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 Post subject: Ghosts cannot see npc & players
PostPosted: Wed Apr 26, 2006 12:01 am 
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Whether really to carry on POL idea that ghosts could not see npc and other players.

And with what to begin in general?


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 Post subject:
PostPosted: Wed Apr 26, 2006 8:43 am 
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death.src

And, in my server ghosts CAN see players and npcs. They can see each other, too.

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 Post subject: Re: Ghosts cannot see npc & players
PostPosted: Thu Apr 27, 2006 10:42 am 
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Grem wrote:
Whether really to carry on POL idea that ghosts could not see npc and other players.

And with what to begin in general?


as they can (in general) see each other, which I guess is hardcoded in the client, I guess the only chance to achieve this, is by starting to look into the packet structure of UO... you likely need to prevent, that data about the 'living' characters is being sent to the dead in the first place....

tough,.... I guess this is best placed as a future enhancement wish to pol devs... but hey, first I want item weight to be a read-write prop ;) *ggg*

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 Post subject:
PostPosted: Thu Apr 27, 2006 11:45 am 
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Write your weight to the item then write your own stamina loss.

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 Post subject:
PostPosted: Thu Apr 27, 2006 11:48 pm 
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just some off-topic answer to Exar-Kun....

--Firedancer, off topic-- wrote:

Exar Kun wrote:
Write your weight to the item then write your own stamina loss.


stamina loss is not the reason why I want it.
Our shard has a complex crafting system... an items properties depend on a lot of variables... e.g. an armors weight would depend on the material used (composites? spoils? Additional strengthenings or leather bonds?) as well as the method, diligency and skill it was smithed with. Not to even start speaking about enchantments... you'll hardly ever find two pieces being exactly the same.
As such, logically, also the weight could be anything from ultra-light to ultra-heavy, but currently there is no way to reflect that. I can only simply and utterly ignore the influence these factors have on item weight, because defining a new objtype for each single possible weight-outcome would be totaly insane.

And yes, I've even been thinking to make a "weight-object" for each possible weight from 0.1 to 50.0 or whatever, which is then turned into the item as such - sword, armor, frying pan whatever... but seriously, this can't be the solution either.
I'm about to go the middle way, limit each item crafted to 5 possible 'weight classes' that the item crafted will fall into, but that's pretty crude... and a decent overhead already.

Anyway... that's off-topic and not an issue we'll solve here.

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 Post subject:
PostPosted: Fri Apr 28, 2006 6:34 am 
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Hi-jacked thread

I assumed stamina loss was the reason for wanting weighted items. Is there another reason for having a weight prop?

Anyway, if you just store it on the item and do your own stamina loss that looks for the weight on the item instead of out of a config file.....

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 Post subject:
PostPosted: Fri Apr 28, 2006 9:36 am 
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Exar Kun wrote:
Hi-jacked thread

I assumed stamina loss was the reason for wanting weighted items. Is there another reason for having a weight prop?

Anyway, if you just store it on the item and do your own stamina loss that looks for the weight on the item instead of out of a config file.....


nope... again... it's not stamina loss.
It's the weight of stuff as such, maybe rpg reasons.. imagine crafting a dagger, it could become a thousand different things, from both a masterful ornamented mithril dagger to a newbie crafted raw-iron almost-a-twohander... just really weird if they all weight the same....

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 Post subject:
PostPosted: Fri Apr 28, 2006 11:49 am 
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Okay...

Now you have me interested. Does weight have any in-game effect, other than a property a player can read from the item? Or is it just a "flavor" kind of thing?

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 Post subject:
PostPosted: Sat Apr 29, 2006 7:08 am 
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Exar Kun wrote:
Okay...

Now you have me interested. Does weight have any in-game effect, other than a property a player can read from the item? Or is it just a "flavor" kind of thing?


a) mostly flavor, yes....
b) but it also affects the amount of stuff you can put into a bag
c) and you may have custom scripts that use it. Like us, we have custom combat and it was planned, that the weapon weight would affect the wielders attack speed.

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 Post subject:
PostPosted: Sat Apr 29, 2006 10:00 am 
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Ah...that's not a bad idea.

Thanks!

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