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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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irun.std
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1991-04-21
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! <--- 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 NNAME 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
Now what?
END_STANDARD
! Default HELP message
STANDARD 2
I think we're pretty much on our 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. I can see nothing, not even my own 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, I can't see anything here.
END_STANDARD
! Default GET message if it possible to get it, i.e., GET "success" message
STANDARD 8
I am 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
I $verb$ 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 me.
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 me.
END_STANDARD
! direction
! i.e., NORTH, SOUTH, etc.
! Direction "error" message -- if there is not valid exit in that direction
STANDARD 13
I 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 my way and will not let me 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 $c_name$ takes several long, deep breaths then pauses, staring at me.
END_STANDARD
! Followed by this message if the creature is a "Thing"
STANDARD 17
It draws back its massive shoulders, revealing an upper chest area composed of
powerful muscle flexing like a well-oiled machine. It quickly shifts into
gear and attacks me viciously.
END_STANDARD
! OR followed by this message if the creature is a "Man" or "Woman"
STANDARD 18
My throat is grasped in a vice-like grip that begins to squeeze and squeeze
and squeeze!! I 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's pitch black. I see nothing, not even my 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, I can't see 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
I 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! I'm not strong enough to carry the $noun$!
END_STANDARD
! Default GET message if it would cause player's "load" to exceed 100 pounds
STANDARD 31
I'm not strong enough to carry my 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
My load would be far too bulky to manage if I 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 I reach out to take the $noun$, $n_pro$ snarls at me. $N_pro$ 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 I reach for $n_indir$, the $noun$ seems happy to be touched, but as
soon as $n_pro$ realizes that I want to take $n_indir$, $n_pro$ slips
from my 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
I am already wearing the $adjective$ $noun$!
END_STANDARD
! Default WEAR message if the NOUN's weight exceeds 100 pounds
STANDARD 38
It's too heavy! I'm not 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
I'm not strong enough to carry my 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
My load would be far too bulky to manage if I wore the $noun$.
END_STANDARD
! Default WEAR message if it possible to WEAR it, i.e., success
STANDARD 42
I am 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 I reach out to take the $noun$, $n_pro$ snarls at me. $N_pro$ 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 I reach for $n_indir$, the $noun$ seems happy to be touched, but as
soon as $n_pro$ realizes that I want to take $n_indir$, $n_pro$ slips
from my 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
I'm not carrying anything!
END_STANDARD
! REMOVE ALL "error" message -- if there is nothing to REMOVE
STANDARD 46
I'm not 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
I 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
Sorry, I don't understand what you mean by that.
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 $object$ screams out angrily and falls to the floor as $o_pro$ takes
one last, deep, parting breath.
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 me.
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 $object$ roars and gives me a puzzled look, as if $o_pro$ couldn't
understand why I 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 $object$ roars and gives me a puzzled look, clearly confused by my
actions. $O_pro$ retreats a few inches, watching me 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 my 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
I 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 I can't while I'm still 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 I can't while I'm still 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
I try my 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
I 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
I 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
I 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
I grab the $noun$ with myr bare hands and attempt to strangle $n_indir$.
$N_pro$ slips easily from my grasp and snarls at me, preparing to respond
with an attack. I manage to leap out of the 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
I grab the $noun$ with my bare hands and attempt to strangle $n_indir$.
$N_pro$ writhes in my fingers and slip free, scratching me in the process.
$N_pro$ crawls away from me, gasping for breath. The $noun$ seems
puzzled and confused by my 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
I need to specify what I 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
I 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
I reach down to get the $object$. I 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
I aim the $object$ at the $noun$ and pull the trigger. It's a direct
hit! The $noun$ roars 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
I aim the $object$ at the $noun$ and pull the trigger. It's a direct
hit! The $noun$ roars angrily, and writhes in agony and falls to the
floor for a moment. Then the $n_pro$ leaps up and eyes me 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
I aim the $object$ at the $noun$ and pull the trigger. It's a direct
hit! The $noun$ roars and gives me a puzzled look as if $n_pro$
couldn't understand why I 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
I 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 roars
as $n_pro$ falls to the floor. After a moment, $n_pro$ rises, wounded and
confused by my unexpected actions. $N_pro$ retreats a few inches, watching
me 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 I 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 should 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 I'm not 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
I 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
I 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
I 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 should 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 I'm not 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 I can lock it!
