Praetorian Cleaner Scripting code visible


 

Posted

I think this is a bug. All the Praetorian cleaners are emitting script code in local..
Examples:
[NPC] Sweeper: CIT[ESC(BAF)]; CWK.TSK = RTN.BAF(CIT)

[NPC] Sweeper: PPL.ATK(CWK); CWK.TSK[DEF(CWK)] > CWK.TSK[CLN(PRA)]; CWK.TSK = DEF(CWK)

Cleaner: If CWK.SEE[ATK(ADJ)] Then CWK.RSP(RCP)

I have not seen this before today... Unless this is just really clever immersive writing...

Thanks,
IM


 

Posted

i believe thats the standard "clockwork language", not a bug, but is intended to be like their own dialect type thing

edit: ive still not learned exactly what they are saying lol, but i know that it is intentional and other clockwork (ie malfunctioning, resistance, neuron, and antimatter clockwork all have their own dialects which detract from the original)


 

Posted

Quote:
Originally Posted by IridiumMaster View Post
I think this is a bug. All the Praetorian cleaners are emitting script code in local..
Examples:
[NPC] Sweeper: CIT[ESC(BAF)]; CWK.TSK = RTN.BAF(CIT)

[NPC] Sweeper: PPL.ATK(CWK); CWK.TSK[DEF(CWK)] > CWK.TSK[CLN(PRA)]; CWK.TSK = DEF(CWK)

Cleaner: If CWK.SEE[ATK(ADJ)] Then CWK.RSP(RCP)

I have not seen this before today... Unless this is just really clever immersive writing...

Thanks,
IM
It is meant to be immersive, they have talked like all along.


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Posted

If you squint real hard and have a computer background, you can puzzle it out. For example, the first one more-or-less says: "if a citizen escapes the BAF, the clockwork's task is to return the citizen to the BAF".

The second one is evidence for the lack of Asimov's Laws of Robotics in Praetoria (not that anyone's surprised about that).


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Posted

Quote:
Originally Posted by Starry Night View Post
If you squint real hard and have a computer background, you can puzzle it out. For example, the first one more-or-less says: "if a citizen escapes the BAF, the clockwork's task is to return the citizen to the BAF".

The second one is evidence for the lack of Asimov's Laws of Robotics in Praetoria (not that anyone's surprised about that).
Nice job!


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Posted

The Praetorian clockwork have been talking like this since the beginning. I love trying to figure out what they're saying, and yes, each type of clockwork has it's own dialect. The resistance-hacked clockwork use a mix of lower and upper case almost like internet leet-speak, very cool stuff.

Quote:
Originally Posted by IridiumMaster View Post
[NPC] Sweeper: CIT[ESC(BAF)]; CWK.TSK = RTN.BAF(CIT)
If a citizen escapes from the BAF, clockwork's task is to return to the BAF the citizen.

Quote:
Originally Posted by IridiumMaster View Post
[NPC] Sweeper: PPL.ATK(CWK); CWK.TSK[DEF(CWK)] > CWK.TSK[CLN(PRA)]; CWK.TSK = DEF(CWK)
People attack clockwork. The clockwork task of defending clockwork is more important than the clockwork task of cleaning praetoria. So, the current clockwork task is to defend clockwork.

Quote:
Originally Posted by IridiumMaster View Post
Cleaner: If CWK.SEE[ATK(ADJ)] Then CWK.RSP(RCP)
If clockwork see an adjacent attack , then clockwork response is to reciprocate(?)

Whoever thought this stuff up gets a gold star.


 

Posted

I think you're missing OP's point - the first two are talking in the NPC channel {the blue color}. The third is in Local {white}.


 

Posted

The clockworks have been talking like that for as long as players have had access to test Praetoria.


 

Posted

Quote:
Originally Posted by IridiumMaster View Post
I have not seen this before today... Unless this is just really clever immersive writing...
While !COX.FIX; DEV.TSK = FIX.COX




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Posted

Quote:
Originally Posted by Snow Globe View Post
While !COX.FIX; DEV.TSK = FIX.COX
I was just about post this. Saw it on the loading screen. Love it!


 

Posted

Quote:
Originally Posted by zombie man View Post
they're becoming sentient.

Obviously nothing to worry about.
OBJ.ZMB.TLK(OBJ.CWK)=OBJ.POT.CLR(BLK); CIT.ALL.TSK(Fear);




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Posted

[NPC] Cleaner: If RES.ATK(PRA) Then CWK.ATK(RES); If CWK.ATK(RES) Then RES = !ALV

The are so presumptuous. I love it!

On a side note, that one talked in NPC, not local.