I like the idea, and this is something we want.
And yes, it is very much lie @Jett’s suggestion with [Feature] Actions .
While I was writing this reply, explaining how I wanted to do it with scripts, I started to realize that maybe you are right; maybe we should ALSO have actions/interactions, for simpler things. And LATER add scripts?
I was worried interactions/actions would become a feature soon to be deprecated once we get scripts, but it may actually be something needed for simpler interactions which may exist despite the existence of scripts.
Anyway.
What they would have in common with my script thoughts is that “interactions” should in that case be able to register custom commands, rather than having to be prefixed with use.
Custom Command
A custom command would be exactly that; a command - similar to all of our other commands, like go, say , etc. So, instead of a specific use command, you can register any pattern. E.g.:
turn on jukebox
push button
shuffle cards
I want to use these for scripts as well; and in that case you would be able to register them on different levels:
- objects (when we have objects)
- rooms
- areas
- realm
In case of conflict, a higher level (such as realm-level commands) have priority over lower level commands (such as room-level commands).
Built-in commands (like go) will have highest priority, and will never be overridden.
For interactions, this would be simple room-level commands, but the idea is to also support future scripting ideas that @Farcaller brought up in his post about Simple scripting implementation idea. His use-case would be realm-level commands for things like bankers.
I still need to work on how to define these commands, but in the end I want them to feel native, with tab-completion, color coding, and built in help.
Let me poke a little more with these thoughts.
Maybe I can make a simple Proof-of-concept with the custom commands, and showcase it.