killed and will NOT disappear.
STANDARD 50
The $noun$ soars through the air toward the $object$. It's a direct hit!
END_STANDARD
! If the NOUN is NOT a liquid this message will be added to the above message.
! Notes: (1) Creature will NOT be killed and will NOT disappear.
! (2) $o_indir$ is the OBJECT's indirect pronoun: "him", "her" or"it"
STANDARD 51
Unfortunately, the $noun$ merely bounces off the $object$'s head
and appears to make $o_indir$ quite angry.
END_STANDARD
! If the NOUN is a liquid (i.e., drinkable) this message will be added.
! Notes: (1) Creature will NOT be killed and will NOT disappear.
! (2) $o_indir$ is the OBJECT's indirect pronoun: "him", "her" or"it"
! (3) The Noun will disappear and its disappearance MUST be explained
! by the message -- some how.
STANDARD 52
The $noun$ splashes against the $object$ soaking $o_indir$ and clearly
angering $o_indir$. Although the $noun$ evaporates quickly, the $object$
doesn't seem to like you.
END_STANDARD
! The next few messages are used when throwing something at a FRIENDLY creature
! Default THROW NOUN PREP OBJECT when OBJECT is a friendly creature
! and NOUN being throw is the WEAPON that kills the creature
! Notes: (1) Creature will be killed and will disappear. The message MUST
! explain this disappearance some how.
! (2) $o_pro$ is the object's direct pronoun, i.e., "he", "she" or"it"
! (3) $o_indir$ is the object's indirect pronoun, i.e., "him", "her" or
! "it"
STANDARD 53
The $noun$ soars through the air toward the $object$. It's a direct hit!
The $object$ screeches and gives you a puzzled look, as if $o_pro$
couldn't understand why you would want to hurt $o_indir$. $O_pro$ writhes in
agony and fades away in a cloud of white smoke, but never seems even a bit
angry; only confused, upset, and perhaps betrayed.
END_STANDARD
! Default THROW NOUN PREP OBJECT when OBJECT is a friendly creature
! and NOUN being throw is the NOT WEAPON that kills the creature
! NOUN is NOT a liquid (i.e., it is NOT drinkable)
! Notes: (1) Creature will NOT be killed and NOT will disappear.
! (2) $o_pro$ is the object's direct pronoun, i.e., "he", "she" or"it"
STANDARD 54
The $noun$ soars through the air toward the $object$. It's a direct hit!
The $object$ screeches and gives you a puzzled look, clearly confused by
your actions. $O_pro$ retreats a few inches, watching you more carefully
than before, but still doesn't seem hostile.
END_STANDARD
! This is the same situation as above except the NOUN being thrown is LIQUID
! Default THROW NOUN PREP OBJECT when OBJECT is a friendly creature
! and NOUN being throw is the NOT WEAPON that kills the creature
! Notes: (1) Creature will NOT be killed and NOT will disappear.
! (2) $o_pro$ is the object's direct pronoun, i.e., "he", "she" or"it"
! (3) The NOUN is a liquid and will disappear. Its disappearence MUST
! be explained by the message.
STANDARD 55
The $noun$ soars through the air and splashes onto the $object$. The
$object$ shakes off the $noun$, which evaporates quickly. $O_pro$ seems
quite puzzled by your actions, but still doesn't seem hostile.
END_STANDARD
! Now we have messages for throwing a noun at another noun -- not a creature
! Default THROW message when try to throw something at itself
STANDARD 56
Sorry, but it is impossible to $verb$ the $noun$ $prep$ itself!
END_STANDARD
! Throwing a liquid
! Default THROW message when NOUN being thrown is a liquid (i.e., drinkable)
! and OBJECT is NOT OPEN
! Notes: (1) $o_indir$ is either "it" or "them" -- since it is inanimate.
! (2) The noun disappears which MUST be explained by the message.
STANDARD 57
The $noun$ soars through the air toward the $object$ and splashes against
$o_indir$. For a moment, everything is soaked with $noun$, but the liquid
quickly evaporates.
END_STANDARD
! This is the same as the above situation except the OBJECT is OPEN
! Default THROW message when NOUN being thrown is a liquid (i.e., drinkable)
! Notes: (1) $o_indir$ is either "it" or "them" -- since it is inanimate.
! (2) The noun disappears which MUST be explained by the message.
STANDARD 58
The $noun$ soars through the air toward the $object$ and sloshes into
and around $o_indir$. For a moment, everything is soaked with $noun$, but
the liquid quickly evaporates.
