Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Nov 17, 2006 8:49 am 
Now is not a good time.


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PostPosted: Sun Nov 19, 2006 11:09 am 
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Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
The "tell-catcher" is critical. Somewhere buried in the "Legal SK ZMUD scripts" sticky is the basic information on setting one up for those who play communication-intensive characters, although I find it a must with all of my characters. Basically, you match text " tells you '| says '|" etc. and the command is "#CAP conversation" (or whatever you want the window named to be.

However, I took the basic one a step further, and created an ALIAS named "convwin" which takes a single parameter (the character's name) and dynamically creates a new trigger (#CREATE TRIGGER) which captures that person's conversation specifically to a separate window. So if something becomes interesting in conversation with A, I simply type "convwin A" and that creates a new window entitled A that captures specifically that person's text. That way I can juggle multiple people's tells and review the conversation "in my head" so that I know who's asking what.


However, the overarching thing to remember is that you (the player) are human, and your character is not an avatar. If you gets busy, distracted, or disoriented, play that in to your concept. I took a special smug joy in allowing my old-age characters a little more leeway than I needed in this department; but in general, you shouldn't try to exceed your own physical limitations to make your character more surreal.


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