I am also working on a command that will allow you to export something as a .verbose file which will enable script creation from already established data.
This will likely make it into v1.1.55.3.
It will determine the X ('what' it is you are exporting) and reverse engineer the data held about X.
It will then generate a .verbose script file for X.
This will be available for use with characters, objects, rooms, and even maps (if you wish).
The output will be a list of the descriptive equivalents of the data, e.g.
"0|0|0|OBJ-NOTE-OBJ":"NOTE","0|0|0|OBJ-NOTE-NAME":"Tattered Note","0|0|0|OBJ-NOTE-DESC":"The note is torn, tattered and soiled.","0|0|0|OBJ-NOTE-ISVISIBLE":"n","0|0|0|OBJ-NOTE-ISUSEABLE":"y","0|0|0|OBJ-NOTE-ISTAKEABLE":"y","0|0|0|OBJ-NOTE-ISREADABLE":"y","0|0|0|OBJ-NOTE-MESSAGE":"It appears to be a poster from some faction. The only words legible; From dust shall we rise. On the back, some one has scrawled DO NOT ENTER THE BUNKER, in what appears to be BLOOD!.","0|0|0|OBJ-NOTE-ID":"NOTE01"
Will be converted to the following:
build note;note.name is Tattered Note;
note.description is The note is torn, tattered and soiled.;
note is hidden;
note is usable;
note is takeable;
note is readable;
nb: the "id" and "message" data dont currently have a descriptive equivalent.