END_STANDARD
! Throwing a solid thing of some kind
! Default THROW message when NOUN being thrown is NOT a liquid
! and OBJECT is NOT OPEN
! Notes: (1) $o_indir$ is either "it" or "them" -- since it is inanimate.
! (2) The noun does not disappear.
STANDARD 59
The $noun$ soars through the air toward the $object$ and lands with a
"thud" next to $o_indir$.
END_STANDARD
! Same situation as above except OBJECT is OPEN and the NOUN lands inside it.
! Notes: (1) $o_indir$ is either "it" or "them" -- since it is inanimate.
! (2) The noun does not disappear, but is inside the object.
STANDARD 60
The $noun$ soars through the air toward the $object$ and lands in the
$o_indir$ with a "thunk."
END_STANDARD
!==============================================================================
! PUT or PLACE messages
!==============================================================================
! Put or Place (noun, prep, object)
! put something (in|into|inside|with|near|behind|beside|by|on|under) something
! E.G., place book in box or put jewel with treasure
! Default PUT message when the something i.e., the NOUN is UNMOVABLE
STANDARD 61
Sorry, but it is impossible to move the $noun$.
END_STANDARD
! Default PUT "error" message when try to PUT something PREP itself
STANDARD 62
Sorry, but it is impossible to $verb$ the $noun$ $prep$ itself!
END_STANDARD
! Default PUT something and NOUN isn't present at location
STANDARD 63
Sorry, but there $n_is$ no $noun$ here.
END_STANDARD
! PUTTING something IN or INSIDE something else
! PUT "error" message when trying to PUT something in/inside OBJECT
! and OBJECT isn't OPENABLE/CLOSABLE
STANDARD 64
It is impossible to $verb$ the $noun$ $prep$ the $object$.
END_STANDARD
! PUT "error" message when trying to PUT something in/inside OBJECT
! and OBJECT is OPENABLE/CLOSABLE -- but happens to be CLOSED
STANDARD 65
The $object$ isn't open!
END_STANDARD
! PUT "error" message when trying to PUT something in/inside OBJECT
! and NOUN wont fit inside OBJECT
STANDARD 66
The $noun$ won't fit $prep$ the $object$!
END_STANDARD
! PUT "success" message when trying to PUT something PREP OBJECT
STANDARD 67
You have put the $noun$ $prep$ the $object$.
END_STANDARD
! PUTTING something with|near|behind|beside|by|on|under something else
! PUT "error" message when trying to PUT something PREP OBJECT
! and OBJECT is being carried by player
STANDARD 68
Sorry, but you can't while you are carrying the $object$.
END_STANDARD
! PUT "error" message when trying to PUT something PREP OBJECT
! and OBJECT is being worn by player
STANDARD 69
Sorry, but you can't while you are wearing the $object$.
END_STANDARD
! "Ultimate" PUT "error" message when it just can't happen
STANDARD 70
Sorry, I don't understand what you mean. You need to "$verb$" the
"$noun$" some place.
END_STANDARD
!==============================================================================
! OPEN messages
!==============================================================================
! Open noun prep object
! i.e., open box or open chest with gold key
! Trying to OPEN DOOR(S) in room
! OPEN "error" message when there is NO (implied) locked door in room
STANDARD 71
Open what door? There isn't any closed door here!
END_STANDARD
! OPEN "error" message when is there is an (implied) locked door in room
STANDARD 72
You try your best, but the door won't open!
END_STANDARD
! OPEN ALL "error" message when is there is nothing OPENABLE in room
STANDARD 73
There is nothing here to open!
END_STANDARD
! OPEN "error" message when is there is a "bad" PREP
STANDARD 74
I'm not sure what you mean by that.
END_STANDARD
! Default OPEN something and NOUN isn't present at location
STANDARD 75
Sorry, but there $n_is$ no $noun$ here.
END_STANDARD
! Default OPEN NOUN PREP OBJECT when OBJECT isn't present at location
STANDARD 76
Sorry, but there $o_is$ no $object$ here.
END_STANDARD
! OPEN "error" message when trying to OPEN something
! and the something isn't OPENABLE/CLOSABLE
STANDARD 77
There doesn't seem to be any way to open the $noun$.
END_STANDARD
! OPEN "error" message when trying to OPEN something
! and the something is already OPEN
STANDARD 78
The $adjective$ $noun$ $n_is$ already open!
