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Bug Report | 6528 | No | Inventory/Items | Medium | New | Venalan | Ralph Campbell | Both Hand item flag | 16.07.2014 | | 1 |
Task Description
When you equip an item with “BOTH HANDS” flag an icon appears in only the left or right hand inventory slot, whichever you dropped it in.
As the weapon takes up both ‘LEFT’ and ‘RIGHT’ hands it would be clearer if the same icon appeared in both hands to make it clear that both hands are taken up by one item.
It should also be possible to deequip it from the icon in either hand.
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Bug Report | 6625 | No | Engine | Medium | New | Venalan | Joe Lyon | Quest Menu: step numbering occurs for total steps, not ... | 15.10.2014 | | |
Task Description
I’ve updated the bug to reflect what is happening with the current code, r9606
At the moment the following option will show “red apple (1 of 2) (1/2)” and “red apple (1 of 2) (2/2)” for the menu pair Menu: no. Menu: yes.
…
P:RA. Menu: bla. Smith: wana help. P:RA1. P:RA2. Menu: no. Menu: yes. Smith: shame. Smith: good. Complete red apple step 4.
It seems there are now duplicate code checks for counting subsets, or duplicate displays of one counting. This option should really show “red apple (1/2)” and “red apple (2/2)”.
Also now, when you have 8 menus visible from many different quests the number shown is (1/8)-(8/7) so it is done on a total number of menus available, not on a by quest basis. For example, if you have 3 quests active and 8 steps the numbering could be (1/3)(2/3)(3/3), (1/2)(2/2), (1/3)(2/3)(3/3)
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Bug Report | 6630 | No | Engine | Medium | New | Venalan | | Study window filter bug (minor) | 06.10.2014 | | |
Task Description
When you add a filter string to the /study window the empty lines between the item entries is lost such that you end up with long list of items. I think it might look better if the empty lines were maintained when a search string is entered
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Bug Report | 6652 | No | Engine | Medium | New | Venalan | Joe Lyon | Active Effects: When button width is "auto" it does not... | 18.10.2014 | | |
Task Description
As the title suggests, when you change the button height with width set to ‘auto’ I would expect the button width to scale with it. It does not. If you change the width setting from auto→manual→auto the correct width is set.
Potentially related
It is possible that when names appear the window correctly resizes and the full name is shown. But when you move back to images only the width is set to the minimum so you end up with very tall very thin buttons. But the icons have the dimensions you would expect for button height set to max so you can only see the central portion of the icon.
I can make this happen by following these steps.
1 - Button height to minimum 2 - button width to manual (and moved to minimum) 3 - button width to auto 4 - set button height to max 5 - button/icon width is fixed and when you change name↔icon you get the broken display
If you don’t follow these steps the width for change between icons and names works correctly
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Bug Report | 6666 | No | Quests Dynamics | High | New | Venalan | | Quest menu: when triggering a quest menu with the same ... | 26.10.2014 | | |
Task Description
There are many time in quests and KAs when they have the same trigger, for example “about armor” or “about apples”.
When you click a quest menu (or type some text to an NPC) the first dialogue(s) to be searched should be quests and if a matching trigger is found the quest menu should be sent, then if nothing is found in a quest it should search KAs. What is currently happening when you have two or more matching triggers you are getting a random choice between the quest response and the KA response. This results in players getting what seems to be a response from the NPC but the quest does not continue.
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Bug Report | 6706 | No | Spell Formulas | Low | New | Joshua | Davide Vescovini | Kran Eating Non-Kran Food | 21.12.2014 | | |
Task Description
My Kran can eat certain non-Kran food, such as fish, bread, and possibly other kinds of food without getting indigestion.
Since plenty of other non-Kran foods give indigestion, I’m sure this isn’t normal.
