"Jump" is supported by default in Adrift, but as it produces a silly message that has never fit in a single game I've written with it (something like “wheee-boing!”), I've always override it. Generally I'll just do a "jump*" task which will cover every command the player types which starts with "jump" - usually something like "You jump up and down for a bit”. Or if you wanted a more specific one, “jump %theobject%” could produce “You’ve no need to go jumping over %theobject%”.
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In other words, If you want to support "jump" as a general verb, do you code a "jump" rule giving the nouns that are recognized for that object?
You don't have rules in Adrift. At least not of the kind I think you're getting it. Every command is either built into the system (i.e. directional commands, things like get, drop, inventory, look, etc) or created via a custom task or, sometimes, interaction with an object. There are generally several different ways of doing most things. If, say, you wanted a door, you could either create an object and give it locked or unlocked properties (or custom properties if you like), or create a task and use that to determine whether the door is locked or unlocked. It's all down to choice over which you use, although most times tasks give you move control over what you want to do.
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In the paper cut example, would an alternate "cut * finger with paper" be a different rule from "cut * finger using paper", or would it just be written as "cut * finger * paper"?
Personally I'd word it as "cut *finger* *paper*" (with "cut *paper* *finger* on the next line), but some people would have it as "cut {your/a/the/an/my} {small/left/right} finger {with/using/on} {the} paper", which is essentially the same command but a lot longer and more trouble. The first way allows for the player to type pretty much anything that includes the words “cut” and “finger” and “paper” in that order (or “cut” and “paper” and “finger”), whereas the second needs more precise wording. I always go with the first way as while it allows someone to type “cut lots of things with the finger but most of all the paper”, it’s easier to use and covers the bases far better than the other way.
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What about cutting other things with the paper? Would there be a similar rule set up for other things? Is this done globally, or as an aspect of the "paper" object? Would "finger" be a real object in the game, or just a keyword?
You could have "cut %theobject% *paper*" with a restriction that the referenced object must be visible to the player, and then either say "You can't cut %theobject%" or maybe "You cut %theobject%. It is destroyed." and then move the referenced object to room hidden (i.e. effectively remove it from the game).