Grouped Messages As Dialogue
version 1 by Ron Newcomb
Section 7 - Scripts as a Series of Relevant Things
Section 8 - Excerpt from Default Messages - written by David Fisher
A library-message-value is a kind of value.
The library-message-values are defined by the table of library messages.
A library-message is a kind.
A library-message has a library-message-value called the message.
A library-message can be out of world.
A library-message can be action acknowledgement.
[ not all actions that fail are futile. Attempting to open a locked door would fail, but the attempt wasn't futile. How are we to know a door's locked until we try it? ]
A library-message can be failing. [ an action stopped, usually because of some sort of "cannot" rule ]
A library-message can be futile. [ searching in the dark, doing something already done, emptying something into itself, etc]
A library-message can be re-attempting. [ doing something already done is always a futile activity, but not all futile activies involve re-doing something ]
A library-message can be blocked. [ blocked actions. See the Actions index ]
A library-message can be darkness-involving.
A library-message can be parser-erroring. [ the built-in parser errors ]
A library-message can be parser-modal. [ the parser is in a special mode: waiting for a Disambig. answer, a Yes/No answer, a menu selection, a SPACE to continue... ]
A library-message can be answer-awaiting. [ a disambig answer, yes/no, or menu selection]
A library-message can be physically-vigorous. [ Indiana-Jones kind of stuff. ]
A library-message can be bodily-senses.
A library-message can be civilized. [ giving, showing, asking, saying, telling, kissing, hugging, and all conversation. Sadly, a small list ]
A library-message can be conversational. [ including the answer-awaiting parser problems ]
A library-message can be involving-nothing.
The game error is a library-message.
[ Special handling for "go" without a direction ]
The block vaguely going rule is not listed in the for supplying a missing noun rules.
Rule for supplying a missing noun while going:
change message of the game error to LibMsg <block vaguely going>;
abide by the current errorbook; say "". [ if this isn't here, it says "You must supply a noun" ! ]
[ discovering things in newly opened containers ]
To say what's on the object:
list the contents of the main object, prefacing with is/are, as a sentence,
including contents, giving brief inventory information,
tersely, not listing concealed items.
To say what's inside the object part 1:
if main object is the location, say "You";
otherwise say "On/In [the main object] you";
say " can".
To say what's inside the object part 2:
say "see ";
list the contents of the main object, as a sentence, including contents,
listing marked items only, giving brief inventory information,
tersely, not listing concealed items;
if the main object is the location, say " here";
The main object is an object that varies.