Player Status Locater

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Theodore01
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Player Status Locater

Unread post by Theodore01 »

Why is this removed &readded on each login now ?

(That really messes up inventory order :shock: )
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Endelyon
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Re: Player Status Locater

Unread post by Endelyon »

Theodore01 wrote: Thu Jun 04, 2020 3:51 am Why is this removed &readded on each login now ?

(That really messes up inventory order :shock: )
Technical reasons. It was necessary to fix some systems.
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Theodore01
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Re: Player Status Locater

Unread post by Theodore01 »

Please fix the fix . :whistle:
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Endelyon
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Re: Player Status Locater

Unread post by Endelyon »

Theodore01 wrote: Thu Jun 04, 2020 4:01 am Please fix the fix . :whistle:
Can't be done unfortunately, for some reason new variables can't be written to your existing KEMO scry after your first login. For our systems to work properly, it has to be replaced now on every login, regardless of what inventory sorting issues it causes. I'd come to peace with it being on the last page.
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Theodore01
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Re: Player Status Locater

Unread post by Theodore01 »

For what is it needed at all ?

As Player scry from the small bar works fine without the widget.
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Valefort
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Re: Player Status Locater

Unread post by Valefort »

That thing is used by practically every custom system as a local database.
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zhazz
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Re: Player Status Locater

Unread post by zhazz »

Valefort wrote: Thu Jun 04, 2020 4:25 am That thing is used by practically every custom system as a local database.
I assume it is also the Player Status Locator that is used to determine whether or not you are sent to Myrkul upon logging back in, provided you died before a reset?

If so, can we have exact player location (area and coordinates) added to it upon death, and cleared when raised or using Myrkul?
That way it would be possible to spawn a corpse where you died, and avoid having to take an XP penalty simply due to poor timing of a bad death since others can resurrect you.
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Valefort
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Re: Player Status Locater

Unread post by Valefort »

Erm that's already the case ? When you're raised you're raised where you died. If you go through Myrkul that's something else, you will be send back to one of the starting points.
Mealir Ostirel - Incorrigible swashbuckler
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zhazz
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Re: Player Status Locater

Unread post by zhazz »

Not what I meant. I will try to explain it better :)

The last time I played here (6 years ago) the following was a common occurence:
  1. Character dies somewhere (i.e. the Gnoll Caves)
  2. Character is sent to the Fugue
  3. Server resets before a resurrect is attempted
  4. Character is forced to return to the Fugue
  5. Their body, used for resurrection, is no longer in the Gnoll Caves
  6. Character cannot be resurrected
  7. Character is forced to take an XP hit
Adding area and coordinates to the Player Status Locator would allow for player-based resurrection after a reset, rather than forcing an XP hit due to bad timing.
Adrian Baker - An innocent virtuoso (bio | journal)
Relyth Ravan'Thala - Bear of an Elf
Timothy Daleson - Paladin Wand Maker
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Valefort
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Re: Player Status Locater

Unread post by Valefort »

Yep, ok, going to switch things around a bit and create the corpse of a PC only when that guy actually enters the Fugue plane, should also take care of the issue of people trying to raise too quickly.
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zhazz
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Re: Player Status Locater

Unread post by zhazz »

Valefort wrote: Thu Jun 04, 2020 9:15 am Yep, ok, going to switch things around a bit and create the corpse of a PC only when that guy actually enters the Fugue plane, should also take care of the issue of people trying to raise too quickly.
Never had that last part happen. But if it's an issue, then I'm all for getting it fixed :D
Adrian Baker - An innocent virtuoso (bio | journal)
Relyth Ravan'Thala - Bear of an Elf
Timothy Daleson - Paladin Wand Maker
Duncan Matsirani - A wanderer
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Pimple
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Re: Player Status Locater

Unread post by Pimple »

It is and that would be fab.
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