Implicit Actions
version 12 by Eric Eve
Documentation
- Chapter: The Basics - A Set of Implicit Actions
- Section: Introduction - Using Impicit Actions
- Section: What's New in Version 10
- Section: What's New in Version 11
- Section: What's New in Version 12
- Section: Common Cases of Implicit Action
- Section: Chains of Actions
- Section: Success and Failure
- Section: Changing the Implicit Action Reporting Style.
- Section: Overriding or Preventing Implicit Actions
- Chapter: Locks, Keys and Doors
- Section: Using Implicit Actions Can with Locksmith
- Section: Remembering Keys
- Section: Locking and Unlocking Without Keys
- Section: Keys and Passkeys
- Section: Keyrings
- Chapter: Defining New Implicit Actions
- Chapter: Limitations and Cautions
- Section: Player Actions Only
- Section: Overflowing the Text Buffer
- Section: Debugging Commands (Such as RULES)
- Section: Redirecting Actions - Instead vs Before
- Example: *** Poison Trap - Preventing implicit actions in specific cases
Chapter: The Basics - A Set of Implicit Actions
Section: Introduction - Using Impicit Actions
The documentation of this extension may look quite long, but that's because it has quite a few features to explain, not because it's hard to use if we just want to use its functionality "out of the box". To do that, we just need the line:
Include Implicit Actions by Eric Eve
At the start of our code, and we'll get all (or most) of the benefits of this extension without further ado. The rest of this documentation explains what those benefits are how we can extend them.