For example, if you have a knife object, and the real purpose for the knife in the game is to give you a tool to free yourself from a net trap later on. However, you want to try some other things with it, since you don't know that its supposed to be used on the net trap yet.
So, we try to use the knife on the couch:
I don't think the home owner would appreciate that.
Okay, how about using the knife on an apple:
You consider dicing up the apple and eating it, but you're not all that hungry and you can probably find better uses for the apple.
What about throwing it at that guy across the street?
Be careful with that, you'll poke somebody's eye out!
Anyway, I'm just curious if anyone knows a spectacular way to design a system that supports multiple responses like this. I imagine people who've worked on Interactive Fiction games have it down to a science, but since IF isn't really very popular here at BYOND, I'm not familiar with any of those techniques.
Oh, and I'm not saying that I can't do it on my own, I'm just looking to see if there's a more refined way of doing it than anything I'd come up with on the spot.
Every atom is basically responsible for it's own response to an object that is used on it. The object being used does not need to know how the atom will react.