First: Only use “every turn” if you really mean for something to happen every turn. “Every turn” is a rulebook that gets run after (almost) every command; it normally does things like advance time, check for scene progression, and make sure backdrops are in the right place. Normally, custom behavior relating to particular actions should belong in “Instead”, “Check”, “Carry out”, or in extreme cases “Before” or “After”. Each of these has slightly different semantics, and you should refer to chapters 7 and 12 of Writing with Inform to figure out which one you want for a given situation. Although, a lot of the time you can just get away with using “Instead” for practically everything, but this will have negative effects on performance in a big game.
Now, when writing code referring to a particular action, you need to use the internal name of the action. You can find this in the Index. In this case, although the player can type “LOOK AT ME”, the Index will tell you that the actual action is “examining” applying to one (visible?) thing. So to subvert the normal behavior in the special case that the player is trying to examine himself, you can write a rule such as “Instead of examining the player: do crazy stuff.” or “Carry out examining the player: do even crazier stuff.”
However, in this special case, you don’t even have to do that much work! The normal behavior of the examining action is just to print the noun’s description property, which is defined at least minimally by all things. The default description of the yourself object is “As good-looking as ever.”, as provided by the Standard Rules, but you can just countermand that in your own story by writing something like:
The description of yourself is "A huge terrifying insect, with a hard carapace. What has happened to you!?".
See section 3.1 of Writing with Inform. Things can also have an initial appearance, which is what is printed when looking around the room they’re when they’ve never been touched; it gets printed in its own paragraph after the room’s description. The thing’s description is always used for examining though. Any quoted text after defining a room automatically becomes its description, while quoted text after defining a thing is its initial appearance. I’m not sure why this is inconsistent. See section 3.11 for more details.
"An Example in a Cottage" by Paul Zagieboylo
The Pleasant Cottage is a room. "A mostly empty, abandoned cottage."
An ugly armchair is an enterable supporter in the Pleasant Cottage. "A dusty, overstuffed armchair, upholstered with an utterly hideous paisley print sits in the middle of the floor. Really, you have no idea what would possess someone to decorate a piece of furniture this way." It is fixed in place. The description of the armchair is "Yep, it's still hideous. Seriously, what were they thinking?"
A shiny fork is a thing in the Pleasant Cottage. "A glint of light draws your eye to a fork in the corner." The description is "Surprisingly polished and shiny."
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The Pleasant Cottage
A mostly empty, abandoned cottage.
A dusty, overstuffed armchair, upholstered with an utterly hideous paisley print sits in the middle of the floor. Really, you have no idea what would possess someone to decorate a piece of furniture this way.
A glint of light draws your eye to a fork in the corner.
> x armchair
Yep, it's still hideous. Seriously, what were they thinking?
> take fork
Taken.
> x fork
Surprisingly polished and shiny.
> i
You are carrying: a shiny fork.
> drop fork
Dropped.
> look
The Pleasant Cottage
A mostly empty, abandoned cottage.
A dusty, overstuffed armchair, upholstered with an utterly hideous paisley print sits in the middle of the floor. Really, you have no idea what would possess someone to decorate a piece of furniture this way.
You see a shiny fork here.
I hope this resolves your first few problems. Good luck with it!
Edit: Sure, I write a big treatise to try to answer your next two questions in advance, and zarf swoops in with the one-line answer. Guess that’s what I deserve for playing on the forum at work.