END_STANDARD
! OPEN "error" message when trying to OPEN something
! and the something is LOCKED and there was no key specified
STANDARD 79
You need to unlock the $noun$, first!
END_STANDARD
! OPEN "error" message when trying to OPEN something
! and the something is LOCKED and the wrong key is specified
STANDARD 80
You can't open the $noun$ with the $object$!
END_STANDARD
! OPEN "success" message when trying to OPEN something
! and the something is LOCKED and the right key is specified
STANDARD 81
You have opened the $noun$ with the $object$.
END_STANDARD
! OPEN "success" message when trying to OPEN something
! and the something is not LOCKED and is OPENABLE
STANDARD 82
The $adjective$ $noun$ $n_is$ now open.
END_STANDARD
!==============================================================================
! CLOSE messages
!==============================================================================
! Close noun
! e.g., close the box
! CLOSE ALL "error" message when is there is nothing in the room to close
STANDARD 83
There is nothing here to close!
END_STANDARD
! Trying to CLOSE DOOR(S) in room
! CLOSE "error" message when is there is an (implied) locked door in room
STANDARD 84
The door is already closed!
END_STANDARD
! CLOSE "error" message when there is NO (implied) locked door in room
! However -- user may have defined a DOOR for the room
STANDARD 85
None of the doors here seem to be closable!
END_STANDARD
! Default CLOSE something and NOUN isn't present at location
STANDARD 86
The $adjective$ $noun$ $n_is$ not here.
END_STANDARD
! CLOSE "error" message when the NOUN is not CLOSEABLE
STANDARD 87
The $noun$ can't be closed!
END_STANDARD
! CLOSE "error" message when the NOUN is not OPEN
STANDARD 88
The $noun$ isn't open!
END_STANDARD
! CLOSE "success" message when trying to CLOSE something
! and the something is OPEN and is CLOSABLE
STANDARD 89
The $adjective$ $noun$ $n_is$ now closed.
END_STANDARD
!==============================================================================
! ATTACK FIGHT KILL SHOOT messages
!==============================================================================
! Attack (noun,prep,object)
! general messages for attack, fight, kill and shoot
! e.g., attack hobbit, kill troll with axe, shoot guard with laser
! ATTACK "error" message -- if attacking a NOUN, i.e., an inanimate thing
STANDARD 90
It would really make more sense to specify some living thing to $verb$.
Hostility really requires a target of some sort.
END_STANDARD
! ATTACK "success" message -- if attacking a HOSTILE creature
! without a specific weapon, i.e., "using bare hands"
STANDARD 91
You grab the $noun$ with your bare hands and attempt to strangle $n_indir$.
$N_pro$ slips easily from your grasp and snarls at you, preparing to respond
with an attack. You leap out of way just in time.
END_STANDARD
! ATTACK "success" message -- if attacking a FRIENDLY creature
! without a specific weapon, i.e., "using bare hands"
STANDARD 92
You grab the $noun$ with your bare hands and attempt to strangle $n_indir$.
$N_pro$ writhes in your fingers and slip free, scratching you in the process.
$N_pro$ crawls away from you, gasping for breath. The $noun$ seems
puzzled and confused by your actions, and seems upset, but not hostile.
END_STANDARD
! SHOOT specific messages
! Shoot noun prep object
! The following messages are also used with attack, fight, and kill verbs
! whenever the weapon being used is defined as CAN_SHOOT.
! e.g., kill troll with laser or shoot laser at troll
! SHOOT "error" message -- when trying to shoot/attack/kill an inanimate object
STANDARD 93
It would really make more sense to specify some living creature. Hostility
really requires a target of some sort.
END_STANDARD
! SHOOT "error" message -- when trying to shoot a creature
! but no weapon has been specified
STANDARD 94
You need to specify what you want to use to shoot at the $noun$!
END_STANDARD
! SHOOT "error" message -- when trying to shoot/attack/kill a creature
! but OBJECT specified is not really a weapon
STANDARD 95
Using the $object$ to kill the $noun$ doesn't make much sense!
END_STANDARD
! SHOOT "error" message -- when trying to shoot a creature
! but OBJECT specified as the weapon can NOT shoot
STANDARD 96
You can't seem to get the $object$ to shoot!
END_STANDARD
! SHOOT "error" message -- when trying to shoot a creature
! but OBJECT specified as the weapon can shoot -- but is out of "bullets"
STANDARD 97
The $object$ seems to be empty!
