Look command: Difference between revisions
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{{Command |
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|rp=No |
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Reshows the room description as well as a basic verb used to describe the target's appearance in greater detail if any. Can also be used to look in, on, under, and behind objects in a room.<br> |
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|combat=No |
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|magic=No |
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|settings=No |
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|systems=Yes |
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|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. |
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|messaging='''LOOK'''<br /> |
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''You see'': ''(the room description, followed by)'' Obvious exits: north, east.<br /> |
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'''LOOK <person>'''<br /> |
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Options for the '''LOOK''' verb are: '''ALL/FEATURES/WOUNDS/ITEMS'''. Syntax is: '''LOOK DEFAULT''' <option><br> |
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''You see'': You see Nimble Minx Katarella Stormrider, Citizen of Elanthia, an Elothean.<br /> |
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'''LOOK <self>'''<br /> |
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'''LOOK DEFAULT FEATURE''': 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.<br> |
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''You see'': You are Weapon Master Timbits, a Human Barbarian.<br /> |
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'''LOOK <object>'''<br /> |
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'''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.<br> |
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''You see'': It's a sturdy fishing pole made of oak.<br /> |
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''or'': You see nothing unusual.<br /> |
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'''LOOK <IN/ON/UNDER/BEHIND> <object>'''<br /> |
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'''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.<br> |
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''You see'': In the backpack you see a rock, a stick, and a lot of other stuff.<br /> |
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''or'': On the scarred counter you see a stout lockpick.<br /> |
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''or'': There is nothing in there.<br /> |
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''or'': That is closed.<br /> |
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'''LOOK ITEMS'''<br /> |
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'''LOOK PEOPLE''': Will show you all the people in a room. Example: You take a moment to look for everybody in the area and see Person. When you are alone, you see: You look around and notice that you're the only one in the area.<br> |
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''You see'': You take a moment to look for all the items in the area and see a rock.<br /> |
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''or'': You look around and notice that there is nothing here.<br /> |
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'''LOOK PEOPLE'''<br /> |
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'''LOOK ITEM(S)''': Will show you all the items in a room (if there are any). Example: You take a moment to look for all the items in the area and see some braided vines, a ladder to the top of the wall, a red moonbeam, the Sentinel Kureta and a prominent warning sign. When nothing is there, you will see: You look around and notice that there is nothing here.<br> |
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''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 /> |
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''or'': You look around and notice that you're the only one in the area.<br /> |
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'''LOOK JUNK'''<br /> |
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'''LOOK JUNK''': Shows junk items in the room. Example: Junk items in the room: a sky-blue imnera runestone, some sufil sap, a vial of naphtha, a vial of naphtha, and a warhead arrowhead. |
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''You see'': Junk items in the room: a sky-blue imnera runestone.<br /> |
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[[Category:Commands]] |
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''or'': There are no junk items around here.<br /> |
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'''LOOK DEFAULT <option>'''<br /> |
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''You see'': You will now see a player's complete description when you look at them.<br /> |
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}} |
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{{RTOC}} |
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==Syntax== |
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*{{tt|LOOK}} |
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: Redisplays the description of your surroundings, including the obvious exits or paths. |
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*{{tt|LOOK <object/creature/person>}} |
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: Shows what the target looks like. |
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*{{tt|LOOK <self>}} |
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: Shows what you look like to other people. |
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*{{tt|LOOK <person> <option>}} |
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: 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>. |
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*{{tt|LOOK <IN/ON/UNDER/BEHIND> <object>}} |
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: 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. |
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*{{tt|LOOK ITEMS}} |
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: Lists all of the items in the room in a condensed format. |
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*{{tt|LOOK PEOPLE}} |
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: Lists everybody in the room. |
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*{{tt|LOOK JUNK}} |
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: Lists the junk items in the room. |
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*{{tt|LOOK DEFAULT <option>}} |
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: 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>. |
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==Game Helpfile== |
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<pre> |
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Syntax: |
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LOOK |
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Shows you what the surroundings look like |
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LOOK IN <open container> |
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Shows what is in the container |
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LOOK <object/creature/person> |
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Shows you what the target looks like |
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LOOK <self> |
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Shows what you look like to other people |
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LOOK <under/behind> <scenery object> |
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Shows what is behind/ under the object |
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LOOK ITEMS |
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Shows all the items in the room in a condensced format. |
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LOOK PEOPLE |
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Shows all the people in the room. |
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</pre> |
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==Look Defaults== |
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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. |
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*'''LOOK DEFAULT ALL''': You will now see a player's complete description when you look at them. |
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*'''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. |
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*'''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. |
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*'''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. |
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Naming no option at all gives: |
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You must specify what you want the LOOK verb to default to. Options are: ALL/FEATURES/WOUNDS/ITEMS. Syntax is: LOOK DEFAULT <option> |
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==Notes== |
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* Looking at a person or an object is silent. Nobody else is told that you looked. |
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* 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). |
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* 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." |
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* In a room with no light, LOOK gives "It's pitch dark and you can't see a thing!" |
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* 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. |
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* 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}}. |
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* LOOK PEOPLE separates the names with commas and joins the last with "and", with no comma before it. |
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* In LOOK PEOPLE, a character who is not standing has their posture appended in parentheses, as "(sitting)" or "(prone)". |
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* A dead character is listed in LOOK PEOPLE as "the body of <Name> (prone)". |
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* Looking at yourself while unconscious gives "You are not sure, but it looks like the blackness you get when you are unconscious." |
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* An unrecognised target gives "I could not find what you were referring to." |
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==See Also== |
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* {{com|glance}} |
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* {{com|appraise}} |
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* {{com|inventory}} |
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* {{com|peer}} |
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* {{com|survey}} |
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* {{com|read}} |
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* [[Features]] |
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{{RefAl}} |
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Latest revision as of 19:53, 17 September 2026
| 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> LOOK <self> LOOK <object> LOOK <IN/ON/UNDER/BEHIND> <object> LOOK ITEMS LOOK PEOPLE LOOK JUNK LOOK DEFAULT <option> |
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