-- ALAN Standard Library v1.00 -- Messages (file name: 'messages.i') -- This library file lists all the standard runtime messages listed in the manual, for easy modification. MESSAGE AFTER_BUT: "You must give at least one object after '$1'." AGAIN: "(again)" -- if you wish to disable this, make the string empty ("") BUT_ALL: "You can only use '$1' AFTER '$2'." CAN_NOT_CONTAIN: "$+1 can not contain $+2." CANT0: "You can't do that." -- note that the fifth token in CANT0 is a zero, not an 'o'. CARRIES: "$+1 carries" 'CONTAINS': "$+1 contains" CONTAINS_COMMA: "$01," CONTAINS_AND: "$01 and" CONTAINS_END: "$01." EMPTY_HANDED: "$+1 is empty-handed." HAVE_SCORED: "You have scored $1 points out of $2." IS_EMPTY: "$+1 is empty." MORE: "" MULTIPLE: "You can't refer to multiple objects with '$v'." NO_SUCH: "I can't see any $1 here." NO_WAY: "You can't go that way." NOT_MUCH: "That doesn't leave much to $v!" NOUN: "You must supply a noun." NOT_A_SAVEFILE: "That file does not seem to be an Alan game save file." QUIT_ACTION: "Do you want to RESTART, RESTORE, QUIT or UNDO? " -- these four alternatives are hardwired to the interpreter and cannot be changed. REALLY: "Are you sure (RETURN confirms)?" RESTORE_FROM: "Enter file name to restore from" SAVE_FAILED: "Sorry, save failed." SAVE_MISSING: "Sorry, could not open the save file." SAVE_NAME: "Sorry, the save file did not contain a save for this adventure." SAVE_OVERWRITE: "That file already exists, overwrite (y)?" SAVE_VERSION: "Sorry, the save file was created by a different version." SAVE_WHERE: "Enter file name to save in" SEE_START: "There is $01" SEE_COMMA: ", $01" SEE_AND: "and $01" SEE_END: "here." NO_UNDO: "No further undo available." UNDONE: "'$1' undone." UNKNOWN_WORD: "I don't know the word '$1'." WHAT: "I don't understand." WHAT_WORD: "I don't know what you mean by '$1'." WHICH_PRONOUN_START: "I don't know if you by '$1'" WHICH_PRONOUN_FIRST: "mean $+1" WHICH_START: "I don't know if you mean $+1" WHICH_COMMA: ", $+1" WHICH_OR: "or $+1." -- These messages are automatically translated into German or Swedish in your game -- if you define in the beginning of your source code -- -- OPTIONS -- LANGUAGE German. -- -- or -- -- OPTIONS -- LANGUAGE Swedish. -- -- Only the exact equivalents of the above phrases will then be shown; if you change the above English -- messages to your own wordings, the translations will still be only for the default. -- -- -- If you wish to write your game in some other language, you must manually translate -- the messages above. There might be support for more languages in the future, depending -- on demand.