END_STANDARD
! SHOOT "success" message -- when trying to shoot a creature
! but player has to pick up weapon from somewhere in room first
STANDARD 98
You reach down to get the $object$. You fumble and almost drop it.
END_STANDARD
! HOSTILE creature messages
! SHOOT "success" message -- when trying to shoot a HOSTILE creature
! and weapon is the one that kills the creature
! NOTE: Creature will disappear -- message MUST explain how
STANDARD 99
You aim the $object$ at the $noun$ and pull the trigger. It's a direct
hit! The $noun$ screeches angrily, and writhes in agony and fades away
in a cloud of green smoke.
END_STANDARD
! SHOOT "success" message -- when trying to shoot a HOSTILE creature
! But weapon is NOT the one that kills the creature
! NOTE: Creature will NOT disappear
STANDARD 100
You aim the $object$ at the $noun$ and pull the trigger. It's a direct
hit! The $noun$ screeches angrily, and writhes in agony and falls to the
floor for a moment. Then the $n_pro$ leaps up and eyes you quite angrily.
Though wounded, $n_pro$ seems no less dangerous or hostile.
END_STANDARD
! FRIENDLY creature messages
! SHOOT "success" message -- when trying to shoot a FRIENDLY creature
! and weapon is the one that kills the creature
! NOTE: Creature will disappear -- message MUST explain how
STANDARD 101
You aim the $object$ at the $noun$ and pull the trigger. It's a direct
hit! The $noun$ screeches and gives you a puzzled look as if $n_pro$
couldn't understand why you would want to hurt $n_indir$. $N_pro$ writhes
in agony and fades away in a cloud of white smoke, but never seems even a
bit angry; only confused, upset, and perhaps betrayed.
END_STANDARD
! SHOOT "success" message -- when trying to shoot a FRIENDLY creature
! and weapon is NOT the one that kills the creature
! NOTE: Creature will NOT disappear
STANDARD 102
You aim the $object$ at the $noun$ and pull the trigger. It's a direct
hit! The $noun$ is knocked back by the force of the shot, and screeches
as $n_pro$ falls to the floor. After a moment, $n_pro$ rises, wounded and
confused by your unexpected actions. $N_pro$ retreats a few inches, watching
you more carefully than before, but still doesn't seem hostile.
END_STANDARD
!==============================================================================
! UNLOCK messages
!==============================================================================
! Unlock noun prep object
! e.g., unlock box with key, or unlock door
! UNLOCK ALL "error" message when is there is nothing "UNLOCKABLE" in room
STANDARD 103
There is nothing here to unlock!
END_STANDARD
! Trying to UNLOCK DOOR(S) in room
! UNLOCK DOOR "error" message when is there is an (implied) locked door in room
STANDARD 104
Nice try, but you can't seem to unlock the door.
END_STANDARD
! UNLOCK DOOR "error" message when there is NO (implied) locked door in room
! but there may be a user defined DOOR
STANDARD 105
All the doors here are already open!
END_STANDARD
! UNLOCK "error" message when is there is a "bad" PREP
STANDARD 106
What a strange request! I really can't figure out what you mean by that.
Perhaps, you need to specify a tool to unlock the $noun$ with.
END_STANDARD
! Default UNLOCK NOUN PREP OBJECT when OBJECT isn't being carried
STANDARD 107
Sorry, but you aren't carrying the $object$!
END_STANDARD
! UNLOCK "error" message when trying to UNLOCK something
! and the something isn't "UNLOCKABLE"
STANDARD 108
The $noun$ can't be locked or unlocked!
END_STANDARD
! UNLOCK "error" message when trying to UNLOCK something
! and the something is already UNLOCK
STANDARD 109
The $adjective$ $noun$ $n_is$ already unlocked!
END_STANDARD
! UNLOCK "error" message when trying to UNLOCK something
! and the something is already UNLOCK -- and is actually OPEN
STANDARD 110
The $noun$ is open. Why unlock it?
END_STANDARD
! UNLOCK "error" message when trying to UNLOCK something
! and player is trying to use the wrong KEY
STANDARD 111
You can't seem to unlock the $noun$ with the $object$.
END_STANDARD
! UNLOCK "success" message when trying to UNLOCK something
! and player is using the correct KEY
STANDARD 112
You unlock the $noun$ using the $object$.
