|
Bug Report | 6772 | No | Inventory/Items | Medium | Unconfirmed | Daevaorn | Joe Lyon | It's possible to swap a weapon with a musical instrumen... | 18.01.2015 | | |
Task Description
I was playing my pan flute.
I swapped the pan flute against my plat steel sabre.
I stopped the playback.
I fought.
I wanted to reequip my pan flute, but it could not be moved, not even from one inventory slot to the other.
I suspect that there is no test for (music instruments/)items being in use when swapping them
|
|
Bug Report | 6172 | No | User Interface | Medium | Unconfirmed | Rasarat | | Interface>Advanced-Chat>Main chat brackets option broke... | 03.10.2013 | | |
Task Description
This appears to be an option to have lines that appear in Main chat prefaced by origin e.g. [guild], [alliance], etc., provided a user has filtered messages from other chat tabs to appear in Main. However, it seems to work whether or not the option is enabled. Is this a bug or just deliberately no longer an option?
|
|
Bug Report | 6177 | No | User Interface | Medium | Unconfirmed | Rasarat | | Interface>Advanced-Chat>'Auto Tab selection' options br... | 14.10.2013 | | |
Task Description
Regardless of which of the three options is selected, communication seems to switch the active tab automatically to Main if the current tab can't display it. Bug or intentional?
|
|
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
|
|
Bug Report | 6664 | No | Sound | Medium | Unconfirmed | Joshua | | Instrument White Noise (Lute & Lira) | 06.11.2014 | | 1 |
Task Description
Some of the musical notes, when using the Lute and Lira (drum seems okay), have an annoying white noise in the background. The audio is not clean, and this can be bothersome particularly to people with high-end headphones who may be able to hear it better. I am not sure if this is audible to all players, but it certainly should be to anyone with a good pair of headphones.
Some popping sounds can also be heard.
I am not too knowledgeable on music, so I can’t say which notes specifically have unclean sound, but I think since it can be heard plainly it should be easy to find out.
|
|
Bug Report | 6696 | No | Sound | Medium | Unconfirmed | Joshua | | Instrument Music Doesn't Stop | 22.11.2014 | | 1 |
Task Description
When you are playing a song on an instrument, if you close out of the sheet rather than clicking the stop button, the music will continue to play. This seems to continue until you relog, and opening and using the sheet again doesn’t fix it, it will only make you play two songs at once.
I am not sure if other players hear this or just the player.
In my opinion, X’ing out of the music sheet should work just like the stop button.
|
|
Feature Request | 6198 | No | Engine | Medium | Unconfirmed | Sliss | | increase stack per category limit of 200 to 300 | 09.12.2022 | | 2 |
Task Description
I would like the limit of stacks per category being increased. As Alchemist (one of my occupations ) I need to store from a lot of essences with different quality for the best quality products. While this limit was set after my category was already over the 200 i have a double problem as I cannot work. whatever I take out I cannot put back. So I am looking for the old style mules to help me out? I guess it is better to increase the limit a bit more. 300?
|
|
Bug Report | 6640 | No | GUI | Medium | Unconfirmed | Neeno Pelero | | incorrect sRGB profile | 31.12.2014 | | |
Task Description
There are three files (jade_theme.png, splash.png, yesno.png) in client_base.zip, which contain an incorrect iCCP. When using a newer version of libpng you get the following warning: “iCCP: known incorrect sRGB profile”. So just delete the color profile in the next art update, please.
|
|
Bug Report | 6217 | No | Misc | Medium | Unconfirmed | Wade Eilrich | | Incorrect grammar on website Story section | 13.11.2013 | | |
Task Description
Drifters Section
“This gas is highly acidic and damages a persons equipped items if they stand in the mist.”
This should be changed to:
This gas is highly acidic and damages a person’s equipped items if they stand in the mist.
