Would any of the admins/coders be able to tell me where you got a verb list from?
Would any of the admins/coders be able to tell me where you got a verb list from?
If I were to solve this problem I would not use a list, I'd make it rule based for the outliers, because the list of rules is going to be MUCH smaller than the list of words the rules applies to.
For instance, the plural of "man" is "men". This is true when the word is "man" or "woman". So the rule would look like "(m)an$" and the substitution would be "$1en" and I'd just keep adding to the list of rules to cover places where 'adding s' doesn't work, and let everything else get s tacked onto the end.
Rooms, characters, items, YOURSELF ("examine me"), vehicles, inside and outside.
There's also "help full-index".
This is a learn-by-doing game so there are always going to be things you don't know how to do until your character is in position to discover it for themselves.
But, new players are going to find this post while looking for documentation about the game.
Overall, I agree with ShinMojo, you'll want a couple of rules which will work for most verbs which are "regular", and you'll want to maintain a reasonably small list of "irregular" verbs.
To-be and to-have, for example. The only way to create programmed results for irregular verbs is to include the results in the programming, since "irregular" MEANS that they don't follow the pattern of other verbs.
I am.
You are.
They are.
He/she/it is.
And that's why .pose doesn't work with it. The current pose code works with two patterns: Regular verbs which already end in S in the first person, and regular verbs which don't end in S in the first person.
I'm not saying it can't do more, with more exceptions and special cases coded in, I'm just saying this is all it DOES do.
If there were ONE enhancement to .pose which I would consider investing time in, it'd be this. It's the only case which is frequent enough and re-useable enough that it's not a VERY special case.
Anything more irregular than this won't get coded into .pose. The workaround is :to emote.