communication

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
communication [2020/01/09 22:14]
poldora minor changes, links
communication [2023/01/07 17:00] (current)
poldora added underline and strikethrough
Line 34: Line 34:
 </div> </div>
 <h2><span class="mw-headline" id="Direct_Adjustment">Direct Adjustment</span></h2> <h2><span class="mw-headline" id="Direct_Adjustment">Direct Adjustment</span></h2>
-<p><b>Doors (DISABLED)</b>:  +<p><b>Windows</b>:  
-Doors allow you to share conversation with the room it connects with (the room you enter the current one from). They are part of every connected room when inside a building, except the entrance. Opening it allows events from the next room to be shared and people inside to be seen, unless the room is locked. You cannot have a door open and locked at the same time. +An optional craftable addition to a room. Opening it allows events from outside to be shared in the room (and vice versa) and people outside to be seen, unless it is locked shut. Some facilities are automatically open to the 'outside' area where other events take place, such as farms, and gardens. Windows can only be crafted if you are in a room which doesn't already have a window, and does not have an ongoing project to build a window. It requires a hammer and 20 pieces of wood. Windows are opened/closed from the objects screen.
-</p><p><br> +
-<b>Windows (DISABLED)</b>:  +
-An optional craftable addition to a room. Opening it allows events from outside to be shared in the room (vice versa) and people outside to be seen, unless it is locked. Some facilities are automatically open to the 'outside' area where other events take place, such as farms, and gardens. Windows can only be crafted if you are in a room which doesn't already have a window, and does not have an ongoing project to build a window. It requires a hammer and pieces of wood, and acts as furniture. Windows are opened/closed from the ground menu.+
 </p><p><br> </p><p><br>
 <b>Knocking</b>:  <b>Knocking</b>: 
Line 62: Line 59:
 </p><p><br> </p><p><br>
 <b>Battering Ram</b>:  <b>Battering Ram</b>: 
-Effective against <a href="http://www.marosia.com/doku/doku.php?id=facilities" title="Facilities"> castles</a> which are otherwise impossible to access when locked. Ramming a door does produce an event on the other side which notifies the door is being broken into, but only initially when the project is started. The ram is only required for accessing the castle from the outside. Once inside, inner rooms only require normal crowbars or lockpicks to force access. Breaking out of a castle from the inside only requires a crowbar to the actual lock under Objects.+Effective against <a href="http://www.marosia.com/doku/doku.php?id=facilities" title="Facilities"> castles</a> which are otherwise impossible to access when locked. Ramming a door does produce an event on the other side which notifies the door is being broken into, but only initially when the project is started. The ram is only required for accessing the castle from the outside. Once inside, inner rooms only require normal crowbars or lockpicks to force access. Breaking out of a castle from the inside only requires a crowbar to the actual lock under Objects. Note that any individuals inside when a building is destroyed will be subdued and end up outside.
 </p> </p>
 <h2><span class="mw-headline" id="Locks">Locks</span></h2> <h2><span class="mw-headline" id="Locks">Locks</span></h2>
 <p>Locks prevent access and escape. The following is a diagram explaining how locks work room by room. Green lines are routes that can be taken, red lines are routes that are obstructed. <p>Locks prevent access and escape. The following is a diagram explaining how locks work room by room. Green lines are routes that can be taken, red lines are routes that are obstructed.
 </p> </p>
-<center><a href="/web/20190829205651/http://www.wiki.marosia.com/index.php?title=File:Lockdiag.PNG" class="image"><img alt="Lockdiag.PNG" src="/web/20190829205651im_/http://www.wiki.marosia.com/images/5/57/Lockdiag.PNG" width="831" height="609" title="" style=""></a></center>+<center><img src="https://www.marosia.com/doku/lib/exe/fetch.php?media=stupid_locks.png"</center>
 <h2><span class="mw-headline" id="Indirect_Communication">Indirect Communication</span></h2> <h2><span class="mw-headline" id="Indirect_Communication">Indirect Communication</span></h2>
 <p><b>Notes</b>:  <p><b>Notes</b>: 
Line 84: Line 81:
 <p>Basic formatting, primarily for in-game notes, in HTML is supported for the following tags:<br> <p>Basic formatting, primarily for in-game notes, in HTML is supported for the following tags:<br>
  
-&lt;strong&gt;&lt;/strong&gt;: Text between these tags will be bold.+&lt;strong&gt;&lt;/strong&gt; or &lt;b&gt;&lt;/b&gt;: Text between these tags will be bold.
  
 <br> <br>
Line 91: Line 88:
 &lt;br&gt;: Text after this tag will start on a new line. &lt;br&gt;: Text after this tag will start on a new line.
 <br> <br>
-Basic special characters are allowed for emoting/roleplay or writing notes. All letters and numbers are allowed, with basic punctuation, but any () , /\ , &amp;, or &lt;&gt; will be removed. Unicode characters are also removed.+&lt;ins&gt;&lt;/ins&gt; : Text between these tags will be underlined. 
 +<br> 
 +&lt;del&gt;&lt;/del&gt; : Text between these tags will feature a strikethrough. 
 +<br> 
 +Basic special characters are allowed for emoting/roleplay or writing notes. All letters and numbers are allowed, with basic punctuation, but any () , /\ , &amp;, or &lt;&gt; will be removed. This may also cause all information after the symbol to be lost too. Unicode characters are also removed.
 </p> </p>
 </html> </html>
  • communication.1578608066.txt.gz
  • Last modified: 2020/01/09 22:14
  • by poldora