Note the apostrophe to indicate a singular possessive noun (person’s).
|
|
Bug Report | 6386 | No | Updater/PSLaunch | Medium | New | xola | | incompatibile skin | 09.04.2014 | | |
Task Description
i have seen people who log and quit(crashing) in second due using incompatibile skin update and repair should set skin to default elves .reinstaling ps propably will not help because these configuations are in diferent folder
|
|
Feature Request | 5706 | No | Misc | Medium | Unconfirmed | Tobias Huysentruyt | | In game log viewers | 23.07.2012 | | |
Task Description
I was just wondering if an in game log viewer could be implemented. I don’t know how to minimize and I have to quit my game every single time I want to check my logs, also it’s useful. And makes so that new players don’t have to go around, wondering how the hell they can solve a quest, when they forgot some crucial information.
|
|
Feature Request | 5377 | No | Quests | Medium | Unconfirmed | Foxie | | In Aid of the Kran quest too short | 26.08.2011 | | |
Task Description
I must say that this quest is quite disappointing. After a promising and very good beginning the whole story is cut short in an odd way. I think the plot would deserve some development as the beginning is really good.
|
|
Feature Request | 5941 | No | Character Creation | Medium | Unconfirmed | Roman Yagodin | | Improve character name generation UI | 21.03.2013 | | |
Task Description
It can be handy to have two separate “Suggest name” buttons for first and last name fields in character creation screen.
It opens an easy way to find a nice combination of first / last name for a new character.
|
|
Feature Request | 5486 | No | Engine | Medium | Unconfirmed | Edicho | | Implement data compression | 28.12.2011 | | |
Task Description
Client recieves plain text data regarding many things configuration:
<traits><trait id=”10” next=”0” loc=”FACE” mesh=”308” mat=”321” tex=”322” shader=”“/><trait id=”346” next=”0” loc=”HAIR_STYLE” mesh=”328” mat=”0” tex=”0” shader=”0.63,0.32,0.17”/><trait id=”382” next=”0” loc=”HAIR_COLOR” mesh=”0” mat=”0” tex=”0” shader=”0.52,0.45,0.17”/></traits>
It would be better to handle the data this way: compressed server side stored compressed sent compressed client recieves compressed client decompresses uses and stores on disk.
compared: plain text - 1,1k tar.gz - 0,4-0,5k
|
|
Feature Request | 4318 | No | Crafting Transformations | Medium | Postponed | Oliver Nothers | | Implement Brass | 29.03.2014 | | 5 |
Task Description
Since there is bronze (and more and more people work with it), and there is also zinc besides the tin to possibly combine with the copper - make brass available. What other use was there for zinc anyway? The actual mix should be similar to bronze, with zinc in place of tin to go along the copper.
Would also be great if there were finally possibilities to craft something out of those alloys…
|
|
Feature Request | 3511 | No | Engine | Medium | New | Seytra | | Ideas for inventory accessibility | 15.02.2010 | | 1 |
Task Description
While sacks and other containers are good for bulk storage, they have the significant drawback of making the inventory harder to navigate, and sorting as well, especially since one can always only have exactly one container window open.
To fix this, one might consider the following ideas:
1) allow any number of container windows to be open, so one can simply put stuff from one container into another, instead of having to put it into the main inventory first.
2) instead, make the container window, once opened, refresh by what container you click on, instead of having to go the rightclick-select-open route
3) instead, make any containers append to the main inventory slot space, but replace the first slot with an image of the container, and clearly separate the appended areas from each other and from the main inventory space by a diferent frame style (could be different for each container type), or at least some additional space. Also, slot spaces that are not provided by a container should remain blank so that a container always starts at the first (second) slot of a fresh line.
When selecting a container, the appropriate window / slot area frame should flash or something so that one sees which container has which window.
4) Let container windows be resizable, and possibly more compact by default.
Mounts
Having each mount have an own (player-accessible) inventory would allow:
1) armor / other enhancement slots for the mount 2) mules that actually are mules, not PCs 3) easier inventory handling
Maybe most of the extra inventory (handling like above) should not come from the mount itself, but from the saddle or whatever one uses on it. Without saddle, there would maybe only be two inventory slots or something.
|
|
Feature Request | 3553 | No | Engine | Medium | New | Pascal Detrait | | Idea proposition for Drawing skill | 16.02.2010 | | |
Task Description
Hi,
the Drawing skill is not yet available. I propose the following idea for developpers :
Each save could rise the skill experience
Each new created sketch could rise the skill experience, significatively more than the save function
Each rank could rise the number of allowed element in the sketch
Each "special" rank (defined by developpers) reached could allow new elements (ie. curves defined by 3 points, new icons, symbols, legend, several pages in the same map ...)