END_STANDARD
!==============================================================================
! LOCK messages
!==============================================================================
! lock noun prep object
! e.g., lock box with brass key or lock the door
! LOCK ALL "error" message when is there is nothing "LOCKABLE" in room
STANDARD 113
There is nothing here to lock!
END_STANDARD
! Trying to LOCK DOOR(S) in room
! LOCK DOOR "error" message when is there is an (implied) locked door in room
STANDARD 114
The door is already locked.
END_STANDARD
! LOCK DOOR "error" message when there is NO (implied) locked door in room
! but there may be a user defined DOOR
STANDARD 115
You can't lock these doors!
END_STANDARD
! LOCK "error" message when is there is a "bad" PREP
STANDARD 116
What a strange request! I really can't figure out what you mean by that.
Perhaps, you need to specify a tool to lock the $noun$ with.
END_STANDARD
! Default LOCK NOUN PREP OBJECT when OBJECT isn't being carried
STANDARD 117
Sorry, but you aren't carrying the $object$!
END_STANDARD
! LOCK "error" message when trying to LOCK something
! and the something isn't "LOCKABLE"
STANDARD 118
The $noun$ can't be locked or unlocked!
END_STANDARD
! LOCK "error" message when trying to LOCK something
! and the something is already locked
STANDARD 119
The $adjective$ $noun$ is already locked!
END_STANDARD
! LOCK "error" message when trying to LOCK something
! and the something is OPEN
STANDARD 120
The $noun$ has to be closed before you can lock it!
END_STANDARD
! LOCK "error" message when trying to LOCK something
! and player is trying to use the wrong KEY
STANDARD 121
You can't seem to lock the $noun$ with the $object$.
END_STANDARD
! LOCK "success" message when trying to LOCK something
! and player is using the correct KEY
STANDARD 122
You lock the $noun$ securely using the $object$.
END_STANDARD
!==============================================================================
! EAT and DRINK messages
!==============================================================================
! Eat noun
! e.g., eat the apple pie or eat all of the food
! EAT ALL "error" message when is there is nothing EDIBLE in room
STANDARD 123
There is nothing here to eat!
END_STANDARD
! EAT "error" message when trying to EAT something
! and the something isn't EDIBLE
STANDARD 124
Eat the $noun$? You must be kidding!
END_STANDARD
! Drink noun
! e.g., drink the red wine, or drink all of the water
! DRINK ALL "error" message when is there is nothing DRINKABLE in room
STANDARD 125
There is nothing here to drink!
END_STANDARD
! Default DRINK something and NOUN isn't present at location
STANDARD 126
Sorry, but there $n_is$ no $noun$ here to drink.
END_STANDARD
! DRINK "error" message when trying to DRINK something
! and the something isn't DRINKABLE
STANDARD 127
You must be joking about drinking the $noun$!
END_STANDARD
! EAT or DRINK and checks for poison
! Note: Food or Drink will disappear if it is movable. This allows the player
! to drink from lake without having the water disappear (if and only
! if the lake had been specified as unmovable.)
! Default "success" message for Eating or Drinking (i.e., consuming) something.
STANDARD 128
The $noun$ slides down your throat, and your stomach quickly is full.
END_STANDARD
! Default message for Eating or Drinking something poisonous.
! Note: Player will die if he/she consumes something poisonous
STANDARD 129
After only a moment, you begin to sense a bitter taste, and your vision blurs.
In only seconds, you slip to your knees and your throat closes. You gasp
unsuccessfully for air.
END_STANDARD
!==============================================================================
! INVENTORY messages
!==============================================================================
! i.e., displays items being carried and items being worn (if any)
! Default INVENTORY "preface" -- for items being carried
STANDARD 130
You are carrying the following:
END_STANDARD
! Default INVENTORY "response" -- if nothing is being carried
STANDARD 131
You aren't carrying anything.
END_STANDARD
! Default INVENTORY "preface" -- for items being worn (if any)
STANDARD 132
You are wearing the following:
END_STANDARD
!==============================================================================
! READ messages
!==============================================================================
! Read noun
! e.g., read the scroll or read the cereal box
! Default READ something and NOUN isn't present at location
STANDARD 133
Sorry, but the $noun$ $n_is$ not here -- which makes $n_indir$ difficult to
read!
END_STANDARD
! READ "error" message when trying to READ something
! and the something isn't READABLE
STANDARD 134
It is somewhat difficult to read the $noun$. So let me try to describe
$n_indir$ instead...