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Bug Report | 6792 | No | Rules | Medium | New | Davide Vescovini | Davide Vescovini | List of Combat Bugs | 05.04.2015 | | |
Task Description
This is a collection of Combat System bugs
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Bug Report | 6844 | No | Engine | Medium | New | Venalan | | Player crafted magic items always need identifying. | 08.03.2016 | | |
Task Description
As the title suggests all magic items made by crafters need to be identified. As every magically crafted item made the same way ends up giving exactly the same buff, there is logically no need for the crafter to need to identify an item as they will always know what it will do…
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Bug Report | 6855 | No | Game Balance | Medium | New | Venalan | Davide Vescovini | Stacking of damage when holding multiple weapons with b... | 15.04.2020 | | |
Task Description
I tried attacking a kikiri with two ‘Dark Dagger’ and I got the following system messages
(20:29:33) >You’ve gained 1 practice points in Knives & Daggers. (20:29:33) >Your dark weapon drains 10 HP from Venalan. (20:29:33) >Your dark weapon drains 10 HP from Venalan. (20:29:33) >You’ve gained 1 practice points in Knives & Daggers. (20:29:33) >Your dark weapon drains 10 HP from Venalan. (20:29:33) >Your dark weapon drains 10 HP from Venalan. (20:30:37) >You’ve gained 1 practice points in Knives & Daggers. (20:30:37) >Your dark weapon drains 10 HP from Venalan. (20:30:37) >Your dark weapon drains 10 HP from Venalan. (20:30:37) >You’ve gained 1 practice points in Knives & Daggers. (20:30:37) >Your dark weapon drains 10 HP from Venalan. (20:30:37) >Your dark weapon drains 10 HP from Venalan.
So every attack I do with two Dark Daggers is doing two rounds of extra damage and not just one extra round of damage.
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Bug Report | 6949 | No | Quests | Low | New | Uadjet | Venalan | Text and Quest Notes mismatch in Fishing Lessons for Fi... | 31.05.2020 | | |
Task Description
In Fishing Lessons for Fish, the quest dialog does not match the quest notes for that particular task. In one possible task the player is told to get 6 eels and 7 manta rays, but the quest notes say 7 eels and 6 manta rays. The player seemed to indicate that it was the notes that were wrong, but isn’t online for me to double-check.
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Bug Report | 7152 | No | User Interface | Low | New | Venalan | | Quest window not scaling | 24.02.2021 | | |
Task Description
As with other windows with 1600 by 1000 and other similar ratios it does not fit on the screen properly.
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Bug Report | 7426 | No | Models and Maps | Low | New | TrippedOnReality/Enarel | | Eagle gobble huts inside hill/underwater ojaroad2 39684... | 24.01.2023 | | |
Task Description
no task description |
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Bug Report | 7427 | No | Models and Maps | Low | New | TrippedOnReality/Enarel | | Floating plants ojaroad1 | 29.01.2023 | | |
Task Description
floating plants at: 274673.47, -364629.59, 10927.77
It’s spawned items, probably from a natural resource location.
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Bug Report | 7446 | No | Bugtracker | Very Low | New | Gonger | | Guards! Guards! | 13.01.2023 | | |
Task Description
Two problems with guards: They do not complain about characters with wielded weapons. They do not let creatures enter the city!
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Bug Report | 7479 | No | Bugtracker | Low | New | Damola | | Moving an item inside around inside container gives "it... | 30.12.2022 | | |
Task Description
I have a container (a sack) with tools. In there, I have a rock pick. Its capacity is 18.85/20. I can move the rock pick from container to inventory and back nicely.
However when I move the rock pick to a different slot in the container, I get:
“Item cannot be added to that container because item is too large to fit.”
I bet what happens is that PSUnreal first tries to add the rock pick to the new slot in the container and only then removes it from the old slot. This is of cause the safe way to do it, however it does lead to above error, as the rock pick has a size of 1.5 and that does not fit in 20-18.85 anymore.
That seems to be the case, cause moving a potion around in a container with capacity 7.90/20 works nicely.
I believe Crystal Space PS had the same “bug”.
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Bug Report | 7512 | No | Bugtracker | Low | New | Haviland Tenouri | | can not attack without a weapon | 14.01.2023 | | |
Task Description
When trying to attack it says “You have no weapons equipped!”
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Bug Report | 7571 | No | Magic System | Low | New | KiFunStuS | | Prayer | 14.01.2023 | | |
Task Description
when I casted Prayer.
it reapeats the following for each target affected you sing a prayer,healing everyone who can hear you for 176 points
the spell blessed litany lists all the players affected you sing a litany, healing %player for XX points and XX stamina
This happens also in Legacy.
