Armageddon General Discussion Board

General => Code Discussion => Topic started by: some guy on March 06, 2008, 04:42:56 PM

Title: Separating sdesc and item referral symbols
Post by: some guy on March 06, 2008, 04:42:56 PM
Like, ~ for characters, * (or something else) for items. What ya think?
Title: Re: Separating sdesc and item referral symbols
Post by: Winterless on March 06, 2008, 05:07:15 PM
Yes, please.


>tell amos (grabbing at the edge of ~duster as it flaps in the wind) What a fuckin' storm, eh?

Grabbing at the edge of the figure in the camouflaged duster as it flaps in the wind, the dusty, amosette says to the figure in the camouflaged duster, in southern accented sirihish:
What a fuckin' storm, eh?


Can't tell you how many times something like that has happened... would love to be able to not have to check for keywords for every single thing. To be able to go...


>tell amos (grabbing at the edge of *duster as it flaps in the wind) What a fuckin' storm, eh?

Grabbing at the edge of her desert camouflaged duster as it flaps in the wind, the dusty, amosette says to the figure in the camouflaged duster, in southern accented sirihish:
What a fuckin' storm, eh?
Title: Re: Separating sdesc and item referral symbols
Post by: Fnord on March 06, 2008, 06:41:53 PM
This can be avoided using the keyword command in advance, but that only works if you like notice ahead of time there might be a mix up. I'm kind of torn between the added level of complexity in emoting versus cutting down the mis-targets. I'll have to ponder this one some more.
Title: Re: Separating sdesc and item referral symbols
Post by: DANCE COMMANDER on March 06, 2008, 07:07:57 PM
alias k keyword
Title: Re: Separating sdesc and item referral symbols
Post by: Maybe42or54 on March 06, 2008, 08:48:28 PM
The emoting symbols are complicated enough IMO. I don't think we need to have a seperate command for items and PCs.
Title: Re: Separating sdesc and item referral symbols
Post by: Shiroi Tsuki on March 06, 2008, 09:42:10 PM
I can see a couple of drawbacks with this idea.  They are:

That almost all of the symbols are already used by other things.
and
That I am lazy and don't want to learn new symbols when it took me a month and more to learn the OLD ones.

The first one is the more problematic of the two I think.
Title: Re: Separating sdesc and item referral symbols
Post by: Indy on March 08, 2008, 01:13:57 PM
I play in another mud that does this, but I think arm has spearheaded the problem more effectively with the keyword command.
Title: Re: Separating sdesc and item referral symbols
Post by: psionic fungus on March 08, 2008, 01:46:10 PM
Now, I'm not certain about this... But when I have a problem with item vs player keywords, it's almost always -myself- that I'm targeting... If items you are wearing or carrying were put before players and/or the only way to target -yourself- was with "me" or "self" it might make targeting certain wearables more intuitive...
Title: Re: Separating sdesc and item referral symbols
Post by: Dakkon Black on March 08, 2008, 03:35:26 PM
Yeah, I like the idea of having a command like * target keywords just like ~ but only target item keywords not pc. How could that be a bad thing? I can only see advantages to having the ability to more easily define objects in your emotes.
Title: Re: Separating sdesc and item referral symbols
Post by: psionic fungus on March 08, 2008, 03:48:03 PM
Well...  I do use the other emote symbols when referencing items, as well.

For example:


>emote deftly rotates ~dagger in ^me hand and slips !dagger under ~cloak.

The tall, muscular man deftly rotates his obsidian dagger in his hand and slips it under his dark, hooded cloak.


Of course, it's easier to type "it" and such, but... If there is the ability for characters to turn themselves into objects introduced into 2.Arm, there could be issues with the character-object seeing "it" instead of "you".

Okay... You're right.  That's probably never going to happen.

Still, if objects were only referenced with a single symbol (*) then this would be functionally impossible.