Best regards
Pascal Detrait
|
|
Feature Request | 6030 | No | Quests | Medium | Unconfirmed | Hirene Penifur | | Idea about making crafting skills less grindy | 20.06.2013 | | 2 |
Task Description
I think it would be a great feature to make a new type of NPC quests on working title "Skill quests". It would work similar to the current quests are being developed, so you can get repeatable quests from NPCs regarding to your current skill levels, like cooking/baking quests from Harnquist.
These skill quests would repeat daily (or in any other considered time periods) and crafters could pick orders up from their trainers or other NPCs. NPC places an order on crafting a certain item that player need to craft and would get huge amount of SKILL PRACTICE as reward for fulfilling the order.
It wouldn't touch the current skill progression system, so someone could 'grind' a skill if they wish to do that. But we all know, how slow it is now to progress in any crafting skill.
See an example: The rule settings team think, someone has spent 3 months with developing their blades making skill, should be at level 100 in blades making without grinding. If a player would play regulary and come back on 60 days, and does the skill quests from NPC, they would get enough skill practice to reach level 100.
Let's say the next level of the skill would take 2 hours of mindless grinding. But if the player would come back regulary and would do the skill quest, they could reach the same level with making (let's say) 3 products for order. The items to be crafted would also be different, regarding to the skill level of the player and what items are craftable in the skill. So, a player would be asked to make a sabre, a falchion, an axe or a shortsword for example.
The advantage of the extended system would be: - rule settings developers could define a minimum time within someone should reach a certain level in their skill - the players wouldn't need to grind all playing time spent in PS to reach their skill levels, so they could role play more or work on other skills - the players would come back more regulary to develop their favorite skills, because the quests would repeat daily
|
|
Feature Request | 6576 | No | Engine | Medium | Unconfirmed | mike loeven | | Icon Editing System for Player Books | 06.09.2014 | | 1 |
Task Description
The game possesses many unused book icons that are actually quite interesting but not accessible in any way outside of the shortcut window.
I would like to see a icon selector integrated into the book writing window that allows you to select any book icon for the item’s appearance similar to the way you can assign these icons to a shortcut hot button.
additionally with this implementation there is no longer a need for Jayose to stock a different books for different colors as well as allowing player written books to be more easily distinguished from each other
it would add a fun little cosmetic aspect to role play allowing your ancient tome to look like an ancient tome rather than a hot off the press notebook
|
|
Bug Report | 5816 | No | Rendering Issues | Medium | Unconfirmed | Roman Yagodin | | Hydlaa lights become wrong after moving between locatio... | 11.08.2014 | | 1 |
Task Description
This can be fixed with brightness increse / decrease, but still wierd.
Ubuntu 12.04 x86_64 on AMD A10-4600M with latest Catalyst 12.8
Report data:
51.0737 2.32624 -133.063 0.416704 -0 0.909042 -0.184466 0.979195 0.084559 -0.890129 -0.202923 0.408035 "hydlaa_plaza" 0
|
|
Feature Request | 6703 | No | User Interface | Medium | Assigned | Tuathanach | Joe Lyon | how code handles missing gui items | 20.12.2014 | | 1 |
Task Description
Would it be possible to change how the code handles missing parts of gui in xml, so it shows an error rather than crashing. example being with page numbers and using an old xml which did not contain them, client currently crashes as soon as you view a book. it would be nice to at least get a message pointing at cause
|
|
Feature Request | 5915 | No | Quests Dynamics | Medium | Unconfirmed | Erodare Lenizus | | Hide Completed Repeatable Quests | 28.02.2013 | | |
Task Description
I've done them…several times, and frankly I'm tired of seeing them offered. Could we have a setting for "Hide Completed Repeatable Quests" that we could enable to stop them form showing up? At least in one case, an NPC has enough repeaters that they show first and new quests are pushed to the 2nd page in NPC Dialog view. If one overlooks the page arrow, one might miss the other offerings.
Filed as Feature Request in Engine > Quest Dynamics…please move it if that's wrong.
|
|
Bug Report | 6148 | No | Engine | Medium | Unconfirmed | Kris Erickson | | Having issues with drifter - unable to name and two in ... | 07.09.2013 | | |
Task Description
(I think the severity is low, but I was unable to change it.)
I have spent days trying to name my drifter with various names. I have confirmed I am using the correct command. /pet name [name] while having the drifter highlighted. I also tried various versions of this… /pet name {name} /pet 1, name [name] /pet 1, name {name} along with many, many different names. They all come back invalid.
