Look command: Difference between revisions

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{{Command
|rp=No
|combat=No
|magic=No
|settings=No
|systems=Yes
|description=Redisplays the room description, or describes a target in greater detail. Also lists the people, items and junk in a room, and looks in, on, under and behind objects.
|messaging='''LOOK'''<br />
''You see'': ''(the room description, followed by)'' Obvious exits: north, east.<br />


'''LOOK <person>'''<br />
[[Category:Commands]]
''You see'': You see Nimble Minx Katarella Stormrider, Citizen of Elanthia, an Elothean.<br />

'''LOOK <self>'''<br />
''You see'': You are Weapon Master Timbits, a Human Barbarian.<br />

'''LOOK <object>'''<br />
''You see'': It's a sturdy fishing pole made of oak.<br />
''or'': You see nothing unusual.<br />

'''LOOK <IN/ON/UNDER/BEHIND> <object>'''<br />
''You see'': In the backpack you see a rock, a stick, and a lot of other stuff.<br />
''or'': On the scarred counter you see a stout lockpick.<br />
''or'': There is nothing in there.<br />
''or'': That is closed.<br />

'''LOOK ITEMS'''<br />
''You see'': You take a moment to look for all the items in the area and see a rock.<br />
''or'': You look around and notice that there is nothing here.<br />

'''LOOK PEOPLE'''<br />
''You see'': You take a moment to look for everybody in the area and see Kruarnode, the body of Etii (prone), Geborrin (sitting) and Ssylver.<br />
''or'': You look around and notice that you're the only one in the area.<br />

'''LOOK JUNK'''<br />
''You see'': Junk items in the room: a sky-blue imnera runestone.<br />
''or'': There are no junk items around here.<br />

'''LOOK DEFAULT <option>'''<br />
''You see'': You will now see a player's complete description when you look at them.<br />
}}
{{RTOC}}
==Syntax==
*{{tt|LOOK}}
: Redisplays the description of your surroundings, including the obvious exits or paths.
*{{tt|LOOK <object/creature/person>}}
: Shows what the target looks like.
*{{tt|LOOK <self>}}
: Shows what you look like to other people.
*{{tt|LOOK <person> <option>}}
: Shows one part of a person's description, overriding your {{tt|LOOK DEFAULT}} setting for this look only. Options are <tt>ALL</tt>, <tt>FEATURES</tt>, <tt>WOUNDS</tt> and <tt>ITEMS</tt>.
*{{tt|LOOK <IN/ON/UNDER/BEHIND> <object>}}
: Shows what is inside, on top of, underneath or behind the object. Works on containers you are carrying, on furniture, and on the scenery described in a room.
*{{tt|LOOK ITEMS}}
: Lists all of the items in the room in a condensed format.
*{{tt|LOOK PEOPLE}}
: Lists everybody in the room.
*{{tt|LOOK JUNK}}
: Lists the junk items in the room.
*{{tt|LOOK DEFAULT <option>}}
: Sets which part of a player's description you see by default when you look at them. Options are <tt>ALL</tt>, <tt>FEATURES</tt>, <tt>WOUNDS</tt> and <tt>ITEMS</tt>.

==Game Helpfile==
<pre>
Syntax:
LOOK
Shows you what the surroundings look like

LOOK IN <open container>
Shows what is in the container

LOOK <object/creature/person>
Shows you what the target looks like

LOOK <self>
Shows what you look like to other people

LOOK <under/behind> <scenery object>
Shows what is behind/ under the object

LOOK ITEMS
Shows all the items in the room in a condensced format.

LOOK PEOPLE
Shows all the people in the room.
</pre>

==Look Defaults==
LOOK DEFAULT controls how much of a player's description you see when you look at them. The setting persists, and can be overridden for a single look by naming the option after the target, as in LOOK JOHN WOUNDS.

*'''LOOK DEFAULT ALL''': You will now see a player's complete description when you look at them.
*'''LOOK DEFAULT FEATURES''': You will now default to seeing only a player's features when you look at them. You can override this by providing an option when you look at someone. EX: LOOK JOHN WOUNDS.
*'''LOOK DEFAULT WOUNDS''': You will now default to seeing only a player's wounds when you look at them. You can override this by providing an option when you look at someone. EX: LOOK JOHN ITEMS.
*'''LOOK DEFAULT ITEMS''': You will now default to seeing only a player's items when you look at them. You can override this by providing an option when you look at someone. EX: LOOK JOHN ALL.

Naming no option at all gives:
You must specify what you want the LOOK verb to default to. Options are: ALL/FEATURES/WOUNDS/ITEMS. Syntax is: LOOK DEFAULT <option>

==Notes==
* Looking at a person or an object is silent. Nobody else is told that you looked.
* All four of IN, ON, UNDER and BEHIND work on room scenery, not just on containers. Some rooms hide a stash spot this way, so a nook that a plain LOOK does not mention may still hold something. A closed container has to be opened first, and an object with nothing to find gives "There is nothing in there." (or on, under, behind, to match).
* Items lying at someone's feet are listed at the end of their description, as "Lying at your feet is a matte indurium sphere." or "Lying at Kaeth's feet is a matte indurium sphere."
* In a room with no light, LOOK gives "It's pitch dark and you can't see a thing!"
* Anything dropped in a room is always listed by LOOK ITEMS. Scenery and fixtures you can interact with are often listed as well, but not reliably, so LOOK ITEMS is not a complete inventory of what a room offers.
* If an object has writing on it, LOOK reports "There appears to be something written on it." and the text itself is shown with {{com|read}}.
* LOOK PEOPLE separates the names with commas and joins the last with "and", with no comma before it.
* In LOOK PEOPLE, a character who is not standing has their posture appended in parentheses, as "(sitting)" or "(prone)".
* A dead character is listed in LOOK PEOPLE as "the body of <Name> (prone)".
* Looking at yourself while unconscious gives "You are not sure, but it looks like the blackness you get when you are unconscious."
* An unrecognised target gives "I could not find what you were referring to."

