We’d been using exits that point to the same exact room for a while now, how about we formalize them as a thingy?
Here’s what I suggest.
Just like you can create an exit, you can create an interaction. Interactions have all the same exact properties as exits, sans the arrival message. To facilitate with less characters, both leave and travel messages for interactions should allow double the amount of characters (I know at least one place that hit the limit).
Interactions can be used by clicking on them (in a separate interactions panel similar to exits) or by using go
. Functionally they would be exactly as the exits with the target room being the same as the origin one. It’s just that there would be no double mesages as there’s no arrival message.
To make it a bit nicer, I also suggest the following two things.
The use
command as an alias to go
. We want to support the legacy exits but nudge people to use the new system.
The $name
in the leave mesage will be expanded to character’s name. If there are several places it’s used in the leave message, all if them will be expanded. If there are none, the usual formatting with having the name prefixed to the message will be used. This slows to be more expressive for the inreactor but keeps things easy for the others as the travel message still uses the standard formatting.