PlaneShift

  • Status Closed
  • Percent Complete
    100%
  • Task Type Feature Request
  • Category
  • Assigned To
    Tristan Cragnolini
    Roland Schulz
  • Operating System
  • Severity Low
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: PlaneShift
Opened by Anonymous Submitter - 04.10.2008
Last edited by aurelynt - 16.07.2009

FS#2340 - Drop Command

Syntax: /drop [Qty] <itemname>

Qty is optional, default 1, max 65 (stack size)
Itemname is required, searches first in inventory, then in containers.
Drop location is pos of player, including angle.
Perhaps the command should only work when standing, not walking/running/sitting.

Simple method might be to repeat the drop of 1 of the item until no more found or specified qty (or 1) has been dropped. Harder would be to dig enough from various stack slots to make one stack to drop, and I’d think targetable singles would be preferable.

If this is deemed not desirable for players, please make this a GM Feature Request. It would be handy for setting up scenes with evenly spaced / uniformly oriented items.

The task depends upon
ID Project Summary Priority Severity Assigned To Progress
832 PlaneShift  FS#832 - Dequip shortcuts are buggy  Medium Paul O'Reilly
100%
The task blocks this from closing
ID Project Summary Priority Severity Assigned To Progress
1985 PlaneShift FS#1985 - List of all GM feature requests [or dev lvl requests] Low Aresilek Besolez
0%
Closed by  aurelynt
16.07.2009 23:01
Reason for closing:  
Tristan Cragnolini commented on 27.10.2008 06:09

Patch implementing the drop command

Search in the inventory, and drop a stack of the item. Limited at 65 items, do not search in sacks.

Roland Schulz commented on 30.10.2008 03:51

In trunk now, r2308

Anonymous Submitter commented on 30.10.2008 07:35

Just curious…why the decision to exclude containers?

Tristan Cragnolini commented on 30.10.2008 16:37

Less than an exclusion of containers, It was an additional functionality, that was not added. When I finished coding what was commited, I asked if this was enough, or if I should continue working on it. I was told it was enough :-)

Project Manager
Lanarel commented on 31.10.2008 22:44

It may not be added, but it does work. ANd not in order.

/item a lot of gold ore
move some ores to a sack. Say you have 3 in the sack and 4 out.
/drop 4 gold ore will drop the 4 gold ore stacked in inventory
but from the same situation, /drop 3 gold ore will drop the 3 stacked in the sack. So not only does it allow dropping stuff from containers, it does not give inventory priority
When the amount dropped is not an existing stacksize, it seems to take just one of the stacks. If all stacks are smaller, it will take some from both. If the total number is smaller then requested, all are dropped.
Tested this as gm venge, and after deputizing venge as a player

Can someone say if this behaviour is good enough? Or should inventory really get priority? ANd does that make sense if dropping again will take stuff from containers anyway? Since items are guarded I suppose, the current behaviour may be good enough.

Anonymous Submitter commented on 31.10.2008 23:12

Inventory should have priority…here’s why I think so:

Glphys in sacks (probably purified) would break the purify and the spell if dropped instead of an extra loose in inventory. Items in a container would be more protected from dropping the wrong one, as in drop 1 sabre may drop the Q50 you looted or the Q300 you had in your special crafted weapons sack.

One might even make the argument to exclude containers. I asked above why excluded with this thought in mind but wanted to see what others said.

Project Manager
Lanarel commented on 01.11.2008 10:54

I agree with you that making inventory have priority, or have /drop not work on containers would save people from making mistakes. On the other hand, you are still guarding what you dropped, so this is not as critical as with trading/exchanging.
Setting back to ‘in progress’. Kougaro, can you find out what is required (you stated above that dropping from containers was not needed) and make a new patch for this?

Tristan Cragnolini commented on 10.11.2008 02:03

New patch Now allows to drop trias/hexas/octas/circles, you can use “all” for quantity, and it has a “any” flag for searching in container. search only in inventory by default.

weltall commented on 16.11.2008 15:30

committed last patch to r2434. please test if all works as supposed to and then place back ready to review

peeg commented on 16.11.2008 17:22

There seems to be a problem with “/drop all foobar”.
I spawned some gold ores to my inventory and made 3 independent stacks out of them. Then i issued “/drop all gold ore” and noticed that one of the stacks wasn’t dropped.
Tried again with 4 stacks. Again one of the stacks wasn’t dropped.
Tried again with 5 stacks. This time two stacks weren’t dropped.

