# StrongED$Mode = Message
# 'Nouns' file:
# Obviously, the contents of this file are almost entirely dependant on the
# adventure.  The '0Name' and 'Map' tokens must be present (the former saying
# 'nothing' and the latter giving the magic word for mapping nouns).  There
# may also be handles of -1 (all relevant objects) and -2 (previous object)
# defined.
# Each noun is defined by a lower-case name token pointing to its noun handle.
# There may be more than one of these, or indeed none (if you don't want the
# object to be interacted with!), and they may have more than one word (but the
# words must be separated with HARD spaces).  Note that a single word for one
# noun will take precedence over two words for another noun if the first word is
# the same.
# The other tokens for the noun must start with its handle.
# 'Name' is the phrase which appears in lists generated by PROCcontents (room
# contents, inventory, object contents).  If this is equal to the string in the
# 'Map' token, then the 'Contains' field gives a list of noun handles which this
# noun's lower-case name could refer to, and 'Flags' must be either '000' (for
# the singular) or '001' (plural, equivalent to a subset of noun handle -1).
# 'Desc' is unused.  Needless to say, such objects should not actually be placed
# in the game.
# 'Contains' is a space-separated list of noun handles which are 'inside' the
# object (such as ones put there with the verb 'put').  If the object is empty,
# this should be 0.
# 'Flags' is a three-character string, with each character being 0 or 1:
#   First char 0: The object cannot contain other objects.  The 'Contains'
#    string is ignored.
#   First char 1: The object may contain other objects.
#   Second char 0: The object will not appear on PROCcontents lists.
#   Second char 1: The object will appear on PROCcontents lists.
#   Third char 0: The object cannot be picked up or moved in any way.  (If you
#    put it in the Story 'Carrying' field, you'll be able to drop it, but
#    nothing else!)
#   Third char 1: The object can be picked up or put inside other objects.
# Finally, 'Desc' is a GSTransed string limited in length by the Story
# 'MaxDesc' field.  This is printed when you 'examine' (or 'x') the object.
it/them:-2
all/everything:-1
Map:{MAP}
0Name:nothing

cat/pussy/feline/tabby/tabbycat:1
1Name:a tabby cat
1Contains:0
1Flags:011
1Desc:It's a tabby cat, mewing hopefully at you.

bag/plasticbag:2
2Name:a plastic bag
2Contains:1 3
2Flags:111
2Desc:A plastic bag.  You can put things in them.

raquet/racket/bat/tennisraquet/tennisracket/tennisbat:3
tabletennisraquet/tabletennisracket/tabletennisbat:3
3Name:a table tennis raquet
3Contains:0
3Flags:011
3Desc:A rather battered-looking table tennis raquet.  It appears to have no reason for being here at all.

cupboard/closet/oakcupboard/oakcloset:4
4Name:a cupboard
4Contains:5
4Flags:110
4Desc:It's an oak cupboard.|J|JNo, really!

pipe/piping/pipework/brasspipe/brasspiping/brasspipework:5
5Name:a brass pipe
5Contains:0
5Flags:010
5Desc:A completely useless piece of brass piping running through the cupboard.

box/cardboardbox:6
6Name:a box
6Contains:0
6Flags:111
6Desc:It's just a cardboard box.
