By setting system properties, you can change the engine's interface or localise it.
This is done in a top-level block entitled "System".
SYSTEM { WALK { LABEL { "Walk to" } // Walking label INK { 0 0 25 } // Foreground color PAPER { 255 128 128 } // Background color } // All verbs require 1 item to act on. VERB Push { INK { 255 255 255 } PAPER { 255 0 0 } KEY { "P" } // Keyboard shortcut } VERB Open { } VERB "Talk to" { CURSOR { "gr/m_talk.gif" 17 15 "gr/m_talk2.gif" 17 15 } // Hot cursor } VERB Give { SENTENCE { 2 "to" } // This verb requires 2 items. } VERB Use { SENTENCE { * "with" } // Special case: item-dependent sentences. } VERB Pull { } VERB Close { } VERB "Pick up" { } VERB "Turn on" { } VERB "Look at" { } VERB "Turn off" { } FPS { 10 } // Default: 5 frames per sec. SCREEN { 512 350 } // Default: 320x143 PLAYER { Junior } // Specify which item will be initially controlled by the player. TITLE { "Henry Java Jr. and the tutorial of Doom" } FONT { "Courier" 25 } // Default: "SansSerif" 12 INVENTORY { 6 } // Default: 10 items shown at once. CURSOR { "gr/m_triangle.gif" 17 15 } // Normal cursor } ROOM main { ITEM Junior { ANIMATION { // --- standby images --- 0 0 "gr/indy_d.gif" 1 // Looking South 0 1 "gr/indy_r.gif" 1 // Looking West 0 2 "gr/indy_u.gif" 1 // Looking North 0 3 "gr/indy_l.gif" 1 // Looking East // --- walking animation --- 1 0 "gr/indy_wd.gif" 4 // Looking South 1 1 "gr/indy_wr.gif" 6 // Looking West 1 2 "gr/indy_wu.gif" 4 // Looking North 1 3 "gr/indy_wl.gif" 6 // Looking East // --- talking animation --- 2 0 "gr/indy_td.gif" 7 // Looking South 2 1 "gr/indy_tr.gif" 4 // Looking West 2 2 "gr/indy_tu.gif" 1 // Looking North 2 3 "gr/indy_tl.gif" 4 // Looking East } POSITION { 170 170 0 } ITEM whip { ICON { "gr/whip.gif" } SENTENCE { 2 } // this item needs another object with a verb like "use" } } }
You can put as many verbs as you wish. For each verb, the default is 1 item per
sentence. You can specify 2 if needed, or let this number be item-specific by specifying
"*". Here for example, the Whip needs to be
"Used" with something else.
Two custom mouse cursors can be defined for each verb. The second one will be used as
"hot", meaning there is an item underneath the mouse that can be activated with
the selected verb (in the Sam&Max way).