END_STANDARD
! LOCK "error" message when trying to LOCK something
! and player is trying to use the wrong KEY
STANDARD 121
I 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
I 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 $noun$? No way, Jose!
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
I 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 my throat. Hmmm ... I'm full.
END_STANDARD
! Default message for Eating or Drinking something poisonous.
! Note: Player will die if he/she consumes something poisonous
STANDARD 129
Wait, just a moment. I'm sensing a bitter aftertaste, and blurring vision.
I can't stand up. I'm wobbling, and my throat is closing. Air! I need air!
I'm passing out...
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
I am carrying the following:
END_STANDARD
! Default INVENTORY "response" -- if nothing is being carried
STANDARD 131
I'm not carrying anything.
END_STANDARD
! Default INVENTORY "preface" -- for items being worn (if any)
STANDARD 132
I am 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
YOU WANT TO QUIT!?! Are you sure?
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
... I am unconscious.
END_STANDARD
! Default message given during SCORE report -- if player has won game
STANDARD 148
*** Congratulations. We have won the game. ***
END_STANDARD
!==============================================================================
! WAIT messages
!==============================================================================
! Default WAIT message
STANDARD 149
Time passes...
END_STANDARD
!==============================================================================
! YELL or SCREAM messages
!==============================================================================
! Default SCREAM message
STANDARD 150
YYYEEEEEEEEEEEEEEEEEEEEEHHHAAAA YIP-YIP-YIP-YYYAAAAAAAAAAHHH!!
My voice echoes loudly through the area, and the volume of my shriek causes
the very ground to vibrate. I 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
I'm not feeling at all well. I'm kinda weak.
I'd like a chance to back up and try this again. OK?
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
That feeling I had before is much worse this time. (I don't know how long I
can stand this.) I'd like a chance to back up and try this again. OK?
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 sorry, I just can't do this anymore. I'm all worn out. I think I'll
just collapse onto the floor.
END_STANDARD
! Default "resurrect response" -- give after player answers YES to question
! about wanting to be resurrected
STANDARD 154
It'll take everything I have to try and get back up.
---- (grunt!) ----
I close my eyes as a feeling of uneasiness comes over me. It stops as quickly
as it starts. Opening my eyes, I find that I must start this adventure 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
I 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 foolish, 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 me, 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
I spend a few minutes in pleasant conversation with the $noun$ chatting
about the $object$. However, I don't learn anything that I 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
I spend a few minutes in pleasant conversation with the $noun$. However,
I don't learn anything that I 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
I 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 foolish, since the $noun$ can't
answer back!
END_STANDARD
! ASK "error" message if not trying to ask about a specific OBJECT
STANDARD 162
I must ask the $noun$ ABOUT something!
END_STANDARD
! ASK "success" message if trying to ask about a specific OBJECT
STANDARD 163
The $noun$ tells me all about the $object$, but the $noun$ isn't
exactly a fountain of knowledge and I don't learn anything that I 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
I 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 my hand as I 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 I 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 my hand away as I 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 my 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 I touch the $noun$.
END_STANDARD
! PUSH "error" message -- if NOUN is NOT PUSHABLE
STANDARD 172
Nothing happens when I 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
I play with the $noun$ for a while. Nothing significant happens.
END_STANDARD
! PLAY "error" message -- if NOUN is NOT PLAYABLE
STANDARD 178
I 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
I $verb$ 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 I 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
I 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, I just can't do that.... At least, not now.
END_STANDARD