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2982 | Medium | | 09.06.2009 | A. Kiefner | | /set abusable | | 10.06.2009 | No |
Task Description
The fact that /set is not logged properly but still applicable to others, also players that don’t have the appropriate sec level, makes this command quite abusable. With /deputize working fine people can get set flags simply that way, without this undesired behaviour of /set.
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2951 | Medium | | 25.05.2009 | A. Kiefner | | /petition improvements | | 28.06.2022 | No |
Task Description
1. Ability to teleport to the player from the petition window 2. Player side: /petition should open the petition window with a short introducing text (in another text window?) how to use the petitions (not to post wishlist items there, how to use (possible) categories..) 3. There should be a drop-down menu for selecting a category [Not Specified; Movement; Bugreport; Name; Event; Harassment; Quest; Miscellaneous] to classify the report. This could be used for statistical purposes post-process as well. 4. A button to mark the petition as URGENT which will add a parseable <star><star> URGENT<star><star> (<star> = *)to the header of the petition so our post-processing tools (aka gmbot) can forward/poke outside the game. (This is important!) 5. Before the petition is finished there should be a preview to check everything again, to make last changes. 6. As long as the petition is unassigned the button shows “claim”, once claimed the button shows “release” to unassign the petition again.
Request from FS#3092 :
“In the GM petition window, there should be a button ‘Guidelines for petitioning’ and when you click it, it gives just that. Guidelines for petitioning.
I recently filed a petition and didn’t know what to include, what was superfluous, whether it was too long winded or not, etc.”
Request from FS#3101 :
“We need enhanced petition system to allow adding several notes and note titles, as well as ability to review closed petitions. The ability to add several notes to a petition would also help us handle an issue, then log off, but leave notes for other GM’s to review what we have done and pick up / complete.”
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2950 | Low | | 25.05.2009 | A. Kiefner | | "here" does not work when stopping fog | | 01.07.2009 | No |
Task Description
If there’s a map with fog enabled, you can’t hit
/fog here stop
like with other commands. Instead you have to specify the sectorname.
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2795 | Medium | | 02.03.2009 | A. Kiefner | Tristan Cragnolini | guarding range ignores instance | | 06.03.2009 | No |
Task Description
If someone drops an item in instance 0, then gets teleported to instance 1 via /teleport target there 1 the item remains guarded until the player walks off.
As the character actually is not around the item, the item also should not remain guarded for both gameplay logic and realism.
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2789 | Medium | | 26.02.2009 | A. Kiefner | Loyni | /report improvements | | 10.04.2009 | No |
Task Description
In past GM meetings a couple changes for /report were discussed and agreed upon.
1) /report should log the person who is reported, not the reporter
2) it should include system, guild and group of the target
3) the target should get no warning when reported
4) extend the time prior and after /report to 15 minutes
5) if someone gets reported multiple times, reset the timer each time and keep logging to the same file; → one file per player
6) start the report with information about the target (/info for example)
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2546 | Low | | 01.12.2008 | A. Kiefner | | area doesn't find player targets | | 04.12.2008 | No |
Task Description
I tested this with Aiken and Bovek on stable server, trunk&stable clients. When standing next to a player char and issueing /slide area:players:20 u 1 it will open the confirmation popup, but have no valid targets in it, although there should be at least one. When clicking YES to execute the command it will give two warnings “Invalid target”. This is a snippet from the server log:
[06:33:32] <Aiken> Mon Dec 1 15:33:13 2008, No object with the name of ‘uid:54’ was found. [06:33:34] <Aiken> Mon Dec 1 15:33:13 2008, <src/server/gem.cpp:303 FindObject SEVERE> [06:33:36] <Aiken> Mon Dec 1 15:33:13 2008, No object with the name of ‘uid:54’ was found. [06:33:38] <Aiken> Mon Dec 1 15:33:13 2008, <src/server/gem.cpp:303 FindObject SEVERE> [06:33:40] <Aiken> Mon Dec 1 15:33:13 2008, No object with the name of ‘uid:56’ was found. [06:33:42] <Aiken> Mon Dec 1 15:33:13 2008, <src/server/gem.cpp:303 FindObject SEVERE> [06:33:46] <Aiken> Mon Dec 1 15:33:13 2008, No object with the name of ‘uid:56’ was found.
