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Text File | 1991-04-21 | 49.8 KB | 1,476 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 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
-
-
-
-