Spambots and Author Privileges

Raising this roof
Can I get a what-what?

Okay, I think I’ve finally figured out which users are people and which are spambots, but if I gave one of them author privileges then I apologize in advance for the porn. Or if it’s good porn, then you’re welcome. The spambot may or may not be promoted to editor, depending on which.

( If you’re curious, the last spammer that got the keys to the kingdom posted a picture of cockroaches or something on the front page, that guy was eliminated. So we’ll see.)

As for the rest of you bloodbags (humans are not meatbags we are mostly water other robots do you even math?), you should now all be able to make posts (check with me for formatting guidelines) and rank your followers, the results of which will be updated and put in the right sidebar.  Individual follower rankings can be found here and on the bottom of the left sidebar. Click on a user to sort by their rankings.

If you haven’t met a follower or done a quest, you can remove them from the list and the number will not count toward the overall total.

 

Bard Animations and Weapon Draws

Okay, just added a fix to the bard play. Previously, you had to draw your weapon to exit out of player bard mode. However, nonoodles pointed me to the IdlePlayerStop animation which you can run via the following script:

Game.GetPlayer().PlayIdle(IdlePlayerStop)

Unfortunately, if you look at Gameplay–>Animations in the CK, the vanilla IdlePlayerStop animation is set up incorrectly. It’s set to run IdlePlayer, which is ostensibly useless, at least when I tested it.

idle1

Similarly, the IdleStop animation is useless because it’s conditioned not to run on the player.

idle2

Technically, we can “fix” either of these animations by altering the Anim Event or the conditions, but you never really want to fuck with the vanilla settings. Thus, using the copy/paste feature, we make an additional idle with the name IdlePlayerStop3DNPC.

idle3

As you can see, this animation runs IdleStop and is not conditioned to anything. Then in our script attached to the scene, we reference the new animation like so:

Game.GetPlayer().PlayIdle(IdlePlayerStop3DNPC)

The result is the player will stop using the lute animation without a need for drawing a weapon. Although sometimes you just feel like drawing it anyway.