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Re: Thrown Weapon Foot Slot in TEST 09/20/2014 11:17 PM CDT
Three cheers from the hunters, and three boos from the crafters! ;)

And since this is going to get asked eventually... is it possible that this could apply to held items when you die as well?



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Re: Disarmed weapons in foot slot suggestion 09/27/2014 01:56 AM CDT
<<And since this is going to get asked eventually... is it possible that this could apply to held items when you die as well?

P.S. I've mentioned it in the other thread, but I'd like to add disarmed items to this suggestion as well if they normally land on the ground. E.g. Mental Blast, Tingle, losing a hand, etc.



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Re: Disarmed weapons in foot slot suggestion 09/27/2014 02:33 AM CDT
>I'd like to add disarmed items to this suggestion as well if they normally land on the ground. E.g. Mental Blast, Tingle, losing a hand, etc.

There might need to be a special release mechanics for this. I can picture someone losing a hand, being too injured to pick something up, and then bleeding to death because they can't leave. Also, though less likely, this could be used to temporarily keep someone from running away via disarming.



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Re: Disarmed weapons in foot slot suggestion 09/27/2014 02:46 AM CDT
<<There might need to be a special release mechanics for this. I can picture someone losing a hand, being too injured to pick something up, and then bleeding to death because they can't leave. Also, though less likely, this could be used to temporarily keep someone from running away via disarming.

I think the auto-pick up with a 1 sec rt on movement that was suggested in the other thread would work to solve a few of those issues. As for not being able to pick something up because of lack of working hands... perhaps KICK FEET would work to clear your foot slot. E.g.

>kick feet
You kick a gladius, throwing hammer, and kitchen sink out of your way so you don't inadvertently trip over them.



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Re: Disarmed weapons in foot slot suggestion 09/27/2014 11:44 AM CDT
Most disarm mechanics like tingle et-al already have an auto-pickup after the RT for the effect wears off.

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Re: Thrown Weapon Foot Slot in TEST 09/27/2014 12:49 PM CDT


So what happens when a thrown weapon lodges, does it somehow appear at my feet? Or is it still stuck in the mob and this is where bonding potions come in hand?
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Re: Thrown Weapon Foot Slot in TEST 09/27/2014 12:59 PM CDT
>Or is it still stuck in the mob and this is where bonding potions come in hand?

This.
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Re: Thrown Weapon Foot Slot in TEST 09/27/2014 07:15 PM CDT


If part of this whole foot slot for thrown is to help get rid of thrown weapons being lost on crash, it needs to be made so bonded weapons are automatically brought back to the hand on throw. Add the 1 second RT from invoking the bond to the throw and put in a line that says and it mystically returns to you as if it belongs in your hands. I've lost my axe more than once in a crash or my connection failing and the last hit the axe lodged.
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Re: Thrown Weapon Foot Slot in TEST 09/27/2014 08:36 PM CDT
Not a bad idea, although that is a different mechanic entirely.
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Re: Thrown Weapon Foot Slot in TEST 09/27/2014 09:40 PM CDT
<<If part of this whole foot slot for thrown is to help get rid of thrown weapons being lost on crash, it needs to be made so bonded weapons are automatically brought back to the hand on throw. Add the 1 second RT from invoking the bond to the throw and put in a line that says and it mystically returns to you as if it belongs in your hands. I've lost my axe more than once in a crash or my connection failing and the last hit the axe lodged.

Use LOB to throw your weapons. Lobbing them guarantees that they won't lodge, regardless of the type and how often it normally lodges. The reverse is HURL if you want to guarantees that a weapon will lodge, regardless of the type.

<<Most disarm mechanics like tingle et-al already have an auto-pickup after the RT for the effect wears off.

This must be relatively new and specific to PvP? I don't engage in combat with other players and the times I've been Mental Blasted or Tingled to drop a cursed box didn't cause it to return to my hand after the rt. The last time I had this done was quite a while before 3.0 and I wasn't around during most of 3.0, however, so I'm going to assume a change was put in sometime during that timeframe?



