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 Post subject: Speech parsing
PostPosted: Fri Apr 09, 2010 5:18 pm 
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I don't know if this has been brought up before or not.

Back in the day I used to make my Vendor buy / Vendor sell macro's a little more interesting.

Such as "Hail vendor I'd like to purchase some goods!"

On OSI servers this would manage to get parsed out as "Hail vendor purchase" and it would work.

Here you just get ignored lol.

I know this doesn't matter to most people since even on OSI everything was the shortest it could be. However for RP or just to have it make more sense in my head I'd like to see this reincorporated.

Anyone else remember this?


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 Post subject: Re: Speech parsing
PostPosted: Fri Apr 09, 2010 5:47 pm 
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I assumed that this would work here. I do remember people doing that though.

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 Post subject: Re: Speech parsing
PostPosted: Fri Apr 09, 2010 7:45 pm 
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i think you can fake it here - i always assumed it was faked on osi

you type in your razor macro key for key

Record

: Vendor sell (enter)
Vendor might I purchase some of your super fine kicks?

End

so all around you will jsut see the fancy line, while the vendor only reads the first line

itl fake it but by annoying

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 Post subject: Re: Speech parsing
PostPosted: Fri Apr 09, 2010 7:59 pm 
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AFAIK that was the original intention of the speech system. The point wasn't for you to say "vendor buy" to trigger a transaction, that was just the minimum required. I think you were supposed to be saying "Shopkeeper, I'd like to buy some of your wares" or "I'd like to see my bank box, please".

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 Post subject: Re: Speech parsing
PostPosted: Fri Apr 09, 2010 8:14 pm 
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I think what is trying to be explained here, is that npc's should be able to find "vendor" and "buy" in a given string.

For instance, now they likely look for "vendor buy" and not an instance of "vendor", and "buy" seperately.

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 Post subject: Re: Speech parsing
PostPosted: Sat Apr 10, 2010 3:05 am 
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Exactly

I might use that whisper trick for now though. It's a good idea.

Hopefully this isn't too hard to fix. Though I admit it's low priority :D.


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 Post subject: Re: Speech parsing
PostPosted: Mon Apr 12, 2010 2:01 pm 
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I was not at all aware that you couldn't do this as described. I'm on it. Thanks for the report.

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 Post subject: Re: Speech parsing
PostPosted: Wed Apr 14, 2010 4:14 pm 
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I hate hi-jacking these threads, but Derrick has already responded to the issue, and I have something to say which I don't feel warrants it's own thread.

Currently bankers, vendors, guards, NPCs in general and pets are experiencing issues with you talking to them. The NPC you are currently talking to will remain the NPC you are talking to unless
a) It is no longer the closest NPC
b) You say goodbye

This is probably correct, but there are also issues:
-You cannot give your pet a command while you are talking to an NPC that is in the same tile radius. ie, if I'm 1 tile from a stablemaster who I've just bought a horse from, the horse won't respond to "all follow me" unless the horse is at least 1 tile closer to me than the stablemaster. The problem is that the stablemaster will respond to your commands (with "What?", "Excuse me?"), and the pet won't hear you at all.

-Guards will sometimes begin talking to you, especially if you have a "vendor buy bank guards" macro. If a guard starts talking to you, it's impossible to open your bank box unless you get out of it's earshot. The guard will just keep responding to everything you say, and the bank won't open. It wasn't like that on OSI, saying "bank" within range of a banker would open your bank every time.

There are tonnes of other issues this causes, but if the root problem is solved then all the issues should disappear.

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 Post subject: Re: Speech parsing
PostPosted: Thu Apr 15, 2010 11:10 am 
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Sorry. I don't know what thou talkest about.


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 Post subject: Re: Speech parsing
PostPosted: Wed Apr 21, 2010 3:20 pm 
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nightshark wrote:
There are tonnes of other issues this causes, but if the root problem is solved then all the issues should disappear.

Thanks, this seems a pretty serious issue, and i think i can fix this.

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 Post subject: Re: Speech parsing
PostPosted: Wed Apr 21, 2010 3:31 pm 
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Derrick wrote:
Thanks, this seems a pretty serious issue, and i think i can fix this.



i smell another water barrel delay!!!!!

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 Post subject: Re: Speech parsing
PostPosted: Wed Apr 21, 2010 3:38 pm 
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Downs wrote:
Derrick wrote:
Thanks, this seems a pretty serious issue, and i think i can fix this.



i smell another water barrel delay!!!!!

Yeah, every time I get on that something else comes up; it's cursed. This is an easy one though i hope. I try to pick things that fit into how much time i have at the moment, which right now is pretty thin. This will hopefully be fixed with a mini-publish tommorrow though.

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