END_STANDARD
!==============================================================================
! LIGHT or TURN ON messages
!==============================================================================
! Light noun
! e.g., turn on the flashlight or light the fire
! LIGHT "error" message when trying to LIGHT something
! and the something isn't defined as "IS_LIGHT"
STANDARD 135
Sorry, I don't know how to do that with the $noun$.
END_STANDARD
! LIGHT "error" message when trying to LIGHT something
! and the something is defined as "IS_LIGHT"
! but it is already "LIT"
STANDARD 136
The $noun$ $n_is$ already lit!
END_STANDARD
! SAME "error" condition as above -- except VERB is TURN ON rather than LIGHT
! TURN ON "error" message when trying to TURN ON something
! and the something is defined as "IS_LIGHT"
! but it is already "LIT"
STANDARD 137
The $noun$ $n_is$ already on!
END_STANDARD
! LIGHT "success" message when trying to LIGHT something
! and the something is defined as "IS_LIGHT" and it isn't ON yet
STANDARD 138
The $noun$ $n_is$ now lit!
END_STANDARD
! SAME "success" condition as above -- except VERB is TURN ON rather than LIGHT
! TURN ON "success" message when trying to TURN ON something
! and the something is defined as "IS_LIGHT" and it isn't ON yet
STANDARD 139
The $noun$ $n_is$ now on!
END_STANDARD
!==============================================================================
! EXTINGUISH or TURN OFF messages
!==============================================================================
! Extinguish noun
! e.g., turn off the flashlight or extinguish the fire
! EXTINGUISH "error" message when trying to EXTINGUISH something
! and the something isn't defined as "IS_LIGHT"
STANDARD 140
Sorry, I don't know how to do that with the $noun$.
END_STANDARD
! EXTINGUISH "error" message when trying to EXTINGUISH something
! and the something is defined as "IS_LIGHT"
! but it is already NOT "LIT"
STANDARD 141
The $noun$ $n_is$ not even lit!
END_STANDARD
! SAME "error" condition as above -- except VERB is TURN OFF
! TURN OFF "error" message when trying to TURN OFF something
! and the something is defined as "IS_LIGHT"
! but it is already NOT "LIT"
STANDARD 142
The $noun$ $n_is$ not even on!
END_STANDARD
! EXTINGUISH "success" message when trying to EXTINGUISH something
! and the something is defined as "IS_LIGHT"
STANDARD 143
The $noun$ $n_is$ now extinguished!
END_STANDARD
! SAME "success" condition as above -- except VERB is TURN OFF
! TURN OFF "success" message when trying to TURN OFF something
! and the something is defined as "IS_LIGHT"
STANDARD 144
The $noun$ $n_is$ now off!
END_STANDARD
!==============================================================================
! QUIT messages
!==============================================================================
! e.g., quit the game
! Default QUIT query
! AGT will append a message "Please respond with YES or NO..."
STANDARD 145
Are you sure you want to quit now?
END_STANDARD
! Default QUIT response -- if Player answers YES to above query
STANDARD 146
OK - quitting game.
END_STANDARD
!==============================================================================
! SCORE messages
!==============================================================================
! e.g., display the score
! Default message given during SCORE report -- if player is DEAD
STANDARD 147
*** You are dead. ***
END_STANDARD
! Default message given during SCORE report -- if player has won game
STANDARD 148
*** Congratulations. You have won the game. ***
END_STANDARD
!==============================================================================
! WAIT messages
!==============================================================================
! Default WAIT message
STANDARD 149
Time passes...
END_STANDARD
!==============================================================================
! SCREAM messages
!==============================================================================
! Default SCREAM message
STANDARD 150
YYYYAAAAAAAUUUUUUGGGGGGGHHHHHHH YAI YAI YOW! AAAAUUUUGGGHHHH!!
Your voice echoes loudly through the area, and the volume of your shriek
causes the very ground to vibrate. You feel much better having let out some
steam, but nothing else has changed.
END_STANDARD
!==============================================================================
! RESURRECT messages
!==============================================================================
! i.e., Give player another chance after moving him back to the starting room
! Default "resurrect" message -- give the 1st time the player dies
! NOTE: This message MUST end with a YES or NO question
! AGT will append a message "Please respond with YES or NO..."
STANDARD 151
Oh dear, you seem to have gotten yourself killed.
Would you like me to try to get you resurrected?