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Bug Report | 7575 | No | Engine | Low | New | Talad | | command /setskill me all 100 disconnected the client | 26.11.2022 | | |
Task Description
If you use: /setskill me all 100
the server is trying to send all skills multiple times and we get a disconnection on the client
Seems that AdminManager::AwardToTarget() is sending back the WHOLE set of skills instead of the one modified. So the result is 68 skills sent 68 times.
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Bug Report | 7589 | No | User Interface | Medium | New | TrippedOnReality/Enarel | | Interface option settings reset at relog | 17.10.2023 | | 1 |
Task Description
In the interface tab of the options/settings menu, some options don’t seem to save at relog.
Items affected: - menu bar size - visible shortcut rows - chat tabs - time stamps - max history
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Bug Report | 7601 | No | Combat | Low | New | KiFunStuS | | Jade Clacker | 03.02.2023 | | |
Task Description
Attack Jade clacker it follows you around but does not attack
Tested in Laanx Dungeon
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Bug Report | 7603 | No | Combat | Low | New | KiFunStuS | | Thunder clacker | 03.02.2023 | | |
Task Description
Uses ranged sound attack
spams NPC chat tab with Attacks me using normal stance and emits A loud thundering noise
Does not actually attack me
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Bug Report | 7604 | No | Combat | Low | New | KiFunStuS | | HP bar not diminishing when using Damage over time | 14.01.2023 | | 1 |
Task Description
Cast poisonous hail storm. health bar does not decrease even after creature has died
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Bug Report | 7605 | No | Combat | Low | New | KiFunStuS | | Onyx Dagger | 03.02.2023 | | |
Task Description
attack onyx dagger
NPC chat tab spammed with Stares coldy at me and attacks me with defensive stance
it did manage to cast a spall that that says Onyx Dagger drains your mental abilities
it has a residual magic effect on the ground that remained after it died and still on the ground after it respawned
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Bug Report | 7644 | No | GUI | Low | New | KiFunStuS | | pets Window | 13.01.2023 | | |
Task Description
window resizing has no effect on the displayed information.
or that is as indented, and there should be no resize for it.
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Bug Report | 7654 | No | Models and Maps | Low | New | KiFunStuS | | Weather not synced | 06.01.2023 | | |
Task Description
when snowing for 1 player, it is not snowing for another
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Bug Report | 7656 | No | Bugtracker | Low | New | ferret | | floating book on ojaroad1 | 14.01.2023 | | |
Task Description
a floating book, that claims to be a dead bird, is floating and inaccessible as it has no collision and thus not allowed to be picked up. position of the book is found by going to /teleport me map hydlaa_plaza 337145.72 -345854.81 10980.61 on teleport you are directly where the book is situated and on a rivnak, a nolthrir has it head high.
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Bug Report | 7684 | No | Bugtracker | Medium | New | Haviland Tenouri | | Editing Guildpermissions and Points | 24.01.2023 | | |
Task Description
Giving a Guild level the permission to edit gild points is not honoured. The flag is shown, but if someone of ther permitted group tries to edit the points of himself or another member he gets “you don’t have the permission…”
Additionally, editing permissions is not propageted to other online members. Ie. they do not see any changes in guild privileges.
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Bug Report | 7689 | No | Misc | Low | New | Haviland Tenouri | | Logfile opened under the name of my pet | 05.02.2023 | | |
Task Description
Sometimes PSU logs to the wrong logfile, taking my pets name for the logfile instead the name of my character. If I’m not mistaken, the logfile is opened when the first line to log is to be written. If I happen to sit on my pet at the time, the name of my pet is taken instead of the name of my character.
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Bug Report | 7691 | No | Graphical Glitch | Low | New | KiFunStuS | | lighting issue in character selection | 14.02.2023 | | |
Task Description
the light source for the character lighting area is going in and out of focus
https://youtu.be/uWy9IN7GbVc?t=11
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Bug Report | 7692 | No | Magic System | Low | New | KiFunStuS | | Magic XP perception | 11.02.2023 | | |
Task Description
While casting spells in ways that i do not have max level in.
i receive no information about experience gained in the way
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Bug Report | 7725 | No | Effect System | High | New | KiFunStuS | | Magic light is giving no light with low graphic setting... | 09.02.2023 | | |
Task Description
Magic light is giving no additional light in game after casting it.
on lowest graphics settings no light on medium no light on high there is light epic graphics settings it is showing light
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Bug Report | 7754 | No | Bugtracker | Low | New | Haviland Tenouri | | Alliance chat goes to main | 18.10.2023 | | 1 |
Task Description
Chat for the alliance chat tab goes to the main tab.