Then, after several days of trying, I received the message, “You have no familiar to command.” So, I tried to dismiss my familiar and received the message, “Your pet has already returned to the netherworld.” I was standing there, in game, looking at the glider when I received all these messages. So I tried to summon the pet and another one popped up, so I had two in game at the same time, both named, Aszrai’s Familiar.
If nothing else, please remove the second (or both) familiar from the game. But it would be nice to find a way to name my familiar, but not a priority.
I have an image, which shows them both near the smithy in Hydlaa, but I was unable to figure out how to attach it here. I’m sure one drifter will stick around at the smithy for quite some time.
Thanks for your time and help!
|
|
Feature Request | 6183 | No | Guilds/Groups | Medium | Unconfirmed | Adam | | Guild House (Replace Key System With Keypad Code System... | 14.10.2013 | | 1 |
Task Description
GET RID OF KEYS and replace it with a keypad code when door is clicked.
Player who has been given keypad privileges after being accepted to guild now can simply CLICK DOOR and enter a password.
IF password is correct, THEN the player magically gets teleported inside.
IF Guild Leader feels any guild member is exploiting their access powers and making a mess inside (like stealing), THEN access is revoked in the GUILD MEMBER screen by right clicking player name and option called REVOKE KEYPAD USE. Only Guild Leader and PERMISSIONS for specific Member Levels can change this back and forth.
PROBLEM SOLVED.
|
|
Bug Report | 6367 | No | Guilds/Groups | Medium | New | Venalan | | Guild creation bug. | 20.03.2014 | | |
Task Description
I created a guild with 1 member and it did not disband after 5 minutes as it should have as it had less than the minimum number of required members.
|
|
Feature Request | 5477 | No | GUI | Medium | Unconfirmed | chris | | Gui improvements/inconsistencies | 20.12.2011 | | |
Task Description
Currently the GUI is one major flaw of Planeshift in my opinion, it makes it look worse than it deserves. A few examples:
Just try to play the tutorial on a 15 inch laptop (1366×768). As soon as you need to open up the inventory most of the screen is covered, you can’t even close the window because the top right cross is out of screen. I needed multiple tries to find a spot on that window to be able to drag it down and close it finaly.
The possibility to reduce the amount of tabs in the chat window is great but is also a pain in the a.. if every new guildmember needs to be guided through the processs of enabling the guildchat, even a restart is needed. Why not make this tab pop up if someone is in a guild…if the guild joins an alliance make this tab pop up. If not these two are hidden by default?
Playing this game now for around 5 years I think and at least I have the impression we get with every single release new commands to be used in shortcuts. Thats great, for advanced players…for new ones it is confusing. IMHO its time to take a breath and review them, sort them in order of importance and decide which should be used in the gui and how. Can’t remember how often I heard the question: “How do you mine ores”. A ‘logical’ way could be that you rightclick your character and get it as option (well now there is “introduce yourself”, does it do something?) when the rockpick is equipped, is the fishing rod equipped you fish as option. Also summoning your pet and mount is only possible via commands. The described way could make these also more accessible. (There are also illogical flaws, if mounted you can unmount after rightclick, but you don’t get the mount option when righclick on your mount)
Enough for now, hope you guys have enough time to think about it.
|
|
Bug Report | 5991 | No | Items Characteristics | Medium | Unconfirmed | Dan Johnson | | guard command bug | 18.05.2013 | | |
Task Description
Over numerous days my character has left items on the Gug altar. After un-guarding them with /guard they are checked and seen not to be guarded by the character anymore. Upon return on a subsequent login they are found to be guarded by the character again. The same items have been un-guarded several times with the same result.
|
|
Feature Request | 6606 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | GM notes facility | 14.12.2014 | | |
Task Description
GMs should have the ability to add, edit, delete notes on players.
command line commands : /note ‘playername’ ‘comments’ /note list /note delete id
GM console interface : -when you click add you get ‘enter player name’, and then comments -GM can then read them, edit them, or delete the whole thing -permission level required to edit/delete configurable
|
|
Feature Request | 6608 | No | Engine | Medium | Unconfirmed | Joe Lyon | Joe Lyon | GM Loadchar and savechar commands | 23.09.2014 | | |
Task Description
commands to save or load a character stored in an xml file. Should be able to specify short term, persistent or base level characteristics.
