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 Post subject: Code Update 03/25/2013 Q&A
PostPosted: Tue Mar 26, 2013 8:22 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Kicking off the Q&A for the code update announcement made here.


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 Post subject: Re: Code Update 03/25/2013 Q&A
PostPosted: Tue Mar 26, 2013 10:44 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Updated help file for emote/pemote (looks better with color):

Code:
[Communication help] emote pemote socials

Syntax: emote <action with optional targets>
        pemote <possessive action with optional targets>

Emote is used to express emotions or actions.  Instead of typing emote, you
may use one of two shortcuts: the comma (,) or @I.  Within the action, you
may target one or more people in the room by prefixing their name or keyword
with the 'at' character (@).  When targeted this way, the viewer of the emote
will see them properly, such as by description instead of name if not greeted.

   Devan types: > emote lifts his finger and @2.butter lands on it.
 The room sees: Devan lifts his finger and a pale yellow butterfly lands on it.
   Devan types: > , smiles at @argyle and @freckled.
   Argyle sees: Devan smiles at you and a freckled female halfling.
   Kailey sees: A slender male elf smiles at a buff male human and you.
 The room sees: A slender male elf smiles at a buff male human and Kailey.

A derivative of emote called pemote allows for posessive emotes.  Instead of
typing pemote, there are two shortcuts: the reverse apostrophe (`) or @my.

   Devan types: > pemote armor clatters noisily as he rises from the bench.
 The room sees: Devan's armor clatters noisily as he rises from the bench.
   Devan types: > @my sword seeks out @argyle's heart.
   Argyle sees: Devan's sword seeks out your heart.
 The room sees: A slender male elf's sword seeks out a buff male human's heart.

@I, @my and @me can be used anywhere in an emote and will be translated to the
correct second and third person forms.  One pit-fall when using @I is that
verbs must be written in the third person, with the exception of the conversion
from 'am -> is' after @I and 'is -> are' (after second person you).

   Devan types: > @i am what @i am and that's all that @i am.
 The room sees: Devan is what he is and that's all that he is.
   Devan types: > @i am wondering what @argyle is doing here.
   Argyle sees: Devan is wondering what you are doing here.
 The room sees: A slender male elf is wondering what Argyle is doing here.

Besides emote, there are several dozen built-in social commands, such as
cackle, hug, and thank. The socials command lists all built-in socials on
Shattered Kingdoms.  They are grouped in the list roughly according to type.

See also: communication interaction socials


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 Post subject: Re: Code Update 03/25/2013 Q&A
PostPosted: Tue Mar 26, 2013 11:36 pm 
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Mortal Philanthropist

Joined: Sun Feb 08, 2004 1:41 pm
Posts: 1085
Location: Hugging a tree
SK Character: Imolth
Excellent! Nothing more to say, something that most of the Pbase has been asking for some time now.


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 Post subject: Re: Code Update 03/25/2013 Q&A
PostPosted: Tue Mar 26, 2013 11:48 pm 
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Mortal

Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
- Enhanced room broadcasting to work with multiple rooms. Is this Imm functionality for running events or are there commands like yell that only work for a few rooms around yourself I dont know about.

I can see only positive thing in this update so all I can say is Nice work.

Hopefully there are no major bugs hiding in the code. One thing Id check up on is the Auto land NPCs will do with no fly death rooms. Example I fly to land death area shoot NPC have someone cast fly on it. It moves into my room then auto lands to its death. Also NPCs that are meant to be flying auto landing after fly spell cast. I am assuming abuse of auto land to death would be a curse able offense so Im not about to test it myself.


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 Post subject: Re: Code Update 03/25/2013 Q&A
PostPosted: Wed Mar 27, 2013 4:19 am 
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Mortal

Joined: Tue Feb 17, 2004 7:20 am
Posts: 471
Location: Gloucestershire, UK
I love the rework to the emote command.

Not really a question or an answer, just @I tuppence worth :)

[edit: Actually, I think that should be @my tuppence worth!]


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 Post subject: Re: Code Update 03/25/2013 Q&A
PostPosted: Wed Mar 27, 2013 4:46 am 
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Immortal

Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
Cordance wrote:
- Enhanced room broadcasting to work with multiple rooms. Is this Imm functionality for running events or are there commands like yell that only work for a few rooms around yourself I dont know about.



For instance, the scripts that made the Amphitheater work during the event are in place. Players can organize and run their own productions, if desired, from all three stage rooms (Left/Right/Center). They will broadcast to the entire seating area and also be visible between each other so that one side of the stage can see what the other is doing.


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 Post subject: Re: Code Update 03/25/2013 Q&A
PostPosted: Wed Mar 27, 2013 5:14 am 
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Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
Fantastic update, Dulrik! Congratulations on keeping a game interesting and amazing for nearly two decades!


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 Post subject: Re: Code Update 03/25/2013 Q&A
PostPosted: Wed Mar 27, 2013 5:27 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Very nice changes: I think the emote updates are probably the best of the bunch.

A point of clarity though:

Quote:
- MR bonuses on pre-existing items reduced
This went into place a while ago, right?


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 Post subject: Re: Code Update 03/25/2013 Q&A
PostPosted: Wed Mar 27, 2013 5:38 am 
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Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
I've also noticed a few items that "exceptionally" increase an innate enchantment, as opposed to "slightly," "moderately," or "greatly".

Any more information on that sort of thing?


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 Post subject: Re: Code Update 03/25/2013 Q&A
PostPosted: Wed Mar 27, 2013 5:59 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
That might be part of Achernar's changes that he was mentioning a while ago.


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