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Hall of Ancient Treasures
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Topic: Hall of Ancient Treasures (Read 4882 times)
vinhi
Writers' Guild
Karma: +11/-0
Posts: 489
Re: Hall of Ancient Treasures
«
Reply #30 on:
April 10, 2008, 10:27:57 pm »
Some things I've noticed...
* It seems anyone can add the same item into the museum (e.g. there are at least 5 Rings of Greater Storm).
* Items without a story can be added which is fine since many unique items don't have a specific story but it was something that was noted as a rule. With the rule being enforced, I wouldn't be able to add the raid items I currently have.
edit: ignore this one -- it seems vols/gms/dms can add items without stories
* It might not be possible due to scripting, but I'd like to see the restriction on stackable items listed and changed to prevent multiple items of the same stack from being added (e.g. 1 bolt of assassinating chicken vs n bolts of assassinating chicken).
Otherwise, great job with the map Torch.
«
Last Edit: April 10, 2008, 10:30:23 pm by vinhi
»
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Torchwood
MapMaster
Karma: +34/-5
Posts: 946
Re: Hall of Ancient Treasures
«
Reply #31 on:
April 10, 2008, 10:49:07 pm »
Thanks Vinhi!
5 Rings of Storm - see
this
]http://www.daimonin.com/possible_bug_in_museum-t6869.0.html]
this
thread. I fixed that problem this morning and then removed all the duplicate items. I hope there are not more problems ... ? There are currently 2 Rings of Storm in the museum, but actually they are slightly different ...
The problem with stackable items is that, even if you set the no-pick flag on the item so you can't pick it up, you CAN pick it up by dropping another item on top of it so they stack together. The stack becomes then pