What's a story with no action? It's time to bring your character to life.
On this page, you will learn the basic building blocks of emoting in Castle Marrach using our parser system.
You can imagine your character like a person you're giving instructions to, using what grammar calls the imperative mood. The parser accepts those instructions and turns them into emotes for you and other characters in the room to see.
The parser accepts 'shortcuts' - if you type enough of the word, the parser will 'autocomplete' it in your emote.
However, if you don't type enough of the word and it could be multiple options, the emote won't be accepted.
You'll need to send the emote again, typing more of your chosen verb.
You can also target other objects or characters with your verbs.
You can give a greater idea of your character and their behaviour by adding adverbs to your verbs - that could totally change the meaning of your character's actions!
You can put the adverb before or after the verb, and it will be shown in that position in your emote.
Like verbs, shortcuts work if you type enough of the adverb:
Some verbs accept the use of different prepositions.
This can be extended to including prepositional phrases.
The best thing to do is experiment!
Finally, you can opt to use a more traditional form of emoting that doesn't use the parser system ("freemoting", since you're 'free' to type what you want) by starting your emote with :. Any text immediately after the : will be sent as your emote.
The emote will display exactly how you have written it, including any punctuation, capitalising or typos.. so take a moment to check it's correct before you send it!
You can target other characters in your freemote by including a + in front of their name.
The player of Sir Darvius will see...
While everyone else in the room will see...
Be aware that you cannot use + to target a possession or detail of another character (e.g., +Darvius' hand). Either rewrite the emote to avoid the apostrophe, or do not use the +.