|
|
Bug Report | 5932 | No | Magic System | Medium | New | Venalan | | GM detection using 'friendly AOE' spells | 09.03.2013 | | |
Task Description
It has been brought to my attention that friendly AoE spells can be used to detect invisible GMs who are within the range of the spell. A check on spells cast from accounts with 0 security could be added that only allows friendly spells to be cast on targets which are ‘visible’ hereby preventing GMs from being targeted when invisible.
|
|
Feature Request | 6785 | No | Magic System | Medium | Unconfirmed | Calmus | | glyph order in spell research should not matter | 16.02.2015 | | |
Task Description
Even with the recent improvement of the spell research behaviour, I think it is a bit tedious to find spells with 3 glyph combinations or spells with 2 glyphs of 2 different ways.
I propose that the glyph order doesn’t matter in the assemble slots.
Wouldn’t it also be more logical if the glyph order doesn’t matter?
|
|
Feature Request | 2658 | No | Inventory/Items | Medium | New | | | giveitem command for players | 26.03.2009 | | |
Task Description
Syntax: /giveitem [PlayerName] [Qty|All] <ItemName> [Any]
Playername is optional, otherwise default to selected target, fail if none selected
Quantity is optional, default to 1, All gives all in inventory/equipped
ItemName required, quotes needed for multi-word item names as in “Platinum Ore”
Any is optional, allows items in containers to be given. Omitting this protects containered items from being given accidentally, allowing players to put things in sacks or other containers that they want to keep safe, same as the Drop command.
Similar to GM giveitem, but with the following restrictions:
player and target must be in touch range
player and target may be sitting or standing
player and target must not be otherwise busy (fighting/crafting/repairing/etc.)
no restriction for target being overburdened (available slot/stack/capacity limits still apply, see Caveats below)
similar to PVP, players should have persistent selectable option for receiving given item(s): Always Accept / Prompt to Accept (default) / Never Accept
Along with the command, make Give an option to context menu, which opens a slot window same or similar to that which one gets when giving to an NPC.
Justification:
Caveats:
Makes using mules a little easier, as in an unattended mule with Always Accept can become a dump bucket for loot or Ore, however current trade rules allow this already, the only difference is that the mule must be attended to complete the trade, while not for receiving a Give. Eventual random spawns of monsters will mitigate this for loot, and miners still have to move all the collected ore to wherever it is to be processed or sold. IMHO the benefits to RP outweigh this issue, since miners have already worked around unattended trading to some degree, either by mAlting or dropping stacks while guarding in proximity.
Extending the idea, add a die-roll chance for target and near proximity observers to be made aware of the exchange. Giver’s Int. and Agility should apply, and Target’s Int. and Observer’s Int. should apply but I’ll leave it to devs to work out how to implement. Any exchange that is more than 1 single item should incrementally raise the chance of being observed. One might still have a good chance of slipping a couple daggers into someone’s pack, but a stack of 20 Ore would be nearly impossible not to notice. Sleeping target might also factor in.
A further extension might be an optional Sneak parameter whereby the Giver attempts to be especially discrete in the exchange, thus lowering the chance to be observed by the target or near proximity observers, but this should be mitigated by quantity as above.
|
|
Feature Request | 6215 | No | Setting | Medium | Unconfirmed | Erodare Lenizus | | Frequent Flier Miles | 12.11.2013 | | |
Task Description
Pretty much says is all. Possibly depends on FS#5366
Venalan will understand :)
|
|
Feature Request | 5425 | No | Engine | Medium | Unconfirmed | Zeonixa Alruvis | | FPS is too high. Improve the graphics. | 18.11.2011 | | |
Task Description
I have a 6950, running the game at absolute max(custom) settings(minus fullscreen, it crashes), and the framerate is ~130fps(see corner, I had limiter on). I think the game has room for some graphics bumps on the “highest” settings. It would also be a good idea to future proof this game. The 6990 is about twice as good as mine or so, and who knows what year 2014 will have in store? At max settings, I think it should run on the fastest graphics card at about ~12-24 fps.
http://img411.imageshack.us/img411/5356/screenshot10dl.png http://img839.imageshack.us/img839/3158/screenshot9rm.png
Now I know some people will be like: “How much did you spend on that computer?” and the answer is: $950. So yes, normal people could use better graphics. I’m not some crazy uber geek with a $6000 computer(just a normal geek).
