GO
Moves the Actor through an exit to an adjacent area. Exits connect the rooms, corridors, and open spaces that make up the world.
Syntax
Section titled “Syntax”/go <direction>/go <door>Arguments
Section titled “Arguments”| Argument | Required | Description |
|---|---|---|
direction | Yes | A cardinal or intercardinal direction |
door | Yes | A door’s local ID (e.g., D1) |
Provide either a direction or a door, not both.
Directions
Section titled “Directions”| Full name | Abbreviation |
|---|---|
north | n |
south | s |
east | e |
west | w |
northeast | ne |
northwest | nw |
southeast | se |
southwest | sw |
Examples
Section titled “Examples”Move north to the next area:
/go northUse the abbreviated form:
/go nPass through a specific door:
/go D1- Available directions and doors are shown when the Actor uses look to view the surroundings.
- Some exits may be gated or locked, preventing passage until a condition is met.
- Moving to a new area triggers an automatic look, showing the destination.
See Also
Section titled “See Also”- look — examine the surroundings to see available exits