I've no idea how you'd do this in the GUI~Editor, but here's how you can do it in code:
for 'whatever' Object's 'whatever' Verb's script, just add this line, exactly as seen:
invoke (this.description)
or
invoke (this.look)
use whatever one (aka: 'look' or 'description' ) you want (and of course you set~wrote~scripted in your text~content for it to work)
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a Verb in code for an Object, looks like this:
the 'fight' tag ' <fight type="script">(scripts)</fight> ' is my 'orc_1' Object's Verb
(well, 'look' is also a verb too, or is it a command, meh)
(also, 'look' or is it 'lookat' ???, meh, is a default verb, for the GUI~Editor: so you just need to set it up as it exists already, you don't need to create~add it in, but if doing this in code, you'll have to write~code in your 'look~lookat' script ~ command ~ whatever it is, lol)
the ' <displayverbs type="listextend">(the new+extra verbs you want to add as buttons and hyperlinks of~for~on the 'orc_1' Object during game play, along with the default verbs such as 'drop' and etc)</displayverbs> ' does what I just explain it does.
if done in code, you got to write~code in the ' <verb></verb> ' Element blocks and also write~code in the ' <displayverbs></displayverbs> ', but if done in the GUI~Editor, it does these two things for you automatically, when you create (add) the verb of an object.
<object name="orc_1">
<inherit name="editor_object" />
<alias>orc</alias>
<fight type="script">
invoke (this.look)
</fight>
<look type="script">
msg ("Orcs are big, green, and mean.")
</look>
<displayverbs type="listextend">fight</displayverbs>
</object>
<verb name="fight">
<property>fight</property>
<pattern>fight</pattern>
<defaultexpression>You can't fight this thing.</defaultexpression>
</verb>
<verb name="look">
<property>look</property>
<pattern>look</pattern>
<defaultexpression>You can't look at this thing.</defaultexpression>
</verb>
if your object is a room, and you're using your 'portable lantern' Object's 'open~turn on' Verb: then use this line instead:
invoke (name_of_your_portable_lantern.description)
(and obviously write in your description for that room too)
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'this' is a special word~command~whatever it is technically (I forgot what Jay explained it as actually being, lol), that will use~get~become the Object that holds that script~verb, so if you're referencing a script for another object, then you can't use 'this', you'll have to write in that other Object's Name.