Possible additions: Bump mapping. Cheap way to make things appear more 3d. Super AA (draw at double resolution, scale down, future proof) Voxel models/textures. Another lightmap model: make a second screen, this one is an additive screen, each object reflects light to the second drawing board according to the laws of color (additive, then multiply) so for example, a candle would be yellow on the emitter lightmap, but a chair pitch black. Then after being lit by the candle you preform additive to the chair’s lightmap, and multiply it by the texture of the chair. A third map could be added for reflectivity, but I don’t know if that would be easy since I don’t program graphics. Better textures.
|
|
Bug Report | 6429 | No | Engine | Medium | Unconfirmed | Lisa | | forward/back keys not working when focus on inventory | 04.05.2014 | | |
Task Description
when the focus is on the inventory (inventory is the active window) i can not make my character go forwards or backwards using the arrow keys. once focus is off of the inventory i can control movement. however left and right still work.
|
|
Bug Report | 6269 | No | Engine | Medium | Unconfirmed | Erodare Lenizus | | Forward Non-Chat Keys To Shortcuts | 29.11.2013 | | 1 |
Task Description
In the current state, if you have focus in the text box of the chat, none of your shortcut hotkeys work, even if they’re mapped to keys that do nothing in the chatbox, such as F1-12, Ctrl, Alt, Tab, Pause, etc.
I’m filing this as a bug report, because either this should be “fixed” so we can map shortcuts to such keys so they will still work while chatting, or the team can decide this is “not a bug” and close it.
The “fix” therefore, is to trap only those keys that chatbox can deal with, and forward anything else to the shortcut processor, so while typing in chat W A S D would be trapped in chat, and F3 would fire the shortcut it’s mapped to.
|
|
Bug Report | 6707 | No | Effects | Medium | Unconfirmed | Joshua | | Fog Whitens Texture Transparency | 03.12.2014 | | 1 |
Task Description
When there is foggy weather in the game, some 2D textures will have white boxes around them. The most well-known instance where this happens is with the target effect under an NPC’s feet. I think this also affects 2D grass textures like at the magic shop forest. Basically, the fog makes transparency in certain textures visible by making them white.
|
|
Bug Report | 6512 | No | Combat | Medium | Unconfirmed | xola | | flame spire | 07.08.2014 | | |
Task Description
when flame spire or animate vegetion kill enemy it swich from agresive to fuldefensive mode , enemy is already dead ant it shall stop atack
|
|
Feature Request | 6748 | No | User Interface | Medium | Unconfirmed | TrippedOnReality/Enarel | | Filter for storage window | 09.01.2015 | | 1 |
Task Description
The ability to sort in the storage window is awesome. However, it would also be nice to be able to search your storage for a specific item within a category. I think this would mostly be useful in weapons categories, but I can see it being useful for other categories as well. For example, if I’m looking in category: weapons - axes and I want to find all of my blah blah blah of the hammer axes, it would be nice to be able to filter by “of the hammer”. Sorting is great, but if you’re looking for an item with a specific modifier, and it’s not a prefix, it’s hard to find.
|
|
Bug Report | 7989 | No | Crafting Transformations | Medium | Unconfirmed | Daevaorn | | Extremely unrealistic drop in crafting quality (Jewelry... | 02.01.2024 | | |
Task Description
With
- a skill level of 218 (i.e. 186 natively)7 - an unpolished speciment of Q300 to work on
I created a final result for an enchanted gold necklace of Q126
This is an extremly unrealistic random outcome.
|
|
Bug Report | 6713 | No | Engine | Medium | Unconfirmed | j oit | | Error at xml file, double attribute | 19.12.2014 | | |
Task Description
I opened planeshift/data/gui/scripthirednpcwindow.xml and got the mesage at my browser. At Line 4 is savepositions=”yes” twice listed.
|
|
Bug Report | 6867 | No | Inventory/Items | Medium | Unconfirmed | Quentin | | equip/dequip items through shortcuts bug | 02.06.2016 | | |
Task Description
I recently wanted to create a shortcut to summon my Rivnak, but it doesn’t work exactly like it should…Here are the commands of my shortcut :
/dequip leftfinger /equip Ring of Summon Familiar /pet summon Bigadin /dequip leftfinger /equip Crystal Ring
Of course, using the commands one by one in the chat works perfectly. But here is the chat log after using the shortcut :
Usage: /equip [stack count] [slot] [item name] You feel a connection to your familiar. You’ve gained 1 Practice points in Empathy.
