Search found 2459 matches

by Yukiko
Wed Oct 17, 2018 7:57 am
Forum: Scripting Help
Topic: Run without extra packages
Replies: 1
Views: 39

Re: Run without extra packages

Yes. Here is the link to the "basic" set of scripts that allow you to log in and walk around.

https://downloads.polserver.com/browser ... cSetup.zip
by Yukiko
Sun Oct 14, 2018 2:26 pm
Forum: Current development (100)
Topic: New Core build for 2018-10-14
Replies: 0
Views: 36

New Core build for 2018-10-14

We have a new Core build up for download here . Thank yous all around to Turley for giving us user definable method scripts for some POL Class Objects. :) From the core-changes.txt file you can see the list of objects affected: -- POL100 -- 10-13-2018 Turley: Added: syshook.cfg SystemMethod for defi...
by Yukiko
Sat Oct 13, 2018 9:23 am
Forum: Bug Reports & Feature Requests
Topic: [pol100] how to hide equipped items on dead corpes
Replies: 20
Views: 239

Re: [pol100] how to hide equipped items on dead corpes

Core Essence, I do not know if items that are newbied are ever placed on a NPC . I guess they might be and if they are they should work like newbie items do on a player and not show in the corpse gump. Dev, the great thing about my option 2 is that if the Core were to handle that there is no additio...
by Yukiko
Fri Oct 12, 2018 7:10 pm
Forum: Bug Reports & Feature Requests
Topic: [pol100] how to hide equipped items on dead corpes
Replies: 20
Views: 239

Re: [pol100] how to hide equipped items on dead corpes

The problem is that when you rummage around in a corpse and move the clothes, from the server perspective, you are "removing" the item whilst it is on your finger but if you drop it back in the corpse it should re-equip it on the corpse. Off the top of my head I can see two possible solutions. . 1. ...
by Yukiko
Fri Oct 12, 2018 9:02 am
Forum: Bug Reports & Feature Requests
Topic: [pol100] how to hide equipped items on dead corpes
Replies: 20
Views: 239

Re: [pol100] how to hide equipped items on dead corpes

POL devs did not break it. They fixed it. Originally, according to Nando, corpses did not show any items on the corpse that were equipped on the NPC before it died.
by Yukiko
Thu Oct 11, 2018 11:11 pm
Forum: Bug Reports & Feature Requests
Topic: [pol100] how to hide equipped items on dead corpes
Replies: 20
Views: 239

Re: [pol100] how to hide equipped items on dead corpes

I was informed by Nando that is not a bug . He added this to the Core because he thought it was strange when a character died that it's corpse was displayed naked. It was added during POL the 098 development cycle after POL098.2 but before POL 099 development was started. From the core-changes.txt: ...
by Yukiko
Tue Oct 09, 2018 11:53 pm
Forum: Bug Reports & Feature Requests
Topic: Issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.
Replies: 2
Views: 92

Re: Issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.

Regarding the Listener section being optional post above. If you define Listeners in uoclient.cfg you must set ListenPort in pol.cfg to 0. No problem. All is right with the world, at least as far as POL is concerned. If you disable all listeners then you are supposed to define a listen port in pol.c...
by Yukiko
Tue Oct 09, 2018 11:15 pm
Forum: Current development (100)
Topic: New Core build for 2018-10-10
Replies: 1
Views: 63

New Core build for 2018-10-10

You can download it here . From the core-changes.txt: -- POL100 -- 10-07-2018 Turley: Added: array.sorted_insert(obj, sub_index:=0, reverse:=0) assumes an already sorted array and inserts given obj. sub_index and reverse parameter have to match the sorting criteria of the array. 10-06-2018 DevGIB: A...
by Yukiko
Sat Oct 06, 2018 9:39 pm
Forum: Bug Reports & Feature Requests
Topic: Issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.
Replies: 2
Views: 92

More issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.

Also, under Explanation in the uoclient documentation it states the Listener section is optional. This appears to be false as well. I did some further testing and found another issue. The first thing I did was went back to a single uoclient.cfg file with the following setting for Listener: Listener ...
by Yukiko
Sat Oct 06, 2018 1:17 am
Forum: Bug Reports & Feature Requests
Topic: Issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.
Replies: 2
Views: 92

Issues with uoclient.cfg and possibly POL's handling of IP addresses/ports.

In the POL documentation for uoclient.cfg it states that uoclient.cfg is required to start and there can only one uoclient.cfg file present in the server. Neither one of those things is true. I removed, renamed actually, the only uoclient.cfg file present in my copy of the Modern Distro. I then laun...
by Yukiko
Wed Oct 03, 2018 1:36 am
Forum: Bug Reports & Feature Requests
Topic: Ammunition Consumption Bypass
Replies: 13
Views: 122

Re: Ammunition Consumption Bypass

It wouldn't be a "blanket privilege". In the equip script it could be enabled but do not forget there is an unequip script. There you could revoke the privilege. I think this is much more versatile and convenient than even my suggestion. Also, if it is a privilege it could be used in custom magic sp...
by Yukiko
Tue Oct 02, 2018 11:55 pm
Forum: Bug Reports & Feature Requests
Topic: Ammunition Consumption Bypass
Replies: 13
Views: 122

Re: Ammunition Consumption Bypass

The Privilege idea sounds good to me. It could work as a "buff" (I hate that word) or bonus for players and the NPC AI could enable it for NPCs that do not use ammo.
by Yukiko
Tue Oct 02, 2018 9:34 pm
Forum: Bug Reports & Feature Requests
Topic: Ammunition Consumption Bypass
Replies: 13
Views: 122