END_STANDARD
! Default "resurrect" message -- give the 2nd time and later times the player
! dies -- but not the "last" permissable time, i.e., not MAX_LIVES
! NOTE: This message MUST end with a YES or NO question
! AGT will append a message "Please respond with YES or NO..."
STANDARD 152
Oh you clumsy oaf, you've gone and done it again! I don't know how long I can
keep patching you up....
Would you like me to try to get you resurrected again?
END_STANDARD
! Default "resurrect" message -- give the "last" permissable time the player
! dies -- i.e., death = MAX_LIVES
! NOTE: This message does not end with a YES or NO question
STANDARD 153
I'm all out of orange smoke, and you've used all of your available lives.
Better luck next time!
END_STANDARD
! Default "resurrect response" -- give after player answers YES to question
! about wanting to be resurrected
STANDARD 154
I'll try...but don't blame me if something goes wr@#%&&
---- POOF----
You are engulfed in a cloud of thick orange smoke, and you emerge coughing and
gasping, and find that you must start all over ...
END_STANDARD
!==============================================================================
! TALK or TELL messages
!==============================================================================
! e.g., TELL MAN ABOUT SWORD, TALK TO PRINCESS,
! or TALK WITH JEFF ABOUT SCHOOL WORK
! TALK ALL "error" message if TALK ALL or TELL ALL
STANDARD 155
You can only talk with one person at a time about one subject at a time!
END_STANDARD
! TALK "error" message if trying to talk to a NOUN, i.e., talking to inanimate
! object
STANDARD 156
Talking with the $noun$ is kind of silly, since the $noun$ can't
talk back!
END_STANDARD
! TALK "success" message if trying to talk to a creature that is a THING
! i.e., talking to a beast of some kind
STANDARD 157
The $noun$ just listens to you, but remains strangely silent.
END_STANDARD
! TALK "success" message if trying to talk to a creature that is a MAN or WOMAN
! TALKing about a specific OBJECT
STANDARD 158
You spend a few minutes in pleasant conversation with the $noun$ chatting
about the $object$. However, you don't learn anything that you didn't
already know.
END_STANDARD
! TALK "success" message if trying to talk to a creature that is a MAN or WOMAN
! NOT TALKing about a specific OBJECT
STANDARD 159
You spend a few minutes in pleasant conversation with the $noun$.
However, you don't learn anything that you didn't already know.
END_STANDARD
!==============================================================================
! ASK messages
!==============================================================================
! e.g., ASK MAN ABOUT SWORD, or ASK JEFF ABOUT SCHOOL WORK
! ASK ALL "error" message
STANDARD 160
You can only talk with one person at a time about one subject at a time!
END_STANDARD
! ASK "error" message if trying to ask a NOUN, i.e., talking to inanimate
! object
STANDARD 161
Asking the $noun$ questions is kind of silly, since the $noun$ can't
answer back!
END_STANDARD
! ASK "error" message if not trying to ask about a specific OBJECT
STANDARD 162
You must ask the $noun$ ABOUT something!
END_STANDARD
! ASK "success" message if trying to ask about a specific OBJECT
STANDARD 163
The $noun$ tells you all about the $object$, but the $noun$ isn't
exactly a fountain of knowledge and you don't learn anything that you
didn't already know.
END_STANDARD
!==============================================================================
! TURN messages
!==============================================================================
! Turn noun prep object
! e.g., turn on light, turn handle, turn rock over with rod
! TURN "error" message -- if NOUN is a creature
STANDARD 164
I don't know how to turn the $noun$.
END_STANDARD
! TURN "error" message -- if NOUN is TURNABLE
! But there is no TURN description for this NOUN in the .DAT file
STANDARD 165
Turning the $noun$ doesn't seem to accomplish anything.
END_STANDARD
! TURN "error" message -- if NOUN is NOT TURNABLE
STANDARD 166
You can't seem to turn the $noun$.
END_STANDARD
!==============================================================================
! PUSH messages
!==============================================================================
! Push noun prep object
! e.g., push button, push troll with rod
! PUSH "error" message -- if NOUN is a HOSTILE creature
! and creature is a THING (not a man or woman)
STANDARD 167
The $noun$ growls and snaps at your hand as you reach toward it.
END_STANDARD
! Same as above -- except creature is NOT HOSTILE
! and creature is a THING (not a man or woman)
STANDARD 168
The $noun$ makes a pleasant sound as you pat it gently on the head.