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Bug Report | 7755 | No | Bugtracker | Low | New | Haviland Tenouri | | Help chat is broken | 17.02.2023 | | 1 |
Task Description
Messages to the help channel get lost, as if they were never written
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Bug Report | 7823 | No | Effects | Low | New | KiFunStuS | | Water sounds being triggered where there is no water | 06.04.2023 | | |
Task Description
Walking bewtween
bdoorsout 105031.05 -749570.19 18103.3 to bdoorsout 103880.74 -747535.50 17163.17
causes water sounds, does not always trigger,
1:50:30 on the stream is hopefully the right time https://youtube.com/live/oG0gW69eDKE
example caught on video Will update with a new time stamp after stream has finished if I hopefully rememeber
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Bug Report | 7824 | No | Models and Maps | Low | New | KiFunStuS | | NPC in the wall | 06.04.2023 | | |
Task Description
bdoorsout 98297.60 -753749.51 22772.97
I think its a thunder clakcer
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Bug Report | 7950 | No | Quests | Low | New | Talad | | Quest phrases to remove at certain steps | 30.11.2023 | | |
Task Description
As reported by Stalfos
“Something’s Brewing” If you accept Narwin’s drink ““Thought you’ nev’ offer!…” the other option doesn’t disappear: “How many times must I tell you,…” you can’t get the kegs until you click it. Later Jarda also has both options available, the drunken and sober speech options.
“Kimlorm Needs a New Prayer Book”, “Kimlorm sent me” remains an option after you have clicked it.
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Bug Report | 7990 | No | Inventory/Items | Low | New | Daevaorn | | Missing/Wrongly displayed CHR buff on Shiny-enchanted j... | 05.01.2024 | | |
Task Description
The item description of a “Shiny Major Gold Diamond Necklace” states that the item has a (base-?) buff of +3 CHR.
It hasn’t when equipped.
Either the description of the buff effects need a fix.
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Feature Request | 538 | No | User Interface | Medium | New | John | | Shortcut windows with subwindows for organizing shortcu... | 05.06.2021 | | 4 |
Task Description
Now we have space for 200 shortcuts/Macros it would be useful if one could group sets of shortcuts into their own subwindow so one could have a window for combat shortcuts, a window for crafting, a window for RP shortcuts etc.
It could be fixed 4×20 8×10 or user selectable
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Feature Request | 705 | No | | Low | New | Caarrie | | more options with /morph | 03.03.2009 | | |
Task Description
feature request to have more options to morph to. GMs are not able to change face when they morph or any other option in character creation.
skin hair face etc
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Feature Request | 726 | No | Crafting | Medium | New | Drunk Hammerwielder | | Redesign/Add to the Crafting GUI. | 25.02.2013 | | 5 |
Task Description
Related to: http://hydlaa.com/flyspray_upgrade/index.php?do=details&task_id=611&histring=crafting
Goal of this feature request: To provide an alternative to the numerously unneeded clicking and dragging through the addition of additional options.
Possibilities:
1. Allow all targeting equipment to be targeted and add short cut commands as discussed in http://hydlaa.com/smf/index.php?topic=30727.0;topicseen and http://hydlaa.com/smf/index.php?topic=28284.0 .
1B. Add a /place command that would place a specified number of a specified item into a targeted container.
1C. Add a /remove command that would remove a specified number of a specified item from a targeted container.
1D. Add a /combine command that has the same functionality as the combine button that is on the right click menu.
2. Have the stock casting containers automatically convert large stacks of molten ore to the largest possible unit. (IE: A stack of 63 Molten Iron would yield a stack of 6 Iron Stocks and 3 Iron Ingots.)
2B. Add a button and command to Stock Casting that will toggle that will allow the user to cast only ingots.