Note that Aiken’s character has PID 56, mine has 54.
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2520 | Low | | 26.11.2008 | A. Kiefner | | GM accounts need to hold more than 4 characters | | 01.01.2022 | No |
Task Description
GMs and devs often use alternative characters for events and working unrecognized ingame. The only bad workaround right now is to make new accounts and deputize. This means unnecessary intransparency in logs and communication. The request includes removing the limit (or extending to a high number) of allowed characters for accounts with sec lvl > 0 and provide access to the characters via the client GUI.
Talad has stated previously that the limit will not be changed for players.
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2480 | Low | | 17.11.2008 | A. Kiefner | James | setskill has bad fallback defaults | | 10.05.2009 | No |
Task Description
/setskill target all without the last argument (figure to set), the command defaults to 100, which is a problem if you simply forgot the argument since you can’t quickly undo the fault either (especially on stable with “Fine.” as system output). The command should not have a default at all when forgetting the last argument. The issue is apparent on trunk, also.
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2432 | Critical | | 03.11.2008 | A. Kiefner | | Crash of debug built in character choice screen | | 21.11.2008 | No |
Task Description
Having built the newest CS and PS revision, the client segfaults after login to a trunk server and when selecting “create new character”.
Following Aresilek’s advice I have run the client in gdb and got his stack trace:
http://www.nopaste.com/p/anRK5BrQib
(removed trace as it doesn’t seem to show here)
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2421 | Low | | 30.10.2008 | A. Kiefner | A. KiefnerTristan CragnoliniAresilek Besolez | /rotate | | 30.10.2008 | No |
Task Description
As the /drop command, /rotate is needed to provide players more freedom in placing their items in the world, specifically furniture in guildhouses and specifically was requested by Talad.
The command is derived from /slide but is available to players and does not change the item’s position. It should work following the syntax
/rotate target X Y Z
Like the command
/slide target t Z
rotates the target in degrees around the Z axis, /rotate should rotate the target in degrees around the three axis.
As a first step, this should be available to all but only applicable on items. As a second step, a “rotate all” flag could be introduced to GM3+ that would remove this restriction and makes the command also applicable on players/NPCs for events. Mostly having static decoration (having living objects hanging from the ceiling etc) in mind there.
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2420 | Low | | 30.10.2008 | A. Kiefner | | weather is not instanced | | 01.01.2022 | No |
Task Description
All weather commands (/fog, /rain, /snow) work per sector and ignore instances, that means once weather is enabled, it is active on all instances of the sector.
I tested this on stable by issuing one command after another, teleporting to instance 1 and back.
Expected behavior is that weather is only active in the instance where the calling user is.
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2390 | Low | | 19.10.2008 | A. Kiefner | Tristan Cragnolini | area targets things from all instances | | 19.10.2008 | No |
Task Description
The area function disregards instances. This can become a problem if, as example, you are on the plaza in instance 32 (which is empty) and enter /teleport area:players:100 here
Normally you would assume that it doesn’t take any target, but wrong - it teleports all players on plaza to you although they are in another instance.
When testing on trunk, with items this problem isn’t apparent at first sight because of FS#2248 but after server restart you see it.
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2372 | Low | | 13.10.2008 | A. Kiefner | | /tell tab problems | | 04.06.2020 | No |
Task Description
On Laanx (not sure if this is also the case on trunk) if you type something in the /tell tab like /me sits down. or simply hello there it auto-replies to the last one who sent you something. This behavior is absolutely hazardous and prone to miss-tells since at any time someone else could contact you and it would reply to the last, disregarding when you started to type, or who you were replying to before.
Due to this problem, the auto-reply feature is pretty much useless as players go for the /tell buddyname hello there way instead for the sake of security.
To fix this, I suggest to change the behavior to the following: The moment you /tell yourbuddy something, the name of yourbuddy is locked and used as target for any future /me sits down. or hello there in tells, without explicitly stating a new target. If you /tell someonenew something, someonenew is locked instead of yourbuddy, so to do the “simple” convo-way again with yourbuddy, you have to explicitly /tell him something again.
