Custom logphrases: Difference between revisions
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'''Custom logphrases''' replace the standard logphrase message set for when a character logs on or off of the game. Logphrases are enabled by default. If turned off, they must be enabled via {{boldmono|[[Verb:FLAGS|FLAG]]}} or {{boldmono|[[Verb:SET|SET]] LogPhrase ON}} in order for custom logphrases to be visible. Pre-written logphrase customizations are available at various [[festival]]s, [[pay event]]s, and at [[Bayview Villa]] on [[Mist Harbor]]. Fully custom logphrases are a [[delayed service]] when the player is writing their own. A character can only have one logphrase message set. |
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A '''custom logon/logoff''' consists of 4 total messages, two for each part (logon and logoff). For logons, one is an arrivals message (replacing *Character just joined the adventure), and the other an in character message replacing "Character just arrived." For logoffs, one is a departure message, and the other an in character message replacing "Character just left." |
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<section begin=custom />Logphrase message sets consists of four total messages: |
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In game arrival and departure messages should be twenty words or less. Concepts are pretty open, but should not be obviously [[OOC]]. The log on/off phrases can be loosely themed or divergent. |
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# Story window arrival |
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# Story window departure |
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# Dialog window arrival |
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# Dialog window departure |
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Story window arrival and departure messages must be something that makes sense and is possible for the character to do. They message the room a character is in when they log on or off and thus must be entirely in character. In contrast, the dialog window can push the IC boundaries a bit. The dialog window message always begins with an asterisk (<nowiki>*</nowiki>). |
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;Examples |
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*Story Window Arrival: With a content sigh, a vaguely sleepy looking Zoelle arrives to eye her surroundings skeptically. |
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Examples of logphrase customizations include the following sets from options available at [[Rumor Woods]]: |
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*Story Window Departure: With one last glance around, Zoelle shrugs before announcing, "Alright, it's time for my nap!" and disappears into the shadows. |
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<pre{{log2}}> |
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*Dialog Window Arrival: *After waking from a long catnap, Zoelle once again prowls the lands. |
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Story window arrival: Person wanders in, bowing with a flourish and mocking grin to an unseen crowd. |
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*Dialog Window Departure: *Zoelle leaves the lands to enjoy a nice long catnap. |
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Story window departure: Person bows with a flourish and departs. |
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* Raucous catcalls let you know that Person has arrived. |
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* Raucous catcalls let you know that Person has departed. |
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Story window arrival: Whirring and clanking noises precede the arrival of Person. |
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Story window departure: Person wanders off in a cacophony of whirring and clanking. |
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* Person arrives, followed by an army of whirring and clanking automatons. |
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* An army of whirring and clanking automatons escort Person away. |
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Story window arrival: Distant, predatory howls are a precursor to Person's arrival. |
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Story window departure: As Person leaves, feral wails sound off in the distance. |
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* A chorus of distant howls marks the arrival of Person. |
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* A chorus of feral wails signals the departure of Person. |
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Story window arrival: Person meanders in, nose in a book. With a start, she becomes aware of her surroundings and quickly puts the book away. |
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Story window departure: Person glances around, then pulls a book out and begins to read even as she wanders away. |
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* Person has left her library and joined the rest of the world! |
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* Person wanders off to take solace in her library. |
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Story window arrival: A pair of knitting needles drops to the ground as Person arrives. Muttering to herself, she quickly picks them up and stows them away. |
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Story window departure: As Person leaves, she pulls out a pair of knitting needles. |
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* Person has reluctantly put away her knitting and left her crafter's haven behind to join the masses! |
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* Person cheerfully wanders off, knitting in hand, to rejoin her crafter's haven. |
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</pre> |
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Additional examples of pre-written logphrase customizations can be viewed in the [[:Category:Character customizations|character customizations category]].<section end=custom /> |
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==See Also== |
==See Also== |
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* [[Character customization]]s |
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*[[Summit Expression Faire custom logon/logoff options]] |
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[[Category: Character customizations]] |
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[[category:Merchant Services]] |
[[category:Merchant Services]] |
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[[Category: Delayed Services]] |
[[Category: Delayed Services]] |
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Latest revision as of 08:26, 16 July 2025
Custom logphrases replace the standard logphrase message set for when a character logs on or off of the game. Logphrases are enabled by default. If turned off, they must be enabled via FLAG or SET LogPhrase ON in order for custom logphrases to be visible. Pre-written logphrase customizations are available at various festivals, pay events, and at Bayview Villa on Mist Harbor. Fully custom logphrases are a delayed service when the player is writing their own. A character can only have one logphrase message set.
Logphrase message sets consists of four total messages:
- Story window arrival
- Story window departure
- Dialog window arrival
- Dialog window departure
Story window arrival and departure messages must be something that makes sense and is possible for the character to do. They message the room a character is in when they log on or off and thus must be entirely in character. In contrast, the dialog window can push the IC boundaries a bit. The dialog window message always begins with an asterisk (*).
Examples of logphrase customizations include the following sets from options available at Rumor Woods:
Story window arrival: Person wanders in, bowing with a flourish and mocking grin to an unseen crowd. Story window departure: Person bows with a flourish and departs. * Raucous catcalls let you know that Person has arrived. * Raucous catcalls let you know that Person has departed. Story window arrival: Whirring and clanking noises precede the arrival of Person. Story window departure: Person wanders off in a cacophony of whirring and clanking. * Person arrives, followed by an army of whirring and clanking automatons. * An army of whirring and clanking automatons escort Person away. Story window arrival: Distant, predatory howls are a precursor to Person's arrival. Story window departure: As Person leaves, feral wails sound off in the distance. * A chorus of distant howls marks the arrival of Person. * A chorus of feral wails signals the departure of Person. Story window arrival: Person meanders in, nose in a book. With a start, she becomes aware of her surroundings and quickly puts the book away. Story window departure: Person glances around, then pulls a book out and begins to read even as she wanders away. * Person has left her library and joined the rest of the world! * Person wanders off to take solace in her library. Story window arrival: A pair of knitting needles drops to the ground as Person arrives. Muttering to herself, she quickly picks them up and stows them away. Story window departure: As Person leaves, she pulls out a pair of knitting needles. * Person has reluctantly put away her knitting and left her crafter's haven behind to join the masses! * Person cheerfully wanders off, knitting in hand, to rejoin her crafter's haven.
Additional examples of pre-written logphrase customizations can be viewed in the character customizations category.