knock
Synonyms: none
SYNTAX | EXAMPLES |
---|---|
1. knock <thing> | 1. knock door |
2. knock <thing>.<specifier> | 2. knock door east |
3. knock <specifier>.<thing> | 3. knock blue door |
4. knock <n>.<thing> | 4. knock 2.door |
USE:
- Use form one when there's no possible ambiguity. In the example, there's only one door in the current room.
- 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> present, and you want to knock on one of them in particular.
As with most TriadCity commands, you can Knock on people as well as things. Which doesn't mean they'll enjoy it.
Note that if you Knock on a door or other Exit, the Room on the far side (if there is one) will also be informed. The impact on any characters inside that destination Room will be the same as if someone were Knocking in their Room too.
Movement commands:
Player Command Reference home
Complete Player Command Reference