There are two old signals that should not be used, but there may be some legacy code using them.
There is also an old language Bilbo, which also worked with the Signal System. It's prefix was bilbo:
— some legacy objects may still have Bilbo code in it, but you should not re-use them.Old Emails
> My milk container now emits it is closing once spawned... looks rather
> strange. I haven't used it in ages, but originally it didn't emit that
> message. Again, previously worked fine.
>
> <Lazarus:rooms:asylum:props:milk>
The start script does:
0010 if this.details:$detail:exit:door = 1 then
set this.details:$detail:exit:closed to 1
which closes the door… this was silent in the past but now has a message. I realize that's a backwards compatiblity breaker – sorry about that. You can fix it by changing the property to:
0010 if this.details:$detail:exit:door = 1 then
set this.details:$detail:exit:closed:silently to 1
^^^^^^^^
i.e. adding ‘silently' at the end.
– ParWinzell - 25 Feb 2003
----- Original Message -----
From: "Par Winzell" <zell@skotos.net>
To: <skotos-seven@skotos.net>
Sent: Wednesday, February 19, 2003 1:26 PM
Subject: Re: [skotos-seven] Distant emits
Scott,
> I guess I'm suggesting a signal for merry:witness:emit.
> The only information it needs to catch is any text that
> is sent to the room. Of course, since I have not seen
> the underlying code, this might be impossible. But
> wouldn't this be generally useful in lots of different
> situations? Spying? Watching several room at once?
> Logging of events and occurrences for later use?
Firing an event for every single line of text is questionable, for
performance reasons if nothing else. However, one -is- fired for each
command that has been converted to Merry, and that's what the lighter
examplified, if you looked closer. It defines three scripts:
<Core:Property property="merry:witness-post:command">
<Core:Property property="merry:witness-post:evoke">
<Core:Property property="merry:witness-post:take">
The COMMAND event is triggered for every dynamic verb ('social') that is
executed. That's everything a player types except the actions that have
not yet been converted to Merry.
The EVOKE event is triggered whenever somebody does something that
evokes something. This means you can automatically spy on everything
that is actually said in a room -- every action that involves a
free-form text string. An evoke.
The TAKE is just there as an example of catching an action that has yet
to be converted to Merry. It's possible that I could rig things so that
the COMMAND is sent in those cases, too, if you think that'd be useful.
Zell