/****** This room is made my Mithal, learn and enjoy ***/ #include "path.h" inherit "/std/room"; void setup() { set_short("add_item room #4, many verbs "); set_light(100); set_long( "add_item room #4, many verbs \n" "Sometimes you have two or more identical verbs - or at least " "identical in how you want to treat them. Take our oak tree " "we can cut it, slice it, saw it, etc... Now all of these have " "the same meaning. How do we do this?\n" "A large oak.\nA note.\n"); add_item("note", ({ "long", "It can be read.", "read", "Here is the code for the tree:\n" " add_item(\"large oak tree\", ({\n" " \"long\",\n" " \"It looks like it is very well protected.\"\n" " ({\"cut\",\"slice\",\"saw\",\"destroy\",\"kill\" }),\n" " \"It seems to have no effect.\\n\" }});\n\n" "Pretty obvious hunh? Note that kill probably does not work( I " "say probably cuz things might change) That is beacuse user commands " "have precidence over object actions in rooms. Also be aware that a " "add_action on an item that a person is holding will most likely stop " "your verbs from being used (unless it's coded right:). Soul commands " "do not have precedence, however. So verbs like \"pick\" which would " "normally say \"You pick your nose\" can be trapped appropriately.\n" }) ); add_item("large oak", ({ "long", "It looks like it is very well protected.", ({ "cut", "slice", "saw", "destroy", "kill" }), "It seems to have no effect.\n" }) ); add_exit( "east", PATH +"action_verbs", "path"); add_exit( "west", PATH +"verbs", "path"); add_exit( "start", MAIN, "path" ); add_exit( "exit", LEARNING +"search", "path" ); }