Shattered Kingdoms

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 Post subject: the magic word...
PostPosted: Thu Jan 05, 2006 3:18 pm 
Code:
Outside the village of Krychire
  You are standing outside a village that was once quaint but now seems more
forboding. Small two and three story buildings with slate roofs speak of a
peaceful town, but the imposing wall surrounding it tells otherwise. Shadowy
figures can be seen still and unmoving among the parapets. What appear to be
whitish spikes grace the top of the ramparts.
   It's partly cloudy, well past freezing, and windy. 
Obvious exits: n(closed) wilderness
     A decaying corpse of an elf is impaled on the spire here.
     A thin spire of sharp rock juts out of the earth.
     The wilderness lies before you.
A giant unliving creature stands here motionless in rusting armor.
A giant unliving creature stands here motionless in rusting armor.
A giant unliving creature hunches over and peers about for something.

[HP:100%] [ME:  7%] [PE: 57%]
> 'open the gates
You say 'open the gates'

[HP:100%] [ME:  7%] [PE: 57%]
> 'mmm
You say 'mmm'

[HP:100%] [ME:  7%] [PE: 57%]
> 'open the gates please
You say 'open the gates please'

[HP:100%] [ME:  7%] [PE: 57%]
>
An undead sentinel nods.
The bone gate opens.
An undead sentinel nods.

[HP:100%] [ME:  7%] [PE: 57%]
> n
You walk north.

Entrance to Krychire
  You are at the entrance to Krychire, a small village in the sparsely
populated northern wastes. Despite the quaint small buildings lining the
roads, something amiss can be sensed underneath. Scorch marks and seared
timber can be seen in several places along the sides of streets, though
efforts have been made to cover them up. The large entrance gates loom south.
   It's partly cloudy, well past freezing, and windy. 
Obvious exits: n e(closed) s
     A makeshift barn-like structure extends haphazardly to the east.
A giant unliving creature stands here motionless in rusting armor.
A member of Krychire's ruling council stands here, watching with interest.
A pale male human is standing here, noticeably unhappy.
A pale male human is standing here, noticeably unhappy.
A pale male human is standing here, noticeably unhappy.
A cowled female human is gazing about, clad in the robes of a necromancer.

[HP:100%] [ME:  7%] [PE: 56%]
>
An undead sentinel closes the bone gate.

[HP:100%] [ME:  7%] [PE: 56%]
> mutter
You mutter quietly.

[HP:100%] [ME:  7%] [PE: 56%]
> 'What was that all about
You say 'What was that all about'


Just seems odd to me...


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 Post subject:
PostPosted: Thu Jan 05, 2006 3:44 pm 
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Mortal

Joined: Fri Oct 24, 2003 7:26 am
Posts: 1908
Location: Under my covers... sleeping
Interesting. Maybe its coded so that people can't say "Open" and must actually give a half-assed attempt to RP.

sleeper


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 Post subject:
PostPosted: Thu Jan 05, 2006 4:01 pm 
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Mortal

Joined: Mon Nov 29, 2004 10:53 am
Posts: 1786
A liTtl,E caPit.alIzatIo;n anD per-haPs sOmE p.unct.uation" wOulDn'T hUrT eitHer.


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 Post subject:
PostPosted: Thu Jan 05, 2006 7:39 pm 
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Mortal

Joined: Mon Jun 20, 2005 2:43 pm
Posts: 398
Sometimes I notice that they lag a wee bit.


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 Post subject:
PostPosted: Fri Jan 06, 2006 12:07 am 
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Mortal

Joined: Sun Dec 04, 2005 6:17 pm
Posts: 26
If someone has just entered the gates you
will have to wait till you give them your command.

This will probably get fixed with time I guess.


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 Post subject:
PostPosted: Fri Jan 06, 2006 12:11 am 
I was almost thinking of posting this in the favorite quotes and spent a good 5 sec pondering wich forum... I dont think this is a REAL serious bug and I have not had a problem with it since.. Just kinda thought it funny....


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 Post subject:
PostPosted: Fri Jan 06, 2006 2:09 pm 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
I think this is might be tied to a word placement issue. Sometimes certain scripts regarding NPCs won't fire off if the keyword is at the end of a sentence, or has extra punctuation/keystrokes immediately after it. So sometimes I've needed to restructure my sentences, or enter a space after the keywords, etc.


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