==See Also==
* {{com|glance}}
* {{com|appraise}}
* {{com|inventory}}
* {{com|peer}}
* {{com|survey}}
* {{com|read}}
* [[Features]]

{{RefAl}}

Latest revision as of 19:53, 17 September 2026

Look
Redisplays the room description, or describes a target in greater detail. Also lists the people, items and junk in a room, and looks in, on, under and behind objects.
LOOK

You see: (the room description, followed by) Obvious exits: north, east.

LOOK <person>
You see: You see Nimble Minx Katarella Stormrider, Citizen of Elanthia, an Elothean.

LOOK <self>
You see: You are Weapon Master Timbits, a Human Barbarian.

LOOK <object>
You see: It's a sturdy fishing pole made of oak.
or: You see nothing unusual.

LOOK <IN/ON/UNDER/BEHIND> <object>
You see: In the backpack you see a rock, a stick, and a lot of other stuff.
or: On the scarred counter you see a stout lockpick.
or: There is nothing in there.
or: That is closed.

LOOK ITEMS
You see: You take a moment to look for all the items in the area and see a rock.
or: You look around and notice that there is nothing here.

LOOK PEOPLE
You see: You take a moment to look for everybody in the area and see Kruarnode, the body of Etii (prone), Geborrin (sitting) and Ssylver.
or: You look around and notice that you're the only one in the area.

LOOK JUNK
You see: Junk items in the room: a sky-blue imnera runestone.
or: There are no junk items around here.

LOOK DEFAULT <option>
You see: You will now see a player's complete description when you look at them.


Syntax

  • LOOK
Redisplays the description of your surroundings, including the obvious exits or paths.
  • LOOK <OBJECT/CREATURE/PERSON>
Shows what the target looks like.
  • LOOK <SELF>
Shows what you look like to other people.
  • LOOK <PERSON> <OPTION>
Shows one part of a person's description, overriding your LOOK DEFAULT setting for this look only. Options are ALL, FEATURES, WOUNDS and ITEMS.
  • LOOK <IN/ON/UNDER/BEHIND> <OBJECT>
Shows what is inside, on top of, underneath or behind the object. Works on containers you are carrying, on furniture, and on the scenery described in a room.
  • LOOK ITEMS
Lists all of the items in the room in a condensed format.
  • LOOK PEOPLE
Lists everybody in the room.
  • LOOK JUNK
Lists the junk items in the room.
  • LOOK DEFAULT <OPTION>
Sets which part of a player's description you see by default when you look at them. Options are ALL, FEATURES, WOUNDS and ITEMS.

Game Helpfile

Syntax:
LOOK
  Shows you what the surroundings look like

LOOK IN <open container>
  Shows what is in the container

LOOK <object/creature/person>
  Shows you what the target looks like

LOOK <self>
  Shows what you look like to other people

LOOK <under/behind> <scenery object>
  Shows what is behind/ under the object

LOOK ITEMS
  Shows all the items in the room in a condensced format.

LOOK PEOPLE
  Shows all the people in the room.

Look Defaults

LOOK DEFAULT controls how much of a player's description you see when you look at them. The setting persists, and can be overridden for a single look by naming the option after the target, as in LOOK JOHN WOUNDS.

  • LOOK DEFAULT ALL: You will now see a player's complete description when you look at them.
  • LOOK DEFAULT FEATURES: You will now default to seeing only a player's features when you look at them. You can override this by providing an option when you look at someone. EX: LOOK JOHN WOUNDS.
  • LOOK DEFAULT WOUNDS: You will now default to seeing only a player's wounds when you look at them. You can override this by providing an option when you look at someone. EX: LOOK JOHN ITEMS.
  • LOOK DEFAULT ITEMS: You will now default to seeing only a player's items when you look at them. You can override this by providing an option when you look at someone. EX: LOOK JOHN ALL.

Naming no option at all gives:

You must specify what you want the LOOK verb to default to.  Options are:  ALL/FEATURES/WOUNDS/ITEMS.  Syntax is:  LOOK DEFAULT <option>

Notes

  • Looking at a person or an object is silent. Nobody else is told that you looked.
  • All four of IN, ON, UNDER and BEHIND work on room scenery, not just on containers. Some rooms hide a stash spot this way, so a nook that a plain LOOK does not mention may still hold something. A closed container has to be opened first, and an object with nothing to find gives "There is nothing in there." (or on, under, behind, to match).
  • Items lying at someone's feet are listed at the end of their description, as "Lying at your feet is a matte indurium sphere." or "Lying at Kaeth's feet is a matte indurium sphere."
  • In a room with no light, LOOK gives "It's pitch dark and you can't see a thing!"
  • Anything dropped in a room is always listed by LOOK ITEMS. Scenery and fixtures you can interact with are often listed as well, but not reliably, so LOOK ITEMS is not a complete inventory of what a room offers.
  • If an object has writing on it, LOOK reports "There appears to be something written on it." and the text itself is shown with READ.
  • LOOK PEOPLE separates the names with commas and joins the last with "and", with no comma before it.
  • In LOOK PEOPLE, a character who is not standing has their posture appended in parentheses, as "(sitting)" or "(prone)".
  • A dead character is listed in LOOK PEOPLE as "the body of <Name> (prone)".
  • Looking at yourself while unconscious gives "You are not sure, but it looks like the blackness you get when you are unconscious."
  • An unrecognised target gives "I could not find what you were referring to."

See Also


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