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] ;
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.|
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.