END_STANDARD
! PUSH "error" message -- if NOUN is a HOSTILE creature
! and creature is a man or woman
! $n_indir$ will be "him" or "her" -- as appropriate
STANDARD 169
The $noun$ scowls and pushes your hand away as you reach toward $n_indir$.
END_STANDARD
! Same as above -- except creature is NOT HOSTILE
! and creature is a man or woman
! $n_indir$ will be "him" or "her" -- as appropriate
STANDARD 170
The $noun$ smiles as your hand touches $n_indir$.
END_STANDARD
! PUSH "error" message -- if NOUN is PUSHABLE
! But there is no PUSH description for this NOUN in the .DAT file
STANDARD 171
Nothing happens when you touch the $noun$.
END_STANDARD
! PUSH "error" message -- if NOUN is NOT PUSHABLE
STANDARD 172
Nothing happens when you touch the $noun$.
END_STANDARD
!==============================================================================
! PULL messages
!==============================================================================
! Pull noun prep object
! e.g., pull rope, pull princess
! PULL "error" message -- if NOUN is a creature
STANDARD 173
Pulling the $noun$ doesn't seem possible.
END_STANDARD
! PULL "error" message -- if NOUN is PULLABLE
! But there is no PULL description for this NOUN in the .DAT file
STANDARD 174
Pulling the $noun$ doesn't seem to affect the $noun$ any.
END_STANDARD
! PULL "error" message -- if NOUN is NOT PULLABLE
STANDARD 175
Pulling on the $noun$ doesn't seem to work.
END_STANDARD
!==============================================================================
! PLAY messages
!==============================================================================
! Play noun
! e.g., play radio, play baseball, play with dog
! PLAY "error" message -- if NOUN is a creature
STANDARD 176
Playing with the $noun$ doesn't make much sense!
END_STANDARD
! PLAY "error" message -- if NOUN is PLAYABLE
! But there is no PLAY description for this NOUN in the .DAT file
STANDARD 177
You play with the $noun$ for a while. Nothing significant happens.
END_STANDARD
! PLAY "error" message -- if NOUN is NOT PLAYABLE
STANDARD 178
You play with the $noun$ for a while. Nothing significant happens.
END_STANDARD
!==============================================================================
! "CHANGE LOCATIONS" messages
!==============================================================================
! e.g., GO TO CAVE, CLIMB ROPE, SHOW ID BADGE TO SECURITY GUARD
! Typical use: Define either a Global or Room synonym
! as: Change_Locations CLIMB
! Then whenever player inputs 'CLIMB HILL' and
! ( where HILL is a KEY noun in that room)
! and Room.Special exists and KEY = # for HILL
! Then SPECIAL will be executed normally
! Change_Locations "error" message -- if NOUN is not visible
STANDARD 179
I see no $noun$ here.
END_STANDARD
! Change_Locations "error" message -- if NOUN is a creature
STANDARD 180
To "$verb$" the $noun$ doesn't make much sense!
END_STANDARD
! Change_Location "error" message -- if NOUN is not defined as KEY to SPECIAL
STANDARD 181
You $verb$ with the $noun$ for a while. Nothing significant happens.
END_STANDARD
!==============================================================================
! "MAGIC WORD" messages
!==============================================================================
! e.g., XYZZY, PLUGH ,etc.
! Typical use: Define either a Global or Room synonym
! as: MAGIC_WORD xyzzy
! Then whenever player inputs 'xyzzy' and
! that is the operable magic word in that room)
! and Room.Special exits and KEY = 0 (must be 0)
! Then SPECIAL will be executed normally
! Magic_Word "error" message
! if word is NOT the right word to activate the current ROOM's SPECIAL (if any)
STANDARD 182
"$Verb$" is a great word, but it doesn't seems to have any effect here.
END_STANDARD
!==============================================================================
! "Miscellenaous" messages
!==============================================================================
! Some "default" "error" messages for "strange" user commands
! Message given when DOOR or DOORS is the OBJECT of the command (which should
! never happen!)
STANDARD 183
To $verb$ the $noun$ $prep$ the $object$ suddenly seems rather
useless, so you decide not to after all.
END_STANDARD
! Message given when player's command requires a NOUN and none is given
! i.e., GET {no noun}
STANDARD 184
You need to specify a noun!
END_STANDARD
! Message given when player's command uses a "non-standard" verb and it was
! NOT handled by a meta-command -- so AGT will give the following "default"
STANDARD 185
Sorry, you can't do that....
END_STANDARD