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 2632 Low31.12.2008Electricsheepweltall resizing the chardescription edit window. 03.03.2009No8 Task Description

I allowed myself to modify the edit window for the char description.

planeshiftdir/data/gui/chardescwindow.xml

solved as suggested here:

<widget_description>
 
    <widget name="DescriptionEdit" factory="pawsCharDescription"
            visible="yes" savepositions="no" movable="yes" keepaspect="no" 
            resizable="yes" configurable="yes">
 
        <frame x="100" y="100" width="320" height="270" border="yes" />
        <minframe width="250" height="250" />
        <title resource="Blue Title" text="Modify description" align="left" close_button="yes" />
        <bgimage resource="Modify Description BG" alpha="128" />
 
        <widget name="lbl" factory="pawsTextBox" >
            <frame x="34" y="8" width="200" height="20" border="no" />
            <font name="/planeshift/data/ttf/scurlock.ttf" r="255" g="255" b="255" size="14" scalefont="no"/>
            <text string="Character description:" />
        </widget>
        <widget name="lblb" factory="pawsTextBox" >
            <frame x="35" y="9" width="200" height="20" border="no" />
            <font name="/planeshift/data/ttf/scurlock.ttf" r="0" g="0" b="0" size="14" scalefont="no"/>
            <text string="Character description:" />
        </widget>
 
        <widget name="Description" factory="pawsMultilineEditTextBox" >
            <frame x="25" y="30" width="270" height="185" border="no" />
	    <font name="/planeshift/data/ttf/LiberationSans-Regular.ttf" r="255" g="255" b="255" size="10" scalefont="no" />
            <attachpoints>
                <attach point="PROPORTIONAL_RIGHT" />
                <attach point="PROPORTIONAL_TOP" />
                <attach point="PROPORTIONAL_LEFT" />
                <attach point="PROPORTIONAL_BOTTOM" />
            </attachpoints>
        </widget>  
 
        <widget name="OK" factory="pawsButton" id="100">
            <frame x="38" y="238" width="85" height="30" />
            <bgimage resource="Modify Save" />
            <attachpoints>
                <attach point="PROPORTIONAL_RIGHT" />
                <attach point="ATTACH_LEFT" />
                <attach point="PROPORTIONAL_TOP" />
                <attach point="ATTACH_BOTTOM" />
            </attachpoints>
            <label text="OK" />
        </widget>
        <widget name="Cancel" factory="pawsButton" id="101">
            <frame x="200" y="238" width="85" height="30" />
            <bgimage resource="Modify Cancel" />
            <attachpoints>
                <attach point="PROPORTIONAL_RIGHT" />
                <attach point="PROPORTIONAL_LEFT" />
                <attach point="PROPORTIONAL_TOP" />
                <attach point="ATTACH_BOTTOM" />
            </attachpoints>
            <label text="Cancel" />
        </widget>
    </widget>
 
</widget_description>
 1829 Low02.07.2008Electricsheep add functionality to get a '/me' to main directly 11.09.2008No2 Task Description

when I use “/group /me takes a spoon and eats it’s heart out” I’ll output it to group, likewise it works for tells.
It would be nice to have the same functionality for ‘/say’ (wich takes the text thereafter to main but when combined with ‘/me’ or ‘/my’ does output the ‘/me’/’/my’ instead of the desired first name here.)

 1603 Low27.05.2008Electricsheep dropping a helmet crashes dermorian female characters i ...27.05.2008No Task Description

I can’t believe this isn’t in here yet..

1590Low26.05.2008ElectricsheepTrade between players should be visible to all in sight...24.01.2010No2 Task Description

How about making it visible in Main if Players exchange items?
A system message appears to the ones trading anyways at this moment.
the message to others should however have some less precision, like:

 "<PlayerA> gave <PlayerB> Weapons and some coinage in exchange for raw materials"
 for someone trading a crafted longsword, a dagger, 2 hexa and a tria against 45 platinum ore and a silver ingot.

this in order to keep realism (can all see how many circles and tria he pushed into the other persons hand?)
the message could use the item_category, and eliminate doubles, so it could be done without giant changes to the database.

the advantages I would see in this:

 1.) there will be visible interaction between players. no more pure tell-based sales that (imho) are pretty ooc.
     Noone IRL (and especially not in the middle ages) would go into a shop and whisper in the cashiers ear what he whishes to sell or buy.
     Instead people going into a shop (not a supermarket) usually say good day followed by a statement on what they seek to buy (maybe even some smalltalk).
     Neither would such item exchange go unnoticed by other people in the shop or near the exchange.
     So I think it would add to realism. Unless the character you play would be blind.
 2.) Stealthy and sneaky exchanges of goods would have to take place in dark alleys, like sneaky things should be done.
 3.) Hopefully the messages in main would encurage Players to take the general and casual trade-talk into main as well,
     instead of hiding it in tells in order to not 'disturb' other players. 
     If IRL there are others talking near you, you step away a little to give and have more privacy as well.
 4.) It also would surely add some spying capabilities into the game, as it then could indeed be seen to all around who trades with who.
     This will make it possible to IC-ly spy on others trade behaviours. This without the need of having to be telling or grouping with the ones spied on. 

disadvantages:

 1.) Anyone could see who would trade with who, people who use quest runners would have to find a reason why they would get items for free.. 
     (or take the trade to a dark alley).
 2.) Someone could 'spam' the main-channel with trade messages. (but that's easier by sitting and standing up, or by dropping items and pick them up)
 3.) some things I probably didn't thik about yet. feel free to add..