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Re: Thrown Weapon Foot Slot in TEST 09/30/2014 10:33 PM CDT


I watched a guy outside the empaths guild lobbing cupcakes at people and he lodged two of them in about 5 minutes. So unless it was a bug, lobbing can lodge with enough skill I know he had a little over 1k in LT. (they were tasty cupcakes tho)

Even still if there is going to be a change to how non-bonded weapons act when thrown, bonded weapons should get changed as well, I don't see anything wrong with the weapon "leaving" and then automatically coming back to my hand, as long as the RT for what would of needed invoked was added to the throw.
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Re: Thrown Weapon Foot Slot in TEST 10/01/2014 12:57 AM CDT
>I watched a guy outside the empaths guild lobbing cupcakes at people and he lodged two of them in about 5 minutes. So unless it was a bug, lobbing can lodge with enough skill I know he had a little over 1k in LT. (they were tasty cupcakes tho)

I don't think so. There was an issue with HURL lodging items that weren't intended, but I've never heard of this with LOB.
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Re: Thrown Weapon Foot Slot in TEST 10/08/2014 10:41 PM CDT
Non weapon items should NOT be able to lodge. If they can please post/email me so I can immediately investigate it :P




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Re: Thrown Weapon Foot Slot in TEST 10/09/2014 11:08 AM CDT
This doesn't seem to be happening just in test, but haven't been using thrown and don't recall this happening before.

But I've been using 'throw left' as my command to execute the weapon thrown, and throwing stacks and sometimes I'll throw a couple or a few, and long and short of it. Throw left command will throw your primary weapon if nothing is in your left hand.

Is this intended?

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---
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Re: Thrown Weapon Foot Slot in TEST 10/09/2014 11:38 AM CDT
As I mentioned in the other thread where you posted this, he is aware of this and there is a thread whose topic is actually about it.

http://forums.play.net/forums/DragonRealms/Combat%20-%20Weapons%20and%20Armor/Bugs/thread/1658002?get_newest=true



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Re: Thrown Weapon Foot Slot in TEST 10/09/2014 09:15 PM CDT
Whoops, sorry couldn't find if I put it out there, and my stream of conscious lead me to posting about it.

Sorry for the double down.

---
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---
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Re: Thrown Weapon Foot Slot in TEST 10/11/2014 05:36 PM CDT
Howdy folks. I've updated the At-Foot mechanics in DRT again. Your help testing this will be appreciated. A few things -

* Items at your feet now appear when you LOOK at yourself
* We now allow up to 15 items at your feet
* HUNT and SNEAK can no longer be used with items at your feet
* DEPART ITEMS will keep items at your feet. Other DEPARTs will not
* I will propose on-death dropped items going to the AtFeet slot, but it is a different system and needs its own approval
* ONLY weapons will go to your feet
* It is INTENDED that items at your feet do not occupy an actual inventory slot #


Quirks

* You CANNOT TKT items at your feet
* You CAN GO through portals with items at your feet. This is a game-engine limitation that we cannot work around currently.
* You CAN teleport with items at your feet, either from spells or via magic items


Our goal is to moderately restrict movement while you have items at your feet. You may be able to slightly relocate yourself, but it is inconvenient enough that you'll have to pick them up to make any reasonable progress. This is sufficient penalty to avoid widespread abuse.


Please let me know of any more issues you find. I'd like to get this out really soon :)




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Re: Thrown Weapon Foot Slot in TEST 10/11/2014 05:56 PM CDT
<<* DEPART ITEMS will keep items at your feet. Other DEPARTs will not

Not in a position to test right at this exact moment... but to clarify this, will DEPART FULL keep items at your feet too? And DEPART while under newbie item protection will do so as well? Or is it literally only the use of DEPART ITEMS that will keep it there when departing?

