Verb:SMILE: Difference between revisions

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{{Verbinfo
The '''SMILE''' [[verb]] is a roleplaying verb that can be targeted to various characters or used in a manner simular to the [[ACT (verb)|ACT]] verb.
|verb=SMILE
*'''SMILE {character}''' - Directs the smile to a target character. Example: "SMILE CHARNA" produces: <TT>Divid smiles at [[Charna Ja'Varrel'Kav|Charna]].</TT> Providing, of course, Charna is in the same room.
|type=Roleplaying
*'''SMILE {text}''' - Produces a custom smile message, for example, "SMILE UP AT DIVID" produces: <TT>[[Charna Ja'Varrel'Kav|Charna]] smiles up at Divid.</TT>
|pageintro=The {{boldmono|SMILE}} [[verb]] is a [[roleplaying]] verb that can be targeted to various characters or used in a manner similar to the [[Verb:ACT|{{boldmono|ACT}}]] verb.
*'''SMILE ::{character}''' - Directs the smile to a target character. Will not default to the custom smile when target player is not in the room, avoiding the embarrassment of: <TT>Divid smiles [[Charna Ja'Varrel'Kav|Charna]]</TT>, which would be produced by the first command above when Charna is not in the same room as Divid.
}}
==Help==
<small>'''''Please note:''' This output with {{boldmono|[[Verb:HELP|HELP]] SMILE}} or {{boldmono|VERB INFO SMILE}}.''</small>
<pre{{log2}}>Verb information for verb "SMILE":


Usage:
[[Category:Verbs]]
SMILE {text} - Roleplaying option (default)
SMILE [at] {target} - Smile at a person, creature, or scripted object
SMILE ::{person} - Smile at a specific person

The SMILE verb allows a player to create unique messaging for roleplaying purposes. If you are visible, the game takes whatever text follows the verb and displays it to the room. Example: "SMILE at the sun." returns this message: "Ozias smiles at the sun."

If what follows the verb is "at," followed by a person, creature, or scripted object, the game will attempt to find your target in the room. If it finds the target, appropriate messaging follows; if not, the verb defaults to the roleplaying option, displaying the text exactly as you typed it. Example: "SMILE Warden" or "SMILE AT Warden" returns: "Ozias smiles at Warden." if he is in the room, but would display "Ozias smiles Warden" or "Ozias smiles at Warden" (note the missing periods) if he leaves abruptly. You can use the SMILE ::{person} option to ensure proper messaging when smiling at friends and neighbors.

Please note that text entered into the SMILE verb is subject to all of the appropriate POLICY on language in GemStone IV. In addition, the text should indicate actions your character is taking, actions that your character is realistically capable of taking. Do not abuse the SMILE verb by forcing actions onto other players or by simulating the messaging of other verbs. Example: "SMILE and gives you 100000 silvers." will return: "Ozias smiles and gives you 100000 silvers."</pre>

==Usage==
===Untargeted===
===By Itself===
{{boldmono|SMILE}} by itself outputs a simple message indicating the person has smiled.

; Messaging
<pre{{log2}}>>smile
You smile.</pre>

====With Text====
{{boldmono|SMILE {text}}} produces a custom smile message, similar to [[Verb:ACTION|{{boldmono|ACT}}]].

; Messaging Example:
<pre{{log2}}>smile up at divid
[[Charna Ja'Varrel'Kav|Charna]] smiles up at Divid.</pre>

===Targeted===
{{boldmono|SMILE}} can be targeted for use at a person or creature. The target must be visible for the verb to execute properly. ; however, there are alternate syntaxes that work for character targets that will not execute if the target is no longer visible.

====Creatures====
For creatures, the syntax for use is {{boldmono|SMILE (creature)}}.

; Messaging Example:
<pre{{log2}}>>smile troll
You smile at the troll.</pre>

====Characters====
When targeting a character, there are a few options available.

* {{boldmono|SMILE {character}}} - Directs the smile to a target character. This method requires the target to be present and visible. If the target leaves, the {{boldmono|SMILE}} will go through, but will behave similar to an untargeted {{boldmono|SMILE}} action.

:; Messaging Example:
<pre{{log2}}>>smile charna
Divid smiles at [[Charna Ja'Varrel'Kav|Charna]]</pre>

* {{boldmono|SMILE ::{character}}} or {{boldmono|SMILE @{character}}} - Directs the smile to a target character. Will not default to the custom smile when target player is not in the room.

==See Also==
* [[Verb:ACTION|ACT verb]]
* [[Verb:GRIN|GRIN verb]]

Latest revision as of 17:40, 14 January 2026

SMILE
Type Roleplaying

The SMILE verb is a roleplaying verb that can be targeted to various characters or used in a manner similar to the ACT verb.

Help

Please note: This output with HELP SMILE or VERB INFO SMILE.

Verb information for verb "SMILE":

Usage:
    SMILE {text}        - Roleplaying option (default)
    SMILE [at] {target} - Smile at a person, creature, or scripted object
    SMILE ::{person}    - Smile at a specific person

The SMILE verb allows a player to create unique messaging for roleplaying purposes.  If you are visible, the game takes whatever text follows the verb and displays it to the room.  Example: "SMILE at the sun." returns this message: "Ozias smiles at the sun."

If what follows the verb is "at," followed by a person, creature, or scripted object, the game will attempt to find your target in the room.  If it finds the target, appropriate messaging follows; if not, the verb defaults to the roleplaying option, displaying the text exactly as you typed it.  Example: "SMILE Warden" or "SMILE AT Warden" returns: "Ozias smiles at Warden." if he is in the room, but would display "Ozias smiles Warden" or "Ozias smiles at Warden" (note the missing periods) if he leaves abruptly.  You can use the SMILE ::{person} option to ensure proper messaging when smiling at friends and neighbors.

Please note that text entered into the SMILE verb is subject to all of the appropriate POLICY on language in GemStone IV.  In addition, the text should indicate actions your character is taking, actions that your character is realistically capable of taking.  Do not abuse the SMILE verb by forcing actions onto other players or by simulating the messaging of other verbs.  Example: "SMILE and gives you 100000 silvers." will return: "Ozias smiles and gives you 100000 silvers."

Usage

Untargeted

By Itself

SMILE by itself outputs a simple message indicating the person has smiled.

Messaging
>smile
You smile.

With Text

SMILE {text} produces a custom smile message, similar to ACT.

Messaging Example
smile up at divid
Charna smiles up at Divid.

Targeted

SMILE can be targeted for use at a person or creature. The target must be visible for the verb to execute properly.  ; however, there are alternate syntaxes that work for character targets that will not execute if the target is no longer visible.

Creatures

For creatures, the syntax for use is SMILE (creature).

Messaging Example
>smile troll
You smile at the troll.

Characters

When targeting a character, there are a few options available.

  • SMILE {character} - Directs the smile to a target character. This method requires the target to be present and visible. If the target leaves, the SMILE will go through, but will behave similar to an untargeted SMILE action.
Messaging Example
>smile charna
Divid smiles at Charna
  • SMILE ::{character} or SMILE @{character} - Directs the smile to a target character. Will not default to the custom smile when target player is not in the room.

See Also