The EMOTE command - Midkemia Online Online Help

3.6 The EMOTE command

Emoting is a way of making your adventurer act out whatever it is you wish, from the possible to the ridiculous. Using the command is simple. Simply type: EMOTE <whatever you wish to do>.

When you emote something, your name is prepended to your actions.

So if Claudius were to enter:   EMOTE glares sullenly
...then onlookers would see:    Claudius glares sullenly.

Many players choose to create permanent and elaborate emotions for themselves that they put in aliases or macros, so as to easily use them. We recommend doing this, in order to better personalize your character.

As an added utility, you may use TESTEMOTE or TESTEM instead of the EMOTE command, to preview how an emote would look to others.

Add an 's after "emote" will make the name possessive. 
  EMOTE 's head turns toward the statue.
  Ishap's head turns toward the statue.

Emoting uses a simple language, which can be used to refer other characters and
objects around you. 

To make it a bit easier to understand, we have provided a table. 

 Symbol	       Reference      Target sees
 ^john           John            you
 ^john_him       him/her         you
 ^john_he        he/she          you
 ^john_his       his/her         your
 ^john's         John's          your
 ^john's_yours   John's          yours

  EMOTE turns to ^silban, reaching out and shaking ^silban_his hand, 
  smiling widely.

What is seen by Silban: 
  Ishap turns to you, reaching out and shaking your hand, smiling widely.

What is seen by Everyone: 
  Ishap turns to Silban, reaching out and shaking her hand, smiling widely.

# - This can be used followed by an item word, number or combination to place the short description (eg: a plain longsword) in the emote with special coloring (set by config colours things). A few special cases are accepted with this argument, such as making the description plural with either an ' or 's, and prefacing the argument with 'the', 'a', or 'an' to make it appear grammatically consistent. (eg: the #sword, in the above description, would become 'the plain longsword' and #swords' would become 'plain longswords')

You may now use +text+ at the beginning of your emote to prepend a section of text to the emote.

Example: EMOTE +With a curt motion of his hand,+ indicates his approval.
         RESULT: With a curt motion of his hand, Prandur indicates his approval.

These may be combined with the usual ^,# and %% options to create complex emotes:

Example: EMOTE +pointing at #woman and saying %%Slay her in My name!%% to
              ^sappho,+ makes a curt motion with his head.
         RESULT: Pointing at a local woman and saying "Slay her in My name!" to 
               Sappho, Prandur makes a curt motion with his head.

%% - These characters together will function as opening and closing arguments to replace the use of double quotations, making the quotations and everything within colored by 'config colours says' in the emote. Further customization exists when the opening %% is instead used as %say_<language>% which will be explained below.
To use the special say %% in an emote, first one must understand the rules of how it works. The 'language' argument is any language you understand, such as %say_kingdom% or %say_moredhel%. If the recipient doesn't understand the language, they will not see what is included in the say, much like in a normal say. 
An example would be:
   emote mutters %say_kingdom%Mutt.%%
Those who understand Kingdom will see:
   Ishap mutters, "Mutt."

...and those who do not will see:
   Ishap mutters in a deep and flowing tongue.

See HELP EMOTES for pre-defined emotions.