Example: * Rules of Attraction Location: Printing room description details of something RecipeLocation: Electricity and Magnetism Index: Magnet which picks up nearby metal objects Description: A magnet which picks up nearby metal objects, and describes itself appropriately in room descriptions and inventory listings, but otherwise goes by its ordinary name. For: Z-Machine Often we have some salient features of an object that we want to make sure the player notices whenever looking at the item in a room or in inventory. At other times, we may prefer to allow the name of the item to be printed bare. So for instance: {*}"Rules of Attraction" A metal form is a kind of thing. A magnet is a kind of metal form. Every turn: repeat with item running through nonmagnetic metal forms which are not part of something: if item is in a container which contains a magnet (called attractor): say "[The item] sticks to [the attractor]."; now the item is part of the attractor. The horseshoe magnet is a magnet carried by the player. The nail is a metal form carried by the player. The Barn is a room. In the Barn is a bucket. In the bucket is a metal form called the iron hook. Definition: a thing is nonmagnetic if it is not a magnet. Rule for printing room description details of a magnet (called attractor): if something is part of the attractor, say " (stuck to which [is-are the list of things which are part of the attractor])". After printing the name of a magnet (called attractor) while taking inventory: if something is part of the attractor, say " (stuck to which [is-are the list of things which are part of the attractor])". Before taking a touchable thing which is part of a magnet (called attractor): move the noun to the holder of the attractor. Test me with "i / put horseshoe in bucket / look / get horseshoe / i / drop horseshoe / i / look / get all / put all in bucket / i / x magnet / get nail / i".