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Expansion to rpempower

Posted: Thu Oct 13, 2011 4:20 pm
by Nicholae Carnassi
I'd like to know if an expansion to the rpempower command is possible. This could help a lot in the roleplaying of learning new abilities, or for aided bursts.

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/rpempower [client] [ability] [level]
For example:

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/rpempower sawyer grip 1
This would enable Sawyer to temporarily have grip, at level 1.

Another example of what could be possible:

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/rpempower sawyer all 1
This would work like classic rpempower, except that all of the abilities would be at level 1, instead of 3. This could also enable us to rpempower past level 3.

For classic empower, it would simply be:

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/rpempower sawyer all 3
What do you think?

Posted: Thu Oct 13, 2011 4:36 pm
by Elu Dako
I totally support this idea!

/rpgivexp Nicholae 500 =D

Posted: Thu Oct 13, 2011 4:44 pm
by Sasha Raven
I support it if it's not complicated to do ((I don't know c++))

It only makes sense that it would be that way. Nice suggestion Master Carnassi.

Posted: Thu Oct 13, 2011 4:48 pm
by Delmi N'jork
Support this x100000000000000000000000.

Posted: Thu Oct 13, 2011 5:00 pm
by Nira'kalen'nuruodo
Whether or not it's complicated to implement is more or less irrelevant as Soh is the only one having to write any of the code (and as a point of interest, both JKA and the idTech 3 engine are written in good old-fashioned C).

I can see a more flexible /rpempower command coming in useful, particularly in the suggested form. I'm all for it.

Posted: Thu Oct 13, 2011 5:06 pm
by Delmi N'jork
I also support taking away the little glowy's as well. It takes me out of the RP to see the myself or someone else involved is empowered.

Posted: Thu Oct 13, 2011 5:10 pm
by Nicholae Carnassi
Delmi wrote:I also support taking away the little glowy's as well. It takes me out of the RP to see the myself or someone else involved is empowered.
You have a valid point, but I personally would keep the glow. It helps to be a reminder that you need to unempower them when you're done. It might be easy to forget after a lesson if you don't have any sort of indicator.

Posted: Thu Oct 13, 2011 5:14 pm
by Ellana
Sasha Raven wrote:I support it if it's not complicated to do ((I don't know c++))

It only makes sense that it would be that way. Nice suggestion Master Carnassi.
It's a great idea! But as stated above, if it's too complicated I don't think it would be worth the work. :(

Posted: Thu Oct 13, 2011 5:19 pm
by Delmi N'jork
Nicholae Carnassi wrote:You have a valid point, but I personally would keep the glow. It helps to be a reminder that you need to unempower them when you're done. It might be easy to forget after a lesson if you don't have any sort of indicator.
True. I would suggest adding a command that would make it togglable then? So, if it's during a class or what not you can see it, but during a mission or whatever it would be there.

Posted: Thu Oct 13, 2011 5:52 pm
by Amoné Fayden
Nicholae Carnassi wrote:
Delmi wrote:I also support taking away the little glowy's as well. It takes me out of the RP to see the myself or someone else involved is empowered.
You have a valid point, but I personally would keep the glow. It helps to be a reminder that you need to unempower them when you're done. It might be easy to forget after a lesson if you don't have any sort of indicator.
It also helps identify when people are using it illegitimately.
I'm not sure what policy surrounds the /rpempower command and what constitutes as appropriate usage, but I'm pretty certain folks get edgy over it's abuse.

However, putting that aside, this suggestion is excellent.
It would save giving the whole shebang just for one skill.
I made a similar thread to this in regards to weapons.

I take it the Force regen would remain the same as usual for /rpempower?

Posted: Thu Oct 13, 2011 6:02 pm
by Davek-Suun-Ki
I like the idea...hopefully its not too hard to implement.

Posted: Thu Oct 13, 2011 7:50 pm
by Ctathos
Great idea :D

Just as a 'save keystrokes' thought, perhaps classic empower would remain as it is :

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/rpempower sawyer
However, additional syntax being added would further specify. For a standard level three (the default, if left undefined) simply:

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rpempower sawyer jump
Then for specifics, as mentioned above. I don't play anymore, but this is a really cool idea :)

Posted: Fri Oct 14, 2011 3:14 am
by Kih Bu
Excellent suggestion, particularly in regards to specifying the level as well as the ability. I'd definately make use of this were it to be implemented. :)

Posted: Fri Oct 14, 2011 4:38 am
by Ametha Tasia
Support this suggestion. Excellent idea Nicholae!

Posted: Fri Oct 14, 2011 6:32 am
by Des Anaro
I can only agree with the others, sounds like a great idea and and a good way to change the learning process a bit.