/****** This room is made my Mithal, learn and enjoy ***/
#include "defs.h"
inherit ROOM_OBJ;
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", __DIR__+"action_verbs", "path");
add_exit( "west", __DIR__+"verbs", "path");
add_exit( "start", MAIN, "path" );
add_exit( "exit", LEARNING +"search", "path" );
}