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2371 | High | | 12.10.2008 | A. Kiefner | | effects cause client crash when morphed | | 01.11.2008 | No |
Task Description
Mon Oct 13 01:25:21 2008, <src/client/psclientdr.cpp:212 HandleDeadReckon SEVERE>
Mon Oct 13 01:25:21 2008, Got DR message for unknown entity 18151.
planeshift_effects:
Trying to attach an effect socket anchor to a socket that doesn't exist.
Trying to attach an effect socket anchor to a socket that doesn't exist.
Couldn't attach obj to pos in electrotouch
Couldn't attach obj to pos2 in electrotouch
This happened on Laanx when UtM tried to cast electro-touch while morphed to rat.
It crashed him and everyone around.
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2327 | Low | | 02.10.2008 | A. Kiefner | Dave BenthamAresilek Besolez | event problems | | 24.09.2014 | No |
Task Description
1) According to testcase 2338 “With vengeance char type /event reward all “gold ore” All people registered to the event gets 1 gold ore, and the message they have been rewarded. Vengeance gets the message players have been rewarded.” /event reward all “gold ore” should work, but a number is required. Additionally, there is no information on what is given or received.
2.) I don’t like players to be able to leave the event via quest notebook. Events should be regarded as one-time quests that actually can affect the characters future.
3.) /event is not properly logged, for instance in regards of rewards.
4.) I would prefer to have the area function extended for area:event:name rather than use a custom range/target mechanism in /event that is not logging properly.
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2326 | Low | | 02.10.2008 | A. Kiefner | ravna | inspect problems | | 20.11.2013 | No |
Task Description
1) /inspect doesn’t work for offline characters.
2) /inspect doesn’t list items in containers.
3) /inspect doesn’t list all items at all.
However, instead of spending too much work here, time should either be invested into the GM WC or ingame GM console since it can be quite confusing to list many items in the system out.
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2325 | Low | | 02.10.2008 | A. Kiefner | | /awardexp is limitted for no reason | | 06.10.2008 | No |
Task Description
/awardexp has a limit of 100 PP, which doesn’t make much sense to me.
1. 100 PP are not *that* much nowadays and
2. /setskill can give much more benefit than that, more directly.
3. both are being logged in detail and reviewed, so there’s not much point in abusing it.
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2324 | Low | | 01.10.2008 | A. Kiefner | | setskill has insufficient system output | | 14.10.2008 | No |
Task Description
/setskill target all 400 will only return “> fine” which is insufficient if the wrong target was chosen; also /setskill target “Crystal Way” 40 will only tell from which level to which it was changed but not tell the target, which is confusing as the target could be yourself, for instance, requiring to doublecheck.
Please add the name of the target to output.
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2320 | Low | | 01.10.2008 | A. Kiefner | | petition bugs | | 03.10.2008 | No |
Task Description
When claiming a petition, the focus switches to the next of the list and doesn’t stay focused.
/petition_list doesn’t work with trailing spaces.
After closing or deleting the original petition text stays in the lower window until you pick another.
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2258 | Low | | 20.09.2008 | A. Kiefner | | area shouldn't target yourself | | 29.09.2008 | No |
Task Description
At the moment the area function applies the command on yourself first, then consequently on every other target that was found before. This doesn’t make any sense in most cases and is annoying also.
A rather funny but still good example for this is /deputize area:players:10 player - which deputizes yourself to player and then finds that you can’t use the command
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2257 | Low | | 20.09.2008 | A. Kiefner | | takeitem: differing output onscreen from system | | 20.09.2008 | No |
Task Description
When applying
/takeitem target 10 tria
It produces differing messages onscreen than it gives in system tab, whereas the system message is right, the onscreen one is false.
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2256 | Low | | 20.09.2008 | A. Kiefner | | /marriageinfo output problems | | 27.09.2008 | No |
Task Description
/marriageinfo doesn’t output the playername of target, making it hard to search the logs later.
Second, it doesn’t work for offline players, which renders it almost useless.
(I personally would prefer to have this included in /info anyways, but if we have it this way, it should work properly at least)
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2255 | Low | | 20.09.2008 | A. Kiefner | | /checkitem doesn't output the name of the target in sys ... | | 21.09.2008 | No |
Task Description
When testing the functionality of /checkitem in conjunction with area, I noticed that it doesn’t add the name of the current name, thus rendering it useless for this use, reducing its potential a lot.
