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Emote.cs (further to WMSHARP-72) - WheelMUD - A C# MUD Server - Forums - WheelMUD - Bug Reports [message #456] Sun, 22 March 2015 11:44
Karak is currently offline  Karak
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This thread originates from prior WheelMUD forum software archives. It has been migrated here to preserve the contents.

Post by JFed (12 May 2012 06:43 AM):
Emote.cs in its current state is broken and simply echoes the user's input back without sending it to anyone else.
This is an easy enough fix if we want to keep things simple. To prevent the old "emote attacks you for 10000 damage' and other abuses, wrapping emotes in <>'s would work.
Any input? If not I'll just do it that way for now. Personally I feel the 'emote' command is kind of a cheap catch-all workaround for missing socials and can break the feel of the game. For example, why go to so much effort to make socials realistic and implement 'consent' etc if some idiot can walk up to you and /emote pisses in your Cheerios(tm)

Post by Karak (12 May 2012 10:20 PM):
That change sounds great to me.

The generic emote is definitely something we want to provide, but it is easy for world coders/admins to strip out if they don't feel it's a fit for them. (Personally I'd lean towards ripping it out too, but only if it's reasonably easy for the rabid role-players to make their own in the game, with an approval process similar to area building, even without knowing any code.Wink

Post by Fastalanasa (12 May 2012 11:38 PM):
Quote:
Posted By JFed on 12 May 2012 06:43 AM
Personally I feel the 'emote' command is kind of a cheap catch-all workaround for missing socials and can break the feel of the game. For example, why go to so much effort to make socials realistic and implement 'consent' etc if some idiot can walk up to you and /emote pisses in your Cheerios(tm)

Yup, it's one of those commands that has always annoyed me, for the exact same reasons.
Quote:
Posted By Karak on 12 May 2012 10:20 PM
The generic emote is definitely something we want to provide, but it is easy for world coders/admins to strip out if they don't feel it's a fit for them. (Personally I'd lean towards ripping it out too, but only if it's reasonably easy for the rabid role-players to make their own in the game, with an approval process similar to area building, even without knowing any code.Wink

Agreed. The system I mentioned on the Socials thread could be modified to allow players to create their own "emotes"

Post by JFed (31 May 2012 11:37 AM):
I'm about to commit fix for Emote.cs. One point I am a little uncertain of is that this command acts exactly like say, and creating a duplicate "VerbalCommunicationEvent" class just because the name doesn't fit doesn't sit well with me. I also notice that Yell, Tell and Say (and now Emote) live in YellEvent.cs. I can change this around if you guys think we should?

Post by Fastalanasa (31 May 2012 01:22 PM):
Quote:
Posted By JFed on 31 May 2012 11:37 AM
I'm about to commit fix for Emote.cs. One point I am a little uncertain of is that this command acts exactly like say, and creating a duplicate "VerbalCommunicationEvent" class just because the name doesn't fit doesn't sit well with me. I also notice that Yell, Tell and Say (and now Emote) live in YellEvent.cs. I can change this around if you guys think we should?

<img src="wheelmud.net/Portals/0/images/forums/yoda_in_swamp_half.jpg " width="273" height="346">Yoda says: "Afraid of committing changes, be not. Revert, us programmers have." Laughing

Post by Karak (02 Jun 2012 02:23 PM):
I'm down with that getting changed around to facilitate code reuse.
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