Overall I think it would rather add to RP then desturb it.
For slipping items to others unnoticed, there could/should be a ‘/givesecret’ option that would use the numbers behind the pickpocket/sneaking skills.

 1397 Medium05.04.2008ElectricsheepRizin Lyrus has an Idea has a consistency error 05.04.2008No Task Description

In the beginning of the Quests Lyrus sends the char to ‘the local blacksmith’ wich would be ‘Gardr Keck’, not as told by her ‘Gulm Ossoe’,who is a sculptor, (who made a harp in another quest?!?)

 1083 Low13.02.2008Electricsheep Typo/incosistecy in Library book 'The Arena Book' 27.02.2008No3 Task Description

3rd paragraph got a typo:

“… and group fights (for those who don’t like to go it alone.)”

should read:
“… and group fights (for those who don’t like to do it alone.)”

                                                  ^
                                                  |
 1082 Low13.02.2008ElectricsheepFrank Barton Typo/incosistecy in Library book 'Currancy fundamentals ...02.03.2008No3 Task Description

In the last sentence of the first paragraph it reads:

 "...: repair broken coins or replace the ones that leave the city or get lost somehow"

it might better read:

 "...: repair broken coins or replace the ones that leave the octarcy or get lost somehow"
 1081 Low13.02.2008Electricsheep Typo/incosistecy in Library book 'Monsters: Trepor' 04.03.2008No1 Task Description

Size is described as 1.5m high, 1mlong and wide.
They do look a lot bigger to me whan I play ps.
More like 2,5m long, 1,5m wide and 1,5m high.

 1080 Low13.02.2008Electricsheep Typo/incosistecy in Library book 'Selected Beasts of Yl ...02.03.2008No2 Task Description

in section Megaras:

Megaras are described as being 10 to 15m long.
I did imagine pterosaurs to be that size as they are supposed to be used for person and load transport.
Shouldn’t the Megaras (as being the big transport beast) be a lot bigger?

 1079 Low13.02.2008Electricsheep Typo/incosistecy in Library book 'Selected Beasts of Yl ...02.03.2008No1 Task Description

in above mentioned book I did find the following typos/inconsistencies:

Biorlitrosan: “Live in burrows or simple huts on all six levels, but…”

           maybe change to:
                "Live in burrows or simple huts on all six non-submerged levels, but..."

Grendol: two things here:

1) they do look rather higher then 3m as Ynnwn are supposed to be 2-2,5m ant them grendols add a head or two to my toon..
2) they are according to the description here to be reported to the Vigisimi or the guard. the arena and the laanx dungeon hod some though.
 1078 Low13.02.2008ElectricsheepFrank Barton Typo/inconsistency in Library book 'a overview of Ojave ...02.03.2008No3 Task Description

in the second last paragraph it reads:
“Ojaveda is composed of 211 ultics and a total of about 14000 inhibitants.”

seen the size of the World (only 1257square kilometers in the dome level) I think 14k citzens in a small city are a bit off the scale.
also it is doubtful how they would live in 211 tents.
maybe 1400 citizens would fit better. (still 6.6ppl/tent)

 1027 Low27.01.2008ElectricsheepKenneth Graunkeweltall Weapons of seduction lower charisma? 04.08.2009No11 Task Description

seemingly the weapons of seduction have the famous and useful effect of enhancing strength and endurance in exchange for Charisma, Willpower and Intelligence.
I don’t mind the effect at all as I also like to mine, but the logic stumbs me a little, as I see a weapon of seduction as a item that enhances the weares beauty and wit, to make it easier to erm.. get what said person wants.. you can bully them down as well though.. just a thought..

 740 High08.12.2007Electricsheep No skill advancement when training Swordmaking at lvl 5 ...08.12.2007No2 Task Description

When trying to train Swordmaking at high skill
(lvl 50 in swordmaking and trained to green at Vaieund (BD))
The message " you’ve gained some practice points in Swordmaking " does not appear.
Also the green bar does not grow. This both was (and still is) the case when training it under lvl 50.

I do not know if this is only true for swordmaking or also for other crafting skills..
I also do not know if this was disabled on purpose (but why the trainer then?)

 479 Low19.10.2007Electricsheep Longsword Delta blade won't superheat 19.10.2007No Task Description

like the title suggests it is impossible to superheat a heated Longsword delta blade.
The Longsword alpha and beta blades do heat normally however, up to red hot.

I am aware that this bug was reported before!
But as it still is there after two versions I thought I nag on the new tracker once, lest it is forgotten.
The fabrication of Longswords is not hamperd, but it is a nice trap for new crafters

 477 Low18.10.2007Electricsheep extension of dicerolling by adding a target number 28.08.2008No14 Task Description

I do believe it to be a good idea to have the /roll command extended by a optional ‘target number.
This would enable to roll a number of, say 10 sided, dice and show only the number of dice hitting or exeeding the target.

For example: ' /roll 15 10 8 ' would roll 15 10sided dice and return the number of dice that showed 8 or above.

            lets say they would fall 1 2 3 4 5 6 7 8 9 10 10 8 6 4 2 
            the return would be: ' Player Rollercoster rolled 15 10 sided dice againdst 8 for 5 successes '

This would enable to RP-fight in a very nicely balanced (and skill oriented) way.. If there are dice rolling maniacs around where one could duel, or just do a diceless RP-fight…
It also would be a nice add-on to utilize the not yet implemented skills.
In a more balanced way then rolling a dice with <skill> sides or using /roll 1 6 wich has no relation to any difficulty of the job.

see also the commercial Paper and pen games from White wolf (Vampire, Mage, …) and the game Shadowrun, where I abducted the idea.

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