Everything else looks good at a glance. I'll do some quick testing in a bit.



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Re: Thrown Weapon Foot Slot in TEST 10/11/2014 07:00 PM CDT
Items as your feet should remain with you for all DEPARTs that keep your worn and held items. If not, please let me know so I can dig further.



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Re: Thrown Weapon Foot Slot in TEST 10/11/2014 09:37 PM CDT
I've done a bit more testing and there's a new bug whereby picking up a thrown item that was at your feet causes it to exist both in your hands and at your feet at the same time.

-GET or TAKE <thrown item> will cause this to happen. Using STOW to pick up the item at your feet does not cause the bug unless your stow container cannot be found or is closed or full, in which case the item ends up in your hand and the bug functions the same as though you had used GET. Presumably any verb that moves it from your feet to your hand (e.g. SLIP) will cause this, but I am unable to test.
-It fixes itself upon putting the item in a container or dropping the item.
-Using SWAP to switch hands does not fix the bug, although the item changes hands as expected.
-There was no one around to test with, but I presume GIVE would work to fix it as well.
-Verbs like TAP message as though the item were in your hand.
-Verbs like WAVE message as though the item were worn.
-Movement verbs such as directional movement, HUNT, and SNEAK message as though it is at your feet.
-LOOK shows the item both in your hand and lying at your feet.
-Throwing it again does not cause further duplication, so you don't end up with multiple items lying at your feet.
-I was not able to figure out a way to permanently cause it to be a duplicated item, so it appears it is just a single item living a dual existence.
-Using a portal (and presumably other methods of moving that let you keep items at your feet) does not fix the bug.

Testing the DEPART stuff now, but I thought I'd give the heads up on this first.






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Re: Thrown Weapon Foot Slot in TEST 10/11/2014 09:42 PM CDT
I forgot to include some of the messaging.

> lob

< Moving with indomitable grace, you lob a steel throwing hammer at a ship's rat. A ship's rat fails to dodge, mis-stepping and blundering into the blow.
The hammer lands a demolishing (16/23) hit that bruises the left forearm.
The throwing hammer falls to the ground!
[You're solidly balanced with opponent in better position.]
[Roundtime 3 sec.]
> hunt
You find yourself unable to hunt with items at your feet.

> l xyng item
You are Chaomancer Xyngleburt Pfeffernusse, Astral Traveler of the Prophets, a Gnome Moon Mage.

You are wearing a whole bunch of redacted stuff for brevity.

Lying at your feet is a steel throwing hammer.
> get hamm

You pickup the hammer lying at your feet.
> hunt
You find yourself unable to hunt with items at your feet.
> tap hamm
You tap a steel throwing hammer that you are holding.
> wave hamm
But you are wearing that!
> l xyng item
You are Chaomancer Xyngleburt Pfeffernusse, Astral Traveler of the Prophets, a Gnome Moon Mage.

You are holding a steel throwing hammer in your left hand.
You are wearing a whole bunch of redacted stuff for brevity.

Lying at your feet is a steel throwing hammer.
> stow hamm

You put your hammer in your book bag.
> hunt
You take note of all the tracks in the area, so that you can hunt anything nearby down.

You were unable to locate any followable tracks.

Roundtime: 8 sec.
> l xyng item
You are Chaomancer Xyngleburt Pfeffernusse, Astral Traveler of the Prophets, a Gnome Moon Mage.

You are wearing a whole bunch of redacted stuff for brevity.



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Re: Thrown Weapon Foot Slot in TEST 10/11/2014 09:58 PM CDT
Okay, I haven't found anything weird about DEPART and items at feet. It all seems to be working as intended. From a non-necromancer stand point that is. I don't know how their depart mechanics would or should interact with it.