2C. Allow the user to combine large amounts of objects at a time so long as the proper amounts of objects are present. (IE: 81 Iron ore and 9 Coal ore would yield 90 Molten Steel. Also, you could combine 10 sword handles with 10 sword blades to quickly put together 10 swords.)
3. Add a key to be pressed and held that would allow the user to pick up an entire stack.
I believe that there has been discussion of several other alterative on the forums.
Thank you for your time: - Tontow
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Feature Request | 881 | No | Crafting Transformations | Low | New | O | Frank BartonRizinAngelaDavide Vescovini | Animal parts economy | 14.11.2023 | | 11 |
Task Description
I would suggest a specific hunting skill to “loot” animals instead of the current lottery system giving hides, claws, eyes, and whatnot.
Currently, anybody who can kill something can get enough parts by slaughtering a big amount of creatures. The skill would clearly separate the warriors from the hunters. Anyone can probably cut a rat’s tail, but skinning the animal is a bit more complex. And so on, some beasts will be more difficult to skin than others. Even proper meat is not obvious to extract from a carcass.
As a side effetc, maybe a killer could carry back the entire beast to a person capable of skinning/cutting it, if he doesn’t have the skill himself (it looks like some people can carry 400 kgs out there).
This incidentally could create a real market between players, akin to the economy currently existing around ore and weapons. Obviously, some PCs are going to be cooks, leatherworkers or alchemists.
This of course doesn’t apply to looting rogues, unless one can think of using human parts in some dark alchemy, or just carrying ears or heads as trophies.
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Feature Request | 1022 | No | | Low | New | durwyn | | Ability to lock the guildhouse from the inside. | 04.04.2011 | | 3 |
Task Description
When i first enter in the guild house, i inspected the arounds to remember what i had already seen in the pasts months , the pics and so :}
But i was disappointed by the fact that i cant close the door :( i mean by the inside.. i take the example that one of my guildmate invited her husband in it but then she had to go out to lock the door and enter it again. (OMG she can enter even if its locked! wOw hehe ^^)
Maybe its planed but then i have no possibility to check if its or not :}
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Feature Request | 1135 | No | User Interface | Low | New | Loyni | | use /tell with alias names | 05.07.2009 | | |
Task Description
It would be nice to use alias names from buddy list for /tell command. e.g name: full_char_name, alias: Loyni. /tell Loyni [text] could be translated itnernally to /tell full_char_name [taxt].
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Feature Request | 1506 | No | Combat | Low | New | Thom | | Non-lethal guild wars. | 24.01.2010 | | 10 |
Task Description
From forum thread http://hydlaa.com/smf/index.php?topic=32393.0
In normal duels you can decide whether to kill your opponent or not, leaving him with 1 HP. However, in a guild war this is not the case, in a guild war you can only fight to the death. Make it so that fighters in a guild war have the possibility to spare an opponent. This could be done by creating an option when starting a guild war: lethal war or non-lethal where the fighters can decide to spare an opponent or not.
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Feature Request | 1558 | No | User Interface | Low | New | Arerano Areramau | | chat tabs: "Emotions" or "fighting Messages" should be ... | 12.09.2010 | | 1 |
Task Description
split "emotions" or "fighting messages" from "system base" so that one can have "fighting" in "System-Tab" but "emotes" in "Main-Tab".
Right now you can chose which "Messages" go to "Main Tab" and which not (System Tab). But both "Emotes" and "Fighting Messages" are part of "System Base", thus you can either have both, or none of them in Main. And being spammed with "Fighting Messages" during RP is quite annoying. Indeed, you could filter them out - but that's not the same since you won't get those messages at all then.
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Feature Request | 1590 | No | Inventory/Items | Low | New | Electricsheep | | Trade between players should be visible to all in sight... | 24.01.2010 | | 1 |
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.
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Feature Request | 1642 | No | | Medium | New | A. Kiefner | | /possess an NPC | 15.11.2008 | | 3 |
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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Feature Request | 1760 | No | NPC | Low | New | Eric | Jay | NPC Consignment merchant | 16.03.2010 | | 1 |
Task Description
The way it works now:
If I want to purchase a weapon that is better than those offered by NPCs (Trasok, Harnquist, etc) I must find someone who is capable of crafting the item I am looking for, which can be IC, but also find out when they are going to be online, which is OOC. I have spent more hours than I can count trying to find crafted items for sale in Hydlaa and Akkaio. It can be great for RP to have players sitting around doing nothing but selling their wares, but players are going to want to do something other than sit the entire time they are in-game, and there are not enough players to be available 24/7 or even a regular in-game 8-5.
