SmartMonsters

touch

Purpose: touch an individual or thing.
Synonyms: none

SYNTAX EXAMPLES
1. touch <thing> 1. touch statue
2. touch <thing>.<specifier> 2. touch statue small
3. touch <specifier>.<thing> 3. touch small statue
4. touch <n>.<thing> 4. touch 2.statue

USE:

  1. Use form one when there's no possible ambiguity. In the example, there's only one statue in the current room.
  2. 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 small statue, a large statue, etc.
  3. 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 small statue, a large statue, etc.
  4. Use form four when there are many instances of <thing> present, and you want to touch one of them in particular.

As is true of most TriadCity commands, Touch 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 statue in the room, and a statue in your inventory, the command "touch statue" will cause you to touch the one in the room, not your inventory. You'd need to use "touch 2.statue" for the latter.

Not every item is necessarily something you can touch. And, there are many conditions which could prevent you from touching a particular thing. The are skills which will improve your ability to touch things. As with all commands, the Game Channel will record the outcome of your action.

Common sense is called for when touching things. Leaning over to touch another player might cause offense. Touching the booby trap might get you killed.

 
 

Complete command reference:

Player Command Reference home
Complete Player Command Reference
Players' Guide TOC

 
 
© 2013 SmartMonsters, Inc. All Rights are Reserved.


"... postmodernist fiction also reflects the disruption of [the] landscape by twentieth-century war. War in our century has forced us to rethink the received categories of space, conceptual as well as geographical space; it has taught us to think in terms of zone. The lexicon of war is one of the sources of the term "zone," and certainly the postmodernists have borrowed many of the characteristics of their zone from the zones of military discourse - the war zone, the occupied zone, the demilitarized zone."
--Brian McHale,
Postmodernist Fiction (info)

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