One thing to note: dying does not cause the aforementioned duplicate item bug to be fixed. ;)



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Re: Thrown Weapon Foot Slot in TEST 10/11/2014 10:09 PM CDT
Odd. I cannot duplicate it, but I have made a few tweaks since earlier. Can you please retest for me?

I have also added LOWER <item> GROUND or LOWER <item> TO GROUND. This allows you to place items at your feet! Should help with some of the fun crafting juggling folks get themselves into. I'll be taking FULL advantage of this for crafting soon...




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Re: Thrown Weapon Foot Slot in TEST 10/11/2014 10:31 PM CDT
<<Odd. I cannot duplicate it, but I have made a few tweaks since earlier. Can you please retest for me?

Yup, seems fine now.

<<I have also added LOWER <item> GROUND or LOWER <item> TO GROUND. This allows you to place items at your feet! Should help with some of the fun crafting juggling folks get themselves into. I'll be taking FULL advantage of this for crafting soon...

VERY nice addition! Although... when doing this with foraged grass, the grass just disappears. Poof! (Actually it goes into my worn inventory as per the log just below.) It only does this when there's grass on the ground in the room.

> lower grass ground

You aren't holding the grass. <--- the bug occurs when this message happens
You lower the grass and place it on the ground at your feet.

> invfix

Checking your inventory
................................
Unattached item, some grass on you.
Moving to left hand ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
.
Unattached item, some grass on you.
Moving to the ground ... set.
....................
Unattached item, some grass on you.
Moving to the ground ... set.
Done


I also tested this just to make sure there wasn't any weird interaction with instruments, since they already use LOWER <instrument> to place it on the ground without damage. Happy to report that they play together well. (Pun fully intended!)

Side note: LOWER <instrument> seems to not bother to check where it actually is. I.e. if it is already on the ground it still messages that you are putting it on the ground. Not really a big deal, and likely is a relic of the old verb rather than a new addtion. And since it is interacting fine with the new LOWER mechanic I think touching it would be bad. ;)




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Re: Thrown Weapon Foot Slot in TEST 10/11/2014 11:59 PM CDT
Ugh yeah. Small bug with LOWER there.

Should now be working. Keep in mind that stuff At Your Feet is considered ON YOU. So if you have Grass at your feet and in your hand, and you LOWER GRASS GROUND, it will default to the most recently interacted-with grass. ie. the stuff on the ground.

You will need to LOWER OTHER GRASS GROUND to make it work properly. Hope that makes sense..



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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 12:09 AM CDT
<<Should now be working. Keep in mind that stuff At Your Feet is considered ON YOU. So if you have Grass at your feet and in your hand, and you LOWER GRASS GROUND, it will default to the most recently interacted-with grass. ie. the stuff on the ground.

<<You will need to LOWER OTHER GRASS GROUND to make it work properly. Hope that makes sense..

Yup, although I think that should only be necessary if they were both in hand before lowering the first.



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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 12:20 AM CDT
Oh, and before anyone gets too excited... this doesn't impact bundles during combat. Items at your feet are still considered to be 'worn' and thus count toward your encumbrance. We still have to decide between keeping bundles on the ground to avoid burden and wearing bundles to avoid theft and the janitor.



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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 12:47 AM CDT
That is correct. I cannot allow folks to go sidestepping everything with this :P Technically you are guarding the items with your body, and that becomes more difficulty the larger and heavier that stuff is.

I'm adjusting the verb so you get the following:


LOWER [WEAPON] - roleplay verb
LOWER GROUND - places item in right hand at your feet
LOWER GROUND RIGHT/LEFT - place item in indicated hand at your feet


Should reduce the parsing difficulty.



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- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 12:20 PM CDT
I'd really appreciate it if a few more folks could test the foot slot in DRT. I'd like to release this today, and can then ponder adding excess crafting material drops into this slot as well :)



"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 02:50 PM CDT
<<Could this be changed to null the teleport/movement aspect of hunt, rather than the 'looking for enemies' aspect?