The way it should work:
A specialized NPC character (class of characters) should be introduced that can do two things:
1. Hold items for sale. 2. Sell items that are held at a price specified by the original seller.
Desired Implementation example:
1. Crafter makes item and goes to merchant. 2. Crafter sets a price for item to be sold and removes it from his inventory.
a. this could be done via a specialized trade window/action button.
b. a seller should be able to remove an item that has not been sold (for a fee).
c. the seller should be able to change the asking price (for a fee).
3. The item then becomes available for sale to other players to purchase.
a. a action button and dialog would need to be created to search the merchants inventory.
b. the items listed should allow a description to be viewed (similar to current buy/sell dialog.
c. when an item is purchased it is removed from the merchants inventory.
4. The money would be taken from the buyer and either
1. placed on the merchant to be claimed by the seller any time after the item was sold (minus commission)
or
2. placed in a bank account (minus commission)
* Design consideration should be made for if each NPC merchant is self-contained, or if the NPC merchants know about the inventory of other merchants and can offer those items for sale (for a additional delivery fee) *
Justifications:
1. Players are not available 24/7. 2. All characters should not be crafters (not realistic for RP) 3. Economy would be much more realistic and less OOC as items would not be as difficult to buy/sell. 4. RP is not lost as a crafter can still sell their wares (with no fees) if they sell direct.
Steps to reproduce:
N/A
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Feature Request | 1761 | No | | Low | New | Eric | | Items purchased by NPCs should be availabe for sale to ... | 27.09.2014 | | 3 |
Task Description
The way it works now:
I mine ore or get weapons drops from killing monsters and sell them to a NPC. These items then simply disappear into the ether.
The way it should work:
The items purchased by a NPC should be available for players to purchase, at a mark-up to what the NPC bought the item for.
Example, If I sell 20 Iron Ore to Trasok, then he should have 20 Iron Ore for sale.
Steps to reproduce:
1. Acquire an item that a NPC will purchase. 2. Open the buy/sell dialog with this merchant. 3. Notice that when in “buy” view there are no items in the appropriate category. 4. Sell the item in question. 5. Go back to the “buy” view and observe that there is still no itme for sale in that category.
Justifications:
1. The players/devs have expressed a desire in the forums to have a stable economy. This will help. 2. For RP, the prices should fluctuate depending on a very simplified supply/demand algorithm. 3. For RP, how can a merchant justify shelling out mountains of trias for items that never seem to get used.
a. Trasok shouldn't fit in his house with all the silver/gold ingots he has bought over the years.
4. This will help crafters be able to get raw materials at reasonable IC-justifiable prices and hopefully get prices for crafted items to be reasonable and IC-justifiable as well.
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Feature Request | 1804 | No | | Low | New | Qia Fask | | Use of containers holding liquids is unrealistic (mugs,... | 06.07.2013 | | 2 |
Task Description
Mugs are a staple of RP for many people, but their use is currently quite unrealistic – you “drink” away a solid glass object.
What I proprose to fix this may not be purely realistic, but at least makes sense.
When an object is consumed, it should leave behind an “empty” (mug, potion bottle, jar, etc.) which will appear in the inventory. The cost of items which come in containers should be increased, as “deposit” or sorts, like when people buy pop or beer in real life. People would be able to sell the empty back to reclaim their deposit.
In the case of mugs of alcohol, they could be strewn about on the table as the drinking goes on, so people know who’s been drinking too much. There wouldn’t be any worry about “littering”, as there would always be someone willing to pick up after and return them to Allelia or Brado for the deposit money.
If this is implemented, it would also allow for future features like being able to return to Allelia or Brado for a “refill” without needing to pay the deposit. Same for potions and other items that are sold in containers.
Also the possibility of putting other liquids into the containers. It would be neat for example to be able to stop by the secret garden and fill up a bottle, mug or bucket with fresh water from the pool (it could be done by the usual right-click method on an object).
I feel these sorts of things would help improve the RP and realism a great deal.
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