Thanks for all the help guys! I think I’m going to go with something like this (unless an easier way to achieve the same effect can be found):
[code]
A person has some text called the prompt. The prompt of a person is usually “>”.
A thing is either playable or unplayable. A thing is usually unplayable.
Check being something: if the noun is unplayable, say “How often have you dreamed of being [the noun], but alas it cannot be.” instead.
Check being something: if the noun is the player, say “You are already yourself. It’s part of being you!” instead.
Carry out being: if the noun is a person begin; now the player is the noun; now the command prompt is the prompt of the noun; say “[conditional paragraph break]”; try looking; say “You are now the [printed name of the noun].”; end if.
Carry out being: if the noun is not a person, say “[conditional paragraph break][bold type][printed name of location of noun][roman type][line break][description of location of noun][paragraph break]You can see [list of anything in location of noun][paragraph break]You are now [the noun]. Unfortunately, being an inanimate object, all you can do is sit here. Inanimate.[paragraph break][The noun]: Be [printed name of player][paragraph break]==>[paragraph break]”.[/code]
Note that I explicitly kept “A thing is either playable or unplayable.” instead of making it a person. This is so I can choose to make certain non-person things ‘playable’. The reason for this is entirely frivolous, except that it could be used as a way of remote viewing a situation. The story will be laid out in such a way to encourage the player to attempt Being certain inanimate objects.
Here is what it looks like in-game:
I know the audience this game is being made for will definitely try commands like that, so it is not wasted time to implement such a response. Foremost this game is a practice run to get a hang of the language, but it is also a fangame of sorts so I’m implementing custom commands I know other fans would want to see.