I thought of this too, but I suspect it's the way it is because he can only distinguish at the level of the verb, not at the level of the modifiers. Ideally, of course, I would like this to happen too.



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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 03:13 PM CDT
>I'd really appreciate it if a few more folks could test the foot slot in DRT. I'd like to release this today, and can then ponder adding excess crafting material drops into this slot as well :)

If you could copy my character from TF I'd be happy to test more. Alternately, if anyone wants to log into test and give me some coins, that could work too. It's kinda hard to test with only starter equipment.
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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 03:45 PM CDT
If I adjust a shield to armworn I can set it at my feet and block attacks with it. Then again, I'm getting the armor hinderance for it at my feet as well, so this is more of a novelty than an actual exploit. I assume a parry stick would work the same way, but I don't have a way to purchase one. If I lower one shield and armwear another the messaging indicates that I'm blocking with the armworn one, but I do get hinderance for both. I lowered my workcoat to the ground and I was definitely still getting the hinderance for it. I'm not sure if it was providing any protection.

If I'm holding two of the same item and I have one at my feet, the get verb defaults to the one in my hand. It would be great if it defaulted to the one at my feet since that'll be the one I want to reference 99% of the time.

When I got arrested, the item at my feet correctly appeared in my sack.

Overall, I love this verb/mechanic and I think it has a ton of potential. For instance, I never used my cambrinth pyramid because I always feared a crash. I assume I could use this at my feet and it would remain in my inventory during a crash.
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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 03:51 PM CDT
Also, I can climb and join the caravan with items at my feet. I'd assume the same for the mammoth as well.

There's a potential issue with foraging as well. I can forage and lower a bunch of items to the ground. When I get enough items at my feet I can no longer forage. However, I'm guessing this would also prevent others from foraging. If so, that would be very confusing because you could get the 'too cluttered' message with no items visible. Doubly so if I hide after lowering the items to the ground. Is there a way to apply this only to the one character?
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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 05:01 PM CDT
<<<<For instance, I never used my cambrinth pyramid because I always feared a crash. I assume I could use this at my feet and it would remain in my inventory during a crash.

I don't think it would work like this without additional coding, since it's not actually on the ground but on your person.

<<There's a potential issue with foraging as well. I can forage and lower a bunch of items to the ground. When I get enough items at my feet I can no longer forage. However, I'm guessing this would also prevent others from foraging. If so, that would be very confusing because you could get the 'too cluttered' message with no items visible. Doubly so if I hide after lowering the items to the ground. Is there a way to apply this only to the one character?

Are you sure you are getting the 'room is too cluttered to find anything here' foraging message and not the 'too cluttered to put anything else at your feet' message when reaching the 15 item at your feet limit?



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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 07:52 PM CDT
>>If I adjust a shield to armworn I can set it at my feet and block attacks with it

Heh, and this is why we have a test server... I did not consider that situation.



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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 07:52 PM CDT
>>It would be great if it defaulted to the one at my feet

We have no control over that. It is just a function of the core engine.



"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 07:57 PM CDT
I didn't have any to test with, but how does the 'at foot' mechanic function with throwing blades?

I throw a bola and a sword, and both properly went into the slot.



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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 08:26 PM CDT
It was working fine with the multiple blades, you know the stacks of blades... I haven't gotten back into test.

Only thing that to me was annoying was if I was just pounding out the throw left command, suddenly my right handed weapon would be thrown if I had nothing else to throw.


---
"I think anything that forces you to do something no sane adventurer would do just in order to train is ridiculous."
DR-SOCHARIS

---
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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 09:02 PM CDT
The equine cemetery is that way --->



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Re: Thrown Weapon Foot Slot in TEST 10/12/2014 11:32 PM CDT
>>suddenly my right handed weapon would be thrown if I had nothing else to throw.

I am aware of the bug, but it isn't something I can easily fix right now.



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