Weirdly, it seems that when the last line is executed, my ring is still considered equipped, and so it cannot be equipped. I thought that with another item which exist in several copies, it would work through equipping another copy, but even that do not work. I tried using it with 2 Silver Rings in my inventory (so the line /equip Crystal Ring become /equip Silver Ring), and both when the quality is the same and when it is not (and so it doesn’t stack) :
You feel a connection to your familiar. You’ve gained 1 Practice points in Empathy. This item cannot be equipped.
I hope the informations are sufficient to allow you to understand and solve the problem.
|
|
Feature Request | 6784 | No | Engine | Medium | Unconfirmed | Kaerli Stronwylle | | Envenomed arrows | 06.04.2015 | | 3 |
Task Description
Considering that arrows are single-use at this time and craftable, it should be feasible to use envenomed arrows to test the concept of envenomable weaponry for the time being, until we can get the engine changes needed for temporarily-poisoned blades in. (Flaming arrows would be a nice addition while you are at it…)
|
|
Bug Report | 6562 | No | Engine | Medium | Assigned | nobody special | Davide VescoviniJoe Lyon | Enchanting armor error - Brigandine helm | 26.09.2014 | | |
Task Description
In the enchanting armor book the recipe for enchanting brigandine helms calls for combining a mercenary helm and a set of steel plates into a brigandine helm kit. This does not work. In order to create the kit, you need to use the helms of darmath book. Otherwise the process works.
|
|
Bug Report | 6769 | No | Engine | Medium | Unconfirmed | Evaraj | | empty autoexec command boxes are not saved | 16.01.2015 | | |
Task Description
If you delete everything in the boxes and click the save button, the commands are back after relog. It seems there must be at least one character in the box to get it saved.
|
|
Bug Report | 6239 | No | Sound | Medium | Unconfirmed | Erodare Lenizus | | Electrotouch Sound Is Unpleasant | 03.04.2014 | | |
Task Description
Perhaps it's just me, but while Electrotouch is in effect there's a constant grating buzzing sound that just hurts like nails on a chalkboard.
|
|
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.
|
|
Feature Request | 6043 | No | Engine | Medium | Unconfirmed | JThompson | | Editing books- hitting OK closes the book | 07.07.2013 | | 2 |
Task Description
When you are editing a book and you hit OK to indicate you are finished it closes the book altogether, so you have to reopen the book to see the changes. Since formatting can take quite a bit of trial and error, it quickly becomes annoying to constantly have to reopen the book. With music and maps, when you finish editing you simply click the Edit icon again and it exits Edit mode, leaving the music/map open. It would be nice if books worked the same way.
|
|
Bug Report | 6884 | No | Webtools | Medium | Unconfirmed | Emaline | | Edit Roleplaying guide on main site. | 18.01.2017 | | |
Task Description
http://www.planeshift.it/Roleplay%20Guide
Last paragraph: kra has no gender therefore the he’s should be changed to kra’s.
The kran looks at the written page, tilting his head a bit and scratching the top with his left hand. - “Well, I never been a novelist, but that should do it, I guess.” He stands up from the giant crystal table, picks a thick cloak and looks outside the window of his sculptured stone house. He concentrates a bit and thanks to his magic vision, he reaches the Hydlaa plaza. - “mmmm… there is still much more to do, but things are surely getting better. Time for some magic!”
The kran looks at the written page, tilting kra’s head a bit and scratching the top with kra’s left hand. - “Well, I never been a novelist, but that should do it, I guess.” kra stands up from the giant crystal table, picks a thick cloak and looks outside the window of kra’s sculptured stone house. kra concentrates a bit and thanks to his magic vision, kra reaches the Hydlaa plaza. - “mmmm… there is still much more to do, but things are surely getting better. Time for some magic!”
|
|
Bug Report | 5786 | No | Models and Maps | Medium | Unconfirmed | Rii Rii | | Dungeon darker at night | 23.09.2012 | | |
Task Description
I think the dungeon is darker at night. I need a torch then. This makes no sense.
|