Re: Ammunition Consumption Bypass

I don't understand how adding a flag to a weapon's description would work in cases where you do want the weapon to consume ammo. For example I define a regular bow with the flag set to not consume ammo. Does that mean any character using the bow would never have to worry about carrying arrows? This ...
by Yukiko
Tue Oct 02, 2018 6:13 pm
Forum: Bug Reports & Feature Requests
Topic: Ammunition Consumption Bypass
Replies: 13
Views: 122

Re: Ammunition Consumption Bypass

I think a flag ConsuneAmmo 0/1 added to an NPCs definition for any NPC that might use ammo is probably the best way to go.
by Yukiko
Tue Sep 25, 2018 1:25 am
Forum: POL Tools
Topic: Announcing the POL version of SciTE!
Replies: 13
Views: 271

Re: Announcing the POL version of SciTE!

Ah go for it Dev. I found a SciTE project manager thing that looked promising but the last commit was at least 4 years ago I think. I prefer using things that are somewhat actively developed. Were those scripts for adding tree view to SciTE? If so PM the link to me and maybe I can review them. I'm n...
by Yukiko
Mon Sep 24, 2018 10:52 pm
Forum: Development Discussion
Topic: A few things added to both the Classic Distro and the Modern Distro.
Replies: 0
Views: 57

A few things added to both the Classic Distro and the Modern Distro.

The other day whilst testing ammo usage of NPCs, specifically arrows, I suddenly realized that neither Distro had any archer NPCs and n archer AI script for NPCs. So I added one archer NPC, a Ratman Marksman to the npcdesc.cfg file in /pol/config. I also added archerKillPCs.src to /pol/scripts/ai. I...
by Yukiko
Mon Sep 24, 2018 7:51 pm
Forum: POL Tools
Topic: Announcing the POL version of SciTE!
Replies: 13
Views: 271

Re: Announcing the POL version of SciTE!

I agree that having a tree view is one feature that would make SciTE a nice choice for a free editor. SciTE is an open source project. If someone with more knowledge of C++ could add a tree view that would be wonderful. I am glad there are people who can afford to pay for Ultra Edit and for an edito...
by Yukiko
Mon Sep 24, 2018 6:39 pm
Forum: POL Tools
Topic: Announcing the POL version of SciTE!
Replies: 13
Views: 271

Re: Announcing the POL version of SciTE!

As I think I mentioned earlier the problem with using a version of SciTE other than the one we currently provide is that the official SciTE does not yet have the updated eScript lexer which provides 5 additional highlight colours. If you can live with only 3 colours then you can just copy a few file...
by Yukiko
Mon Sep 24, 2018 6:19 pm
Forum: Rants
Topic: Houston I think we have a problem...
Replies: 3
Views: 1895

Re: Houston I think we have a problem...

Unfortunately the original story that was linked to rolled out of the news feed on that site and I do not recall what it was about. As for "many of our posts" being "rants or raves", on the POL forums, I would say no they are not. I wouldn't call requests for scripting help, feature requests, bug re...
by Yukiko
Sat Sep 22, 2018 12:35 am
Forum: POL Tools
Topic: Announcing the POL Configurator!
Replies: 35
Views: 2493

Re: Announcing the POL Configurator!

Bug fix release posted 2018-09-22. See original post for info and the download link.
by Yukiko
Fri Sep 21, 2018 10:42 am
Forum: POL Tools
Topic: Announcing the POL version of SciTE!
Replies: 13
Views: 271

Re: Announcing the POL version of SciTE!

Has anyone used this? I would like to know if there are any bugs that we might have missed. The problem with testing something you have written or modified is that you are too familiar with the way it is "supposed" to work that you miss things.
by Yukiko
Wed Sep 19, 2018 1:03 am
Forum: General Discussion
Topic: The downloadable POL Docs.
Replies: 4
Views: 432

Re: The downloadable POL Docs.

For the Official release POL 099 on this page you will find the online documentation and there is a link at the top of that page to download the docs. For the Beta release POL 100 on this page you will find the online documentation and the link at the top of the page to download the docs for the bet...
by Yukiko
Fri Sep 14, 2018 11:43 am
Forum: POL Tools
Topic: Announcing the POL version of SciTE!
Replies: 13
Views: 271

Re: Announcing the POL version of SciTE!

Yes, the conversion of decimal to hexadecimal and vice-versa is great. I also like the call tips. As we haven't had that before I suspect I will find it as or more useful than the converter. One of the things that prevents POL SciTE from working more like a "proper" IDE is eScript's loose typing of ...
by Yukiko
Thu Sep 13, 2018 5:09 pm
Forum: POL Tools
Topic: Announcing the POL version of SciTE!
Replies: 13
Views: 271

Re: Announcing the POL version of SciTE!

I have updated the PDF to include a note that the screen shots for adding custom call tips were made with line wrap on, Options --> Wrap. Each call tip must be on one line including the additional help text. There is also an addition setting that you can add for autocomplete. Just search the documen...
by Yukiko
Thu Sep 13, 2018 12:24 pm
Forum: POL Tools
Topic: Announcing the POL version of SciTE!
Replies: 13
Views: 271

Re: Announcing the POL version of SciTE!

@Boberski, I did not do the work on POL SciTE!
ThisIsMe did ALL the work.
Now if you are talking about the exquisite design work put into the PDF document then I accept the praise :P
but POL SciTE is all a result of ThisIsMe digging into SciTE's documentation.