Rooms with the Foundation I Mudlib are built to maximize functionality with an easy learning curve for new wizzes. This is mostly done through the overloading of room functions so that the same function can be used to have functions called as can be used to set values. For example: set_search("table", (: "search_table :)); Can be used to have the function search_table() in the room object called whenever a player searches the table. Similarly, set_search("table", "You find only dust upon the table."); Can be used to print a string whenever the player searches the table. You therefore have the dual functionality of having simple string values or creating functions to be called, yet from the point of view of the newbie creator, they only have to remember one function for handling searching. This sort of behaviour can be found throughout the mudlib, but is most complete in the room objects. For detailed information on what is involved in room coding and what features exist, see the documentation on room building. Output from rooms is based upong output content and sensory type. Room descriptions are divided up into the following parts: Verbose description scents sounds exits living objects inanimate objects This output is physically separated on the screen by spacing. For those with terminal types using the mudlib's supported set of colour codes, this information is also coloured so that the data can be sorted easily by the mind.