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2254 | Low | | 20.09.2008 | A. Kiefner | LanarelpeegEricaurelyntCXDamian | commands that should take "target" as argument | | 01.01.2022 | No |
Task Description
I have tested all existing commands on trunk with Aiken for the compatibility with the area function, which substitutes “target” in the syntax. Only commands are listed that are missing the argument and might have use in conjunction with this function.
/path
/setitemname
/setquality
/greet
/tell
/invite
/listwarnings
/runscript
/updaterespawn
/event
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2253 | Medium | | 20.09.2008 | A. Kiefner | Aresilek Besolez | items should not be removed by transient while guarded | | 01.04.2016 | No |
Task Description
This is a dependency for FS 2249.
Since transient is supposedly disabled right now, players are not really affected by this at the moment, but I emphatically point out this eventual problem once the flag will work again.
A simple hack to resolve this issue could be following: Once the item is queried for removal, “drop” it again to reset the counter if it’s guarded. The moment it becomes unguarded, “drop” it in the same manner again to reset the counter in order to have the full time for others (or the owner) to pick up the item before it vanishes.
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2252 | Low | | 20.09.2008 | A. Kiefner | | transient can't be disabled in /item | | 27.09.2015 | No |
Task Description
This is a dependency for FS 2249.
Items spawned by item console have all transient flag enabled, whether the checkbox is selected or not.
This would a minor issue since it COULD be fixed by /modify (see 2251)
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2251 | Medium | | 20.09.2008 | A. Kiefner | | /modify can’t disable the transient flag | | 21.09.2008 | No |
Task Description
This is a dependency for FS 2249.
It appears that /modify target transient false has no effect. /info on the item afterwards still shows the transient flag enabled. If the 2249 is fixed before this one - or without giving devs enough time to fix items on Laanx - all items placed by devs will be removed as well.
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2250 | Low | | 20.09.2008 | A. Kiefner | peeg | no transient in guildhouses! | | 20.10.2008 | No |
Task Description
This is a dependency for FS 2249.
Before fixing the bug that renders the transient flag useless, a check must be implemented to prevent items in specified maps (especially guildhouses) to be affected by the flag, otherwise we have players lose all furniture in guildhouses an hour after the flag is in effect on laanx.
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2249 | High | | 20.09.2008 | A. Kiefner | Aresilek Besolez | transient flag doesn't work | | 01.04.2016 | No |
Task Description
All items have the “transient” flag which, according to my understanding of the code, is supposed to make things automatically vanish after 3000+ seconds.
This does normally not work, however under certain circumstances Aiken and I were not able to reproduce, it DOES work - which might be the cause for various items vanish from guildhouses.
This flag is supposed to work, BUT it has to be fixed AFTER working out the connected problems:
- /modify can’t disable the transient flag (which should be fixed before anything else to prevent dev stuff to vanish) - transient not in guildhouses - transient is enabled by default, whether disabled in the /item console or not - items should not vanish while guarded
It appears that this misbehaviour was caused on purpose (commented out the relevant lines) but not documented: src/server/entitymanager.cpp line 902
One of the few times it it worked was in the following situation: Aiken added a few extra debug messages, reduced the time to 10 seconds, then bought an empty book and dropped it. He also had picked up already existing items and some spawned via /item and dropped those. The bought item disappeared, nothing else did. However, that was the only time, we couldn’t reproduce it.But the debug messages were triggered so the code was used to make the item disappear.
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2247 | Low | | 20.09.2008 | A. Kiefner | | /runscript does not take a target | | 29.07.2014 | No |
Task Description
With Aiken I tested all commands available on his trunk server and we came across this bug:
When trying to apply the deathcurse on him with: /runscript target death_curse
It gives me a positive onscreen and system message, but also the “You are now cursed” message. He gets also an according message. However, it is me who gets cursed (changed stats) - but he gets the message in the active_magic window, NOT me.
