Inventory and use
Inventory actions move portable items between the room, your character, and reachable containers. Use actions operate on reachable items and mechanisms, sometimes with an item from your inventory as the tool.
Take, drop, and put
Pick up portable items from the current room, an open reachable inanimate container, or a dead body:
!take a scrap of paper
!get three berries
!pick up brass key
Drop an item from your inventory into the current room:
!drop a scrap of paper
Put an inventory item into a reachable open container:
!put a scrap of paper in an oak chest
Inventory rules:
- non-portable items cannot be picked up;
- closed containers do not allow removal or adding;
takenever reaches into a living character's inventory, even when the character is visibly holding the item;- an item must be in your inventory before you can drop or put it;
- name matching is case-insensitive and supports prefixes when the client resolves names.
Reaching into another character's inventory is a different physical and policy-sensitive action. Worlds that enable the appropriate mechanic expose a separate pickpocket verb; they do not change the meaning of ordinary take.
Hold, wear, and remove
Hold tools and wear clothing from your inventory when an item supports it:
!hold garden hoe
!unhold garden hoe
!wear straw hat
!remove straw hat
Holding and wearing are state changes on your character. They can matter to mechanics that check equipped tools, clothing, armor, or other carried gear.
Use objects
Use reachable mechanisms and objects:
!use burrow door with brass key
!use burrow door
The first command can unlock a matching lock. The second can open or close the door. For item-driven use, the item is the thing being used; the target is who or what it is used on:
!use first-aid kit
!use first-aid kit on Juniper
When an item use has no target, it usually means using the item on yourself, or using a world item that does not need a separate target. If the phrasing would be ambiguous, prefer with for a tool:
!use locked crate with brass key
You can also address common affordances explicitly:
!unlock burrow door with brass key
!open burrow door
!close burrow door
!lock burrow door with brass key
Write and read marks
Write on reachable writable objects:
!write Meet at dawn on blank sign
Writing changes the physical object, unlike private notes. Significant writing also creates a physical mark, creator signature, and shared world history, so later prompts can cite who marked an object after a save and reload. Inspecting the object still shows the readable text.
Containers
Containers are world objects that can hold other items. Look or inspect first to find out whether a container is reachable, open, closed, locked, or empty:
!inspect oak chest
!open oak chest
!take brass key from oak chest
!put brass key in oak chest
!close oak chest
You can only remove from or add to containers your character can reach. Closed containers usually need to be opened before inventory can move through them, and locked containers need the right key or another package-specific way to unlock them. Container contents are still server-side state: a client may offer a convenient target picker, but the command must pass normal reachability and lock/open checks.
Rest, wait, and talk
Sleep changes your character's state until they wake:
!sleep
!wake
Wait yields a turn:
!wait
Speak to everyone awake and active in the room:
!say Hello, burrow.
Talk directly to one present character: