inventory: speak the item action menu
Pressing enter/z on an inventory item plays a click and, until now, said nothing. The click is sound.select: the menu WAS opening every time. inventory.keypressed -> inventoryWindow.enableItemMenu() builds a second, nested selection over the grid (modules/item/itemMenu.lua) listing the actions that item currently allows, filtered from itemActions.lua by per-action conditions: Activate, Wield/Unwield, Wear/Take off, Switch on/off, Drink, Eat, Apply, Read, Open, Prepare for throwing/Pack away. Up/down move in it, enter activates, any other key cancels. None of it goes through console.print or the cursor popup, so it was silent -- and since the game has no separate equipment screen, this menu is the only way to equip anything. Reported by Talon: the torch quest was unplayable. _itemgrid.lua now checks window.itemMenu first and keeps the grid cell quiet underneath, since the menu is modal over it. The menu is a closure with no getters, so lines and currentSelectedAction are read as upvalues of its own draw(). The item name leads only when the menu opens, and the "just opened" memory is the menu table itself rather than a flag, which keeps read() idempotent -- a flag would be consumed by the focus poll and the real announcement would come out headless. Items also now read "equipped", which is part of the focus key on purpose: after Switch on the menu closes with the cursor unmoved, so otherwise the re-read is suppressed as unchanged and the action still feels silent. Now: "Switch on" -> "a torch, equipped, slot 3". New patch (the 6th) wraps the inventoryWindow factory for the dead case: when getActionsList returns nil -- an item with no applicable actions -- the game does literally nothing, not even the click, which by ear is indistinguishable from a dropped keypress. Says "<item>, no actions". The prologue inventory is empty, so the live path is unverified; the testbed instead builds an itemMenu from a synthetic item and asserts the two upvalue names still resolve. That is the version-bump canary for this descriptor, not proof of the wording. 38 checks, 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -144,6 +144,35 @@ than one. The page text also goes into the message history, so `[` and `]` will
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walk back through it and `\` re-reads a line — useful for a long lore entry you
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want to take in a piece at a time.
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### The inventory (`i`)
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Moving the cursor reads the item under it, or `empty`, plus the slot number:
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`a torch, slot 3`. `q` / `e` change tab, and the tab name is spoken when it
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changes. An item you are currently wearing, wielding or have switched on is read
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as `equipped`.
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Pressing enter (or `z`) on an item opens a small menu of the things you can do
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with *that* item right now — the list is different for every item, and changes
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with its state. It is read as, for example:
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```
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a torch, actions, Switch on, 1 of 2
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```
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Up and Down move through the actions, enter performs the selected one, and any
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other key closes the menu without doing anything. After the action runs you hear
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the item again, so `Switch on` is followed by `a torch, equipped, slot 3` — that
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is your confirmation it worked.
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Some items have no actions at all (plain crafting reagents, for instance). For
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those, enter does nothing whatsoever in the base game — not even a click — so the
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mod says `a pinch of sulphur, no actions` rather than leaving you wondering
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whether the key registered.
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Common actions include Activate, Wield, Unwield, Wear, Take off, Switch on,
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Switch off, Drink, Eat, Apply, Read, Open, and Prepare for throwing / Pack away.
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**Equipping is done from here** — there is no separate equipment screen.
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### Your character
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| Key | Action |
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