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Movement

Every move (through an exit, by @teleport, by entering or leaving an object, or by going home) triggers the same attributes in the same order.

  • movement order: the eight steps of a move, and what each attribute receives
  • movement exceptions: objects that cannot hear, DARK wizards, silent moves, and the look
  1. @oxmove on the moving object, shown in the room it is leaving. %0 is the destination, %1 the room being left.
  2. @leave / @oleave / @aleave on the room or object being left. %0 is the destination. Without an @oleave, onlookers see “<Name> has left.”
  3. @zleave / @ozleave / @azleave on the zone being left, only when the move changes zones.
  4. @oxleave on the object being left, shown to everyone where the mover arrives. Only for non-room containers.
  5. @oxenter on the object being entered, shown to everyone where the mover came from. Only for non-room containers.
  6. @zenter / @ozenter / @azenter on the zone being entered, only when the move changes zones.
  7. @enter / @oenter / @aenter on the room or object being entered. %0 is the room left. Without an @oenter, onlookers see “<Name> has arrived.”
  8. @move / @omove / @amove on the moving object itself. %0 is the destination, %1 the room left.

An object that cannot hear (one that is not a connected player, not a PUPPET, has no @listen, and is not AUDIBLE with a @forwardlist) triggers only the action attributes (@aleave, @azleave, @azenter, @aenter), never the messages. A DARK wizard triggers no @o-messages at all.

A silent move (@teleport/silent) suppresses only the @move/@omove/@amove attributes, and for @teleport also the @tport family. It does not suppress the enter and leave attributes.

After every move, the object looks at where it arrived. This look always happens, including on a silent move; a TERSE player sees the room’s name and contents but not its description.

::: seealso