Right, if there were a specific thing I was referring to listen to. In this case, I am not. I’m trying to use “Listen” to listen to everything within the room. “Smell” and “Look” both behave can behave this way as default, but “listen” doesn’t seem to.
For this story, I only need for listen to return 1 strand of text per room, with a variable of if the player has the space suit on or not.
The action is called ‘listening to’ whether it takes a noun or not. Smelling also works this way (it’s just called ‘smelling’ rather than ‘smelling to’, because you don’t listen music or smell to flowers).
Instead of listening to in the Echo Chamber: say "[if the player wears the space suit]All you hear are space-suity beepings.[otherwise]You hear all kinds of stuff.[end if]["
Technically I think that listening to always takes a noun – when you type “listen” you wind up listening to the room you’re in, by default. (Turn actions listing on and try listening to see what I mean.) Smelling is the same.
Instead of smelling when the player is wearing the spacesuit, say "Wearing the space suit, you can smell nothing.".
Instead of listening to the Lunar Module when the player is wearing the spacesuit, say "Wearing the space suit, you can hear nothing but the gases passing through your suit that allow you to breathe.".
It is kind of weird, but does make sense that you have to listen to the “room” itself. Good work on confirming this as a documentation bug and submitting it, Zarf. I was indeed trying to do this straight from documentation.
I tried “Instead of listening to something” as well, but the compiler didn’t like that.