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2231 | Low | | 14.09.2008 | A. Kiefner | | Crash when walking to NPCroom2 | | 14.09.2008 | No |
Task Description
When walking from npcroom1 through the tunnel to npcroom2, there’s this:
Last lines are:
Mon Sep 15 00:25:10 2008, <src/common/engine/psworld.cpp:169 ExecuteFlaggedRegions SEVERE> Mon Sep 15 00:25:10 2008, Loading region npcroom2 failed! Mon Sep 15 00:25:10 2008, <src/client/psengine.cpp:1887 FatalError SEVERE> Mon Sep 15 00:25:10 2008, Loading region failed! Mon Sep 15 00:25:10 2008, <src/common/engine/psregion.cpp:99 Load SEVERE> Mon Sep 15 00:25:10 2008, Error Not a binary CS document Mon Sep 15 00:25:10 2008, Error (in: line 812:1) Mon Sep 15 00:25:10 2008, loading file to be cleaned. /planeshift/world/npcroom2/world Mon Sep 15 00:25:10 2008, Mon Sep 15 00:25:10 2008, <src/common/engine/psworld.cpp:169 ExecuteFlaggedRegions SEVERE> Mon Sep 15 00:25:10 2008, Loading region npcroom2 failed! Mon Sep 15 00:25:10 2008, <src/client/psengine.cpp:1887 FatalError SEVERE> Mon Sep 15 00:25:10 2008, Loading region failed! psEngine destroyed.
Smekel followed me on foot and crashed all the same.
A restart of the client makes you load in the previous map. Attempt to move to the next map makes you crash.
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2004 | Low | | 25.07.2008 | A. Kiefner | Andrew Dai | Jump height is dependant on performance | | 04.06.2020 | No |
Task Description
From ingame petition: I start with the current example. I jumped ontop of a tent in Oja (the one with the rogue inside whose name I always forget). The first level can be reached normally (what doesn’t mean there is no glitch involved). But I didn’t make it up ontop of the tent also in many tries. The trick: I lowered the fps cap to 10 in this example. After that I was able to jump ontop of the tent in maybe 10 tries. This effect was tested and confirmed in a previous release, so this is not just a single example where something happened accidently. Summary: Lower fps (performance?) leads to slightly increased jump height. Please keep me informed about the status of this.
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2003 | Low | | 25.07.2008 | A. Kiefner | | petition window too small and not resizable | | 24.08.2008 | No |
Task Description
When writing a petition (/show petition) the window where you write your petition into, is too small for some petitions and cannot be resized.
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1993 | Medium | | 23.07.2008 | A. Kiefner | | mute and freeze are undone when logged out | | 23.09.2014 | No |
Task Description
When someone is muted or frozen, the commands are cancelled when the player logs out. This should not happen.
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1991 | Low | | 23.07.2008 | A. Kiefner | Andreas Heinchen | deputizing doesn't update GM console | | 24.07.2008 | No |
Task Description
When someone temporarily has a different security level by /deputize the GM console (/show_gm) does not get updated with the functions that should be available at that level.
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1859 | Low | | 04.07.2008 | A. Kiefner | Andreas HeinchenRoland Schulz | area function targets all instances | | 07.07.2008 | No |
Task Description
The area function targets all objects, in any instance, not only the one you are currently in. This can produce ugly effects like when you stand on the plaza in instance 2 (which is empty) and enter /teleport area:player:10 here It teleports players also from instance 0 to you.
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1743 | High | | 23.06.2008 | A. Kiefner | Aresilek Besolez | /suspend | | 02.01.2010 | No |
Task Description
Past experience has shown that in many cases it is necessary to remove a player from the game only for a relatively short time to give them time to cool down. Since this is only possible right now with /ban which is only available to GM4 alternatives have been pondered. As half-ass workaround players have been put back to tutorial with the tutorial quests set to completed so they can’t escape. A better way would be to use a weak version of /ban available for GM2+
/suspend target m h d <Reason>
The difference would be that it doesn’t ban the IP, just the account and also the ban time limit is 10 days. The message to the player would be “You have been removed from the game. You cannot log in with this account for m minutes, h hours and d days.”
The severity is high because with few people available who could issue a ban and the strict decision to have /ban only for GM4+, GMs are often left with little means to counter persistent grievers.
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1709 | Low | | 14.06.2008 | A. Kiefner | Andreas HeinchenRoland Schulz | pickup doesn't allow [target] | | 07.07.2008 | No |
Task Description
/pickup only works while having something target, however the syntax is only /pickup while it should be /pickup [target] The problem there is mainly in conjunction with the :area: feature. This feature subsequently targets and applies the given command with the $target variable, which doesn’t work with /pickup. As the area feature will also be available for GM4 this will be an important thing to have, for instance to clean up litter or after an event.