I think /drop still needs some work :)

Edit: Dropping of coins actually works. Made a mistake while testing. :)

weltall commented on 16.11.2008 17:46

even for trias? i’ve just tried it (/drop 1 tria) and it’s treathing trias as items making the server crash as a result

peeg commented on 16.11.2008 18:10

Ooops. “/drop 1 tria” doesn’t work for me too, but it works with hexas, octas and circles.

Tristan Cragnolini commented on 20.11.2008 23:49

http://pastebin.ca/1263189 Correcting the tria problem

weltall commented on 21.11.2008 23:05

committed to r2463

Project Manager
Lanarel commented on 21.11.2008 23:53

Tested and it works!

Anonymous Submitter commented on 03.12.2008 18:36

This made it into .4.03, and is a bit buggy still…

Item 6 sabres
Place 2 in a glyph sack and Equip 2, leaving 2 stacked in inventory.

/drop 2 sabre
* 2 from inventory dropped
/drop 2 sabre
* 1 equipped sabre dropped (not 2) ← bug
/drop 2 sabre
* 1 equipped sabre dropped (the other one)
/drop 2 sabre
* nothing drops and no message in system ← bug (no drop is correct, just needs message)
/drop 2 any sabre
* 2 from glyph sack dropped

Gathered all of them back into a 6-stack, dropped and picked up the stack to clear any caching
Place 2 in a glyph sack and Equip 1, leaving 3 stacked in inventory.
/drop 5 sabre
* dropped all 3 from inventory and both from glyph sack ← bug (Expected to drop 3 from inventory and 1 equipped, leaving the 2 in the container since I didn’t specify ‘any’ for a total of 4 dropped of the 5 requested.

Anonymous Submitter commented on 03.12.2008 18:56

more oddness…

Picked up those 5 dropped sabres, and a crate, placed 2 in the crate, leaving one still equipped from above and 3 in inventory
/drop 5 sabre
* this time only the equipped sabre was dropped, none from inventory or the crate.

It would seem that the priority of where things are dropped from isn’t correct yet, along with containers being protected without the ‘any’ keyword.

Suggested priority: Inventory - Equipped - Containers (only if ‘any’ specified)

Project Manager
Lanarel commented on 03.12.2008 20:55

Bovek: I think what is implemented is to first drop from inventory, then from containers. The problems you notice are with equiped weapons, which are just in the first few slots of inventory. However, there is some strange bug with /dequiping ( bug 832 ) that shows the same moving around of equiped weapons, which might explain this.
So I see too things you want:
- have dropping from inventory work ( bug 832  includes a not yet applied patch, which may help here, or a similar thing is needed)
- have equiped weapons handled as a separate situation between inventory and containers

Anonymous Submitter commented on 03.12.2008 21:02

well my understanding was that containers would not be searched unless the ‘any’ flag was given. At the moment that’s not the case, as I was able to drop items from containers without it.

Additionally, consistency / predictability in behavior would be expected regardless of what order the items were acquired. You see from the above examples that different things were dropped based on different order of my acquiring them.

Project Manager
Lanarel commented on 03.12.2008 21:21

Setting back to in progress based on Boveks findings. I think originally it was to automatically drop from containers too (items will still be guarded) if there was nothing in inventory, and I think I tested it for that. But the ‘any’ keyword was not there then.
Kougaro, can you make it to the following:
- drop from inventory first, excluding equiped items
- then drop from equiped items (but make sure your fix for  bug 832  is applied as well :) )
- finally drop from containers, but only if the ‘any’ keyword is used.

weltall commented on 14.12.2008 07:33

there are other missing features which would be nice:
1- if you rename an item you will not be able to use this command to drop it with it’s new name (you will still have to use the old one)
2- if possible a way to change the position of the item (maybe only for gm/devs to avoid people getting stuck in their items in GH but I’m unsure about this, maybe also player might like it, maybe with some limitations) like dropping in the same place where the player is in order to help who makes areas (eg for events) to align things correctly in an easy way

A. Kiefner commented on 14.12.2008 13:50

I’d suggest to simply add an “inplace” option to the syntax, also available to players. They will learn soon enough when they get stuck on their own :)
- and they can pickup the item again to fix it.

Tristan Cragnolini commented on 26.12.2008 21:51

“inplace” option added, as well as making the /drop function safely drop 1 when no number is provided.

http://pastebin.ca/1294111

weltall commented on 27.12.2008 15:42

committed to svn please test then put back in progress for the first thing

Steven Schwartfeger commented on 10.02.2009 07:27

Inplace works ok, but not in combination with noguard.

Tristan Cragnolini commented on 16.07.2009 18:12

“/drop noguard inplace <item>” works fine here, setting back to ready to test

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