General actions are actions that do not require any additional references to objects or other things in the world in order to do things. General actions are things like:
look around yell inventory
...stuff that can just be done to nothing in particular ("yell" is general. "yell at bob" is transitive).
	action [MODIFIERS] general [IDENTIFIER] [NAME_CLAUSE] ;
| [MODIFIERS] | An optional declaration of one or more additional modifiers for action behavior. strict: Apply "strict behavior" to the handling of this action. "Strict" general actions do not tolerate additional things typed at the interpreter past the parsed action. | 
| [IDENTIFIER] | An internal identifier that represents this action in the rest of TAMEScript. This is used to find what entry blocks throughout the code should be executed when a name associated with this action is parsed by the interpreter or when a specific action is queued by another command. This identifier must not be used to describe another element. | 
| [NAME_CLAUSE] | The keyword named followed by a comma-delimited list of strings that the
					interpreter is supposed to associate with this action. The compiler does not check for
					name duplicates - equivalent names overwrite their association. Names, internally, are 
					sanitized to what the interpreter accepts. This clause is optional - if no names are declared, this is not parse-able in the interpreter. Leaving this out is a way to make "private" actions. | 
The following are a few examples of general action declarations:
	action general a_quit named "quit";
	action general a_look named "look", "look around", "l";
	action strict general a_yell named "yell";
	action general a_refresh;
General actions are handled by the current room, the current player, or the world, typically via the onAction() block on those elements. If that block does not exist, a different block may be called to handle it.