Re: Unseen keywords
Posted: Thu Feb 05, 2015 8:42 pm
Ta haroughty
Discussions about the Forgotten Kingdoms Game
https://forgottenkingdoms.org/board/
I can see a few too many problems with this. I could restring the keywords on my sword to 'puppy kitten flower' so if I get disarmed, no one else could pick up my sword. It also gives way for trolling in shops, if an item is bought and it's keywords are randomized and you can't even target the item to rewrite them. Keywords are set in stone for a reason, they are attached to the base description of the item and using any part of the items short description allows you to pick it up. If you want an easier time getting specific items from your packs and the like, set an alias that's shorthand like 'gflow' for get 'flowery warhammer' pack1. have a command that will let you see keywords of an object, maybe even make it so you can modify the keywords you want, like a nickname system on LP muds.
Half the point is that you don't always know if an item does something or not, it adds an air of mystery to the object in your hand. There's also a few quests that make you guess the keyword of an item to use it, so being able to see those keywords really destroys the point of those quests. Let the unknown remain unknown till you discover it!2. Make a command that allows you to see the actions/verbs/whatever it's called here, ways you can interact with the item. Some things have this, others do not from what I can tell, and that makes it extremely difficult to tell whether what you're holding is a prop item or something that actually does something.
Since all objects are made by a builder, the builder choses the keywords and afterwards they are set. Taking into account the sheer mass of objects on the mud, thinking out a system for this would probably be a nightmare considering that FK sees a constant input of new objects due to new areas, roleplays, etc.etc. The set keywords are required by the gamecode, too, to properly function.1. have a command that will let you see keywords of an object, maybe even make it so you can modify the keywords you want, like a nickname system on LP muds.
You will find different kinds of trees in different areas of the game, there are some that are rather heavy with trees and bushes bearing fruits and vegetables that will yield a certain amount of fruit/vegetable until they run out. Just takes some travelling around to learn of the locations.2. Have different trees farther south, some tropical ones, for instance.
(There may already be those, just brainstorming)
To the perfume example, Apply is a basic command, much like look or say. You can roleplay 'spritzing' it at someone with smotes, but that example, and ensuing beyond frustration, is more to do with what programs a builder may or may not have placed on an item(Whether they're coded to 'do' something when you type 'spritz'), than an actual complaint about the unseen keyword on the item(Which would be 'perfume' in your examples, a keyword all perfumes I've come across have).alias bp get [item] backpack
New alias for 'character' successfully bp.
bp
You get [item] from a leather backpack.