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Post by Pedantry INC on Jul 29, 2014 16:13:16 GMT -5
I love things like this, so I'm sharing it.
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Post by Lady Frost on Jul 29, 2014 16:44:35 GMT -5
*save space* Before everyone takes off on comments and so my info can stay at the top. I'll post later when I get home.
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Post by Deleted on Jul 29, 2014 17:35:01 GMT -5
I used to rely on only body language and voice tone with darkharp, because for about 5 years he wore a mask at all times outside of his innroom or the academy. Later I was able to transfer some of my emotive language to facial expressions, which made it somewhat easier. This is a good guide and insight into the body language of yourself and others and can only strengthen roleplay. I encourage people to come up with their own 'tells' on body language unique to that character.
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Post by Ivarcles on Jul 29, 2014 18:38:06 GMT -5
This is good. But I think one issue is that players can sometimes be lazy in their emotes. Instead of emoting only what other characters can see and hear, they directly emote their character's thoughts. Which can be immersion breaking at times.
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Post by Kiyohime 🐍 on Jul 29, 2014 19:05:51 GMT -5
I encourage people to come up with their own 'tells' on body language unique to that character. This. I am pretty bad at emoting and normally a slow typer (like.. the slowest.. ever), so coming up with a few and writting them on my journal has helped me a lot. As for people emoting their thoughts.. I know of only one player who does this on FRC and, while it can be annoying, I mostly ignore the "thoughts" bits.
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Post by Lady Frost on Jul 30, 2014 1:12:35 GMT -5
I encourage people to come up with their own 'tells' on body language unique to that character. This. I am pretty bad at emoting and normally a slow typer (like.. the slowest.. ever), so coming up with a few and writting them on my journal has helped me a lot. As for people emoting their thoughts.. I know of only one player who does this on FRC and, while it can be annoying, I mostly ignore the "thoughts" bits. You can also set text to a hotkey. It's not very long, but it works well for common emotes.
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Post by Pedantry INC on Jul 30, 2014 1:25:47 GMT -5
You can actually bind longer emotes by typing it out in notepad or wherever and pasting it into the input bar though it's good to test in private to make sure it's worked. I have mirrirs bardsongs in combat keyed this way.
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Post by Deleted on Jul 30, 2014 1:44:54 GMT -5
I had some combat emotes like this but I have none set up now
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Fenix
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Sleepless Golem, aka Kenny
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Posts: 2,183
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Post by Fenix on Jul 30, 2014 2:51:47 GMT -5
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Post by Razgriz on Jul 30, 2014 8:18:16 GMT -5
I have some combat emotes in quickslots, well I used to have them. Now my quickslots are always used for gear, spells and feats.
Wish there was a way to add both text and a feat like disarm, or lay on hands and text.
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Post by Dimitri on Jul 30, 2014 9:41:29 GMT -5
I have no room in quick slots for emotes. Spells just take up so much room.
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Post by Deleted on Jul 30, 2014 11:24:36 GMT -5
This makes me wonder if maybe it's possible to script a programmable emote wand that would store text for emotes. Anyone with some scripting knowledge that could answer this?
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Fenix
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Sleepless Golem, aka Kenny
If you read this, send me a love note.
Posts: 2,183
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Post by Fenix on Jul 30, 2014 11:33:51 GMT -5
This makes me wonder if maybe it's possible to script a programmable emote wand that would store text for emotes. Anyone with some scripting knowledge that could answer this? In theory it shoukd be yes. I can see how that can be done very easily in other languages. If someone could give me a reference on the nwn scripting procedure I could look at it.
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Post by DM Grizwald on Jul 30, 2014 12:17:54 GMT -5
This makes me wonder if maybe it's possible to script a programmable emote wand that would store text for emotes. Anyone with some scripting knowledge that could answer this? In theory it shoukd be yes. I can see how that can be done very easily in other languages. If someone could give me a reference on the nwn scripting procedure I could look at it. From what I what I was told it's a lot like c. My c is super rusty. I have never dabbled with any nwn scripting but my bash and Perl scripting is top notch. I am pretty sure you would merely attach the object to have it call the function. Hell, you could even have it add text I'm sure, it would just be a matter of setting up a proper prompt in the script. I don't know how easy it would be though to set up several emotes to one wand. It would be easier to have each wand or object have a separate emote thus making easier to be able to overwrite the single emote attached to the wand if you had to. From a scripting standpoint that is.
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Fenix
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Sleepless Golem, aka Kenny
If you read this, send me a love note.
Posts: 2,183
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Post by Fenix on Jul 30, 2014 13:03:34 GMT -5
In theory it shoukd be yes. I can see how that can be done very easily in other languages. If someone could give me a reference on the nwn scripting procedure I could look at it. From what I what I was told it's a lot like c. My c is super rusty. I have never dabbled with any nwn scripting but my bash and Perl scripting is top notch. I am pretty sure you would merely attach the object to have it call the function. Hell, you could even have it add text I'm sure, it would just be a matter of setting up a proper prompt in the script. I don't know how easy it would be though to set up several emotes to one wand. It would be easier to have each wand or object have a separate emote thus making easier to be able to overwrite the single emote attached to the wand if you had to. From a scripting standpoint that is. Well I know C and Java share a lot of similarities in some coding aspects, but ive never used C so I couldnt do it with any short ease. But, you could do something such as a Case loop I could see working. Essentially, the wand of shadow conjuration could be a great example in a sense. Shadow Conjuration offers you a button for spellcasting, with a subradial menu with 5 options. Each option could be a different emote. YOu could have a secondary menu that would be for emote assigning, with the same script we use to hotkey an assignment right now, whcih would bring it in accordance with the relative radial menu option on the wand. This could actually be expanded to more than just 5 options with real ease, since it would likely be an adjustment of a numeric variable in the script. The Case statements would just be "If you press this button, execute this command. Case 0, Case 1, Case 2, Case 3, Case 4, Case 5, etc. for each respective button with a different situational outcome. Two case statements would refer to the two menus. THe first would be the assignment menu, which would just be the case statement that has the exact same code to call the hotkey assignment window for every button, with a minor change to edit the respective wand button. The second would be the execution of the stored information on each button. String Command1 = null String Command2 = null String Command3 = null String Command4 = null [ Case 0 Assign Wand0 Command1 = console.input Case 1 Assign Wand1 Command2 = console.input Case 2 Assign Wand2 Command3 = console.input Case 3 Assign Wand3 Command4 = console.input ] [ Case 0 system.outprintln(Command1) Case 1 system.outprintln(Command2) Case 2 system.outprintln(Command3) Case 3 system.outprintln(Command4) ]
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Post by DM Grizwald on Jul 30, 2014 13:11:09 GMT -5
And then doubling all that up to enable the ability rewrite whatever emote you wrote for each case. It's a lots of bloated scripting.
I'm not very experienced with gaming scripts, and I am at work so haven't had much time to think on yet but you got the right idea essentially. I'm sure we can cut it down a fair bit though.
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