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close
Purpose: close an open door or item within your reach.
Synonyms: c
| SYNTAX |
EXAMPLES |
| 1. close <thing to close> |
1. close box |
| 2. close <thing>.<specifier> |
2. close door east |
| 3. close <specifier>.<thing> |
3. close blue door |
| 4. close <n>.<thing> |
4. close 2.box |
USE:
- Use form one when there's no possible ambiguity. In the example, there's only one box in the current room, or in your inventory.
- Use form two or three when more information is needed to interpret the command - that is, there's more than one possible item by the same name to which the command could be applied. In the example, there's a door to the North, a door to the East, etc.
- Use form two or three when more information is needed to interpret the command - that is, there's more than one possible item by the same name to which the command could be applied. In the example, there's a door to the North, a door to the East, etc.
- Use form four when there are many instances of <thing> within your reach, and you want to close one of them in particular.
Note that, as is typically true of most TriadCity commands, Close searches for <thing>
in a specific order, starting with the room you're in, then your worn or wielded equipment, then your inventory.
So, if there's a box in the room, and a box in your inventory, the command "close box" will close
the one in the room, not your inventory. You'd need to use "close 2.box" for the latter.
There are many conditions which could prevent you from being able to open or
close a particular item. You may be too weak, or paralyzed, or blinded and unable to find the item.
The Game channel will inform you of the outcome of your command.
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"In 1455, Gutenberg invented the printing press -- but not the book as we know it. Books printed before 1501 are called incunabula; the word is derived from the Latin for swaddling clothes and is used to indicate that these books are the work of a technology still in its infancy. It took fifty years of experimentation and more to establish such conventions as legible typefaces and proof sheet corrections; page numbering and paragraphing; and title pages, prefaces, and chapter divisions, which together made the published book a coherent means of communication. The garish videogames and tangled Web sites of the current digital environment are part of a similar period of technical evolution, part of a similar struggle for the conventions of coherent communication.
Now, in the incunabular days of the narrative computer, we can see how twentieth-century novels, films and plays have been steadily pushing against the boundaries of linear storytelling." -- Janet H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace (info)
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