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1694 | High | | 10.06.2008 | A. Kiefner | Andreas HeinchenRoland Schulz | quests: check on player inventory | | 07.07.2008 | No |
Task Description
This request is actually made of two parts: - one is the ability for a GM to check the presence of one item into a players inventory. - two is the ability to have a check in quest scripts for the existance of an item.
Part one details (approved): We need a way to check whether a player has a specific item in his inventory. This can be done via a new command /checkitem target # [item|tria] which simply returns true or false if the player has equal or more items of the specified sort in their inventory.
Part two details (not approved): This command could be applied in quest scripts and concatenated with AND/OR and NOT to check for a list of items and even range of money (1000⇐x<10).
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1642 | Medium | | 01.06.2008 | A. Kiefner | | /possess an NPC | | 15.11.2008 | No |
Task Description
This command has been on the wishlist (and also on the ToDo list for releases) since a very long time. I post it here in the hope it will be more visible to interested people to implement. The idea of the command is to control an NPC completely, not just talk as them through /impersonate. However, since controlling the actual body of an NPC is extremely complicated, it would be much more convenient (also from GM side) to simply make it seem so to the player.
Thus a possible way to implement the /possess command: The syntax would be
/possess [NPC_name|target]|reset
Issueing the command would have the following effects:
1. The GM is moved to the location of the NPC. 2. The NPC is renamed to “$originalNPCsurname_P” (family name is unaffected). 3. The GM is renamed to $originalNPCname and the original GM name is stored in an extra db field. 4. The label color of the GM is set to NPC (/setlabelcolor). 5. The NPC is /slid u 1000. 6. All scripts (most importantly movement) of the possessed NPC are temporarily frozen. 7. GM temporarily gets all traits of the NPC (original traits of GM are stored on db). 8. GM is /set invisible off.
Issueing /possess reset would have the reversed effects:
1. Possessed NPC is moved to the location of the GM. 2. The name of the GM is restored. 3. The NPC is renamed back to §originalNPCsurname. 4. Labelcolor of GM is reset. 5. Scripts of the NPC enabled again. (GM is not moved).
It’s important that the status of NPC (possessed), name and traits of the possessing GM are stored on DB so that a possible server crash has as little impact as possible.
If one is possessing an NPC already and then tries to possess another NPC, it should automatically issue /possess reset before executing /possess otherNPC. When possessing, it should give a warning that the path of the NPC might be disturbed if /possess reset is issued too far away from the original position.
As a final cut, resuming scripts of the NPC should be delayed for 2 more minutes, giving the GM time to switch back into possession without paths getting in the way. That way it is possible to possess two or more NPCs back and forth.
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1494 | Medium | | 10.05.2008 | A. Kiefner | | Instancing of Action Locations | | 15.09.2011 | No |
Task Description
From the gm console it is only possible to set ALs for a mesh at a specific position. This dialog should also include instance number since we might want to interconnect instanced maps by action locations (doors). Right now this is not possible since an AL can only applied to a mesh for all instances. For example you are in instance 2 and going through a door per AL → moves you to, say, map gh_law x y z 731; you try to enter the same door but now you’re in instance 1921 → moves you to map gh_law x y z 731 also
With my suggestion it would be possible to build a labyrinth, for example, with only one small map:
AL at door in instance 1 (in any random map) leads to map instlab xyz 2; in map instlab instance 2 there are three doors that randomly lead back to instlab xyz 2 and one door leading to instlab xyz 3; in map instlab instance 3 there are three doors that randomly lead back to instlab xyz 2 and one door leading to instlab xyz 4; etc. until one door in instance 12 or so leads to another map than instlab.
Basically instancing of ALs would allow to build large maps by plugging small maps together dynamically ingame, without loading many distinct large maps.
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1474 | Low | | 06.05.2008 | A. Kiefner | | area:event | | 05.06.2021 | No |
Task Description
It should be possible to use the area:: feature to apply commands to everyone listed in a certain event. The syntax for instance to teleport everyone in the event “testevent” to here should be
/teleport area:event:testevent here
This would make some suggestion in FS#225 redundant.
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1473 | Critical | | 06.05.2008 | A. Kiefner | | Insecure /item | | 06.05.2008 | No |
Task Description
When using /item Dagger for instance, the item spawns OUTSIDE of the inventory WITHOUT being guarded.
