3.6 The EMOTE command
Emoting is a way of making your adventurer act out whatever it is you wish, from the possible to the ridiculous. Using the command is simple. Simply type: EMOTE <whatever you wish to do>.
When you emote something, your name is prepended to your actions.
So if Claudius were to enter: EMOTE glares sullenly
...then onlookers would see: Claudius glares sullenly.
Many players choose to create permanent and elaborate emotions for themselves that they put in aliases or macros, so as to easily use them. We recommend doing this, in order to better personalize your character.
POSSESSIVE EMOTING
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Add an 's after "emote" will make the name possessive.
EMOTE 's head turns toward the statue.
becomes
Ishap's head turns toward the statue.
TARGETTED EMOTING
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Emoting uses a simple language, which can be used to refer other characters and
objects around you.
To make it a bit easier to understand, we have provided a table.
Symbol Reference Target sees
^john John you
^john_him him/her you
^john_he he/she you
^john_his his/her your
^john's John's your
Example:
EMOTE turns to ^silban, reaching out and shaking ^silban_his hand,
smiling widely.
What is seen by Silban:
Ishap turns to you, reaching out and shaking your hand, smiling widely.
What is seen by Everyone:
Ishap turns to Silban, reaching out and shaking her hand, smiling widely.
ITEMS IN EMOTES
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# - This can be used followed by an item word, number or combination to place the short description (eg: a plain longsword) in the emote with special coloring (set by config colours things). A few special cases are accepted with this argument, such as making the description plural with either an ' or 's, and prefacing the argument with 'the', 'a', or 'an' to make it appear grammatically consistent. (eg: the #sword, in the above description, would become 'the plain longsword' and #swords' would become 'plain longswords')
SPEAKING IN EMOTES
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%% - These characters together will function as opening and closing arguments to replace the use of double quotations, making the quotations and everything within colored by 'config colours says' in the emote. Further customization exists when the opening %% is instead used as %say_<language>(|)% which will be explained below.
To use the special say %% in an emote, first one must understand the rules of how it works. The 'language' argument is any language you understand, such as %say_kingdom(|)% or %say_moredhel(|)%. The words to be put (and there must be words) on either side of the bracket line inside the parenthesis are those that appear BEFORE the double quotation, depending on the outcome. If the recipient doesn't understand the language, they will see ONLY what comes before the bracket, and not the quotations or that which appears within. If the recipient DOES understand the language, they will see the words after the bracket, along with the double quotations, and then the words inside. The %% argument is used as normal to close off the emote-say. You can also use '#tongue' inside the say argument to represent the language's description, ie: that which is usually seen when a player doesn't understand a language.
An example would be:
emote mutters %say_kingdom%(harsh words in #tongue.| under his breath,)%Mutt.%%
Those who understand Kingdom will see:
Nalar mutters under his breath, "Mutt."
...and those who do not will see:
Nalar mutters harsh words in a deep and flowing tongue.
See HELP EMOTES for pre-defined emotions.