The command should check if the inv is full and only then spawn the item outside, but being guarded!
When spawning items during an event this way (which is MUCH more comfortable than skimming the awful /item console) everyone could pick up things.
The issue is that items spawned that way are not guarded when they are spawned outside the inv, not the mere fact that they are spawned outside.
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1472 | High | | 06.05.2008 | A. Kiefner | Tristan Cragnolini | issues with quality | | 11.10.2008 | No |
Task Description
When playing with /setquality I encountered some issues with quality, specifically when stacking.
Having two daggers. One with quality 0/20 and the other at 20/20. When stacked, both become 10/10.
Having two daggers. One with quality 19/19 and the other at 20/20. Now sometimes both become 19/19 but also sometimes 20/20.
Items should KEEP their quality each when stacking.
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1471 | High | | 06.05.2008 | A. Kiefner | Frank Barton | Issues with /setitemname | | 14.05.2008 | No |
Task Description
I have been testing the command /setitemname with the item “Ink and Paper”. There were a number of bugs.
1) a) Change the name of the item. b) Trade the item. ⇒ name of item is reset!
2) Change the name of the item to “newname”. ⇒ /giveitem target 1 “newname” does not work
⇒ The only way to give an item with an altered name to another player is by dropping it and go away to make it unguarded.
3) a) Rename a number of same items. b) Stack them. c) Separate them again ⇒ only the upper most item keeps its custom name, everything else’s name is reset.
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1470 | Medium | | 06.05.2008 | A. Kiefner | Joe Lyon | It is not possible to change content of books | | 05.06.2021 | No |
Task Description
The GMs *need* a way to modify content of books!
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1469 | High | | 06.05.2008 | A. Kiefner | | Show descriptions for books | | 05.06.2021 | No |
Task Description
It should be possible to see the description of a book even though it has CREATIVE flag enabled by clicking on a button in the main examination window.
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1334 | Low | | 24.03.2008 | A. Kiefner | Joe Lyon | advisor improvements | | 27.02.2021 | No |
Task Description
I would like to request a few changes/additions to the player-advising system. First, there should be a command /advisor_list which would list all names of people currently with active advisormode - only to GMs. For players, this command would only display the number of people in this list, to still allow some anonymity.
Second, I request a command /ban_advisor [player] which sets /advisormode off for this player and denies him to activate it in future. The command should work for the whole account, no time limit enforced. It also should be displayed on /info whether the account was banned for advising.
Third, I request an increase of the time it takes to timeout on giving advices by at least 1/3 of the current amount.
Forth, furthermore, the timeout should be displayed in a popup window onscreen and be resetable by a click after 1 minute. Each time the countdown is reset, the help-seeking player gets a feedback.
Fifth, the help-seeking player as well as the advisor should be allowed to quit the help-session conveniently and
sixth, the session countdown should be reset each time the help-seeker gives a reply, so the session never times out if advisor and questioner exchange some sentences to solve the problem until either side quits the session OR the countdown reaches 0.
Seventh, /advisormode should be set on by default for GMs (sec lvl 21,22,23,24,25).
Eighth, /advisormode should be only activable for people with a character on the account with ingame time >30 hours.
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1322 | Medium | | 23.03.2008 | A. Kiefner | | /introduce friend stranger | | 23.06.2008 | No |
Task Description
A logical addition to the introduction system is a possibility to make someone you know known to someone else alas “Y, this is my friend X.”
which should be doable over the syntax /introduce [PlayerA] (to) [PlayerB]
There should be no check on range or whether PlayerA is online, only PlayerB needs to be in range and online.
Both, PlayerA and PlayerB need to be known to the user.
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1321 | Low | | 22.03.2008 | A. Kiefner | | /introduce and GMs | | 23.06.2008 | No |
Task Description
Per default everyone is unknown, including GMs to players while GMs can see player’s names as if they were introduced. This setup gives some control over the size of an event since not everyone may notice the GM label, thus in most cases a “run for the label” doesn’t happen. However, for big events a “run for the label” may be desired, so we need an area-wide or even global /introduce for GMs. Most elegantly this can be done by “/introduce me world” and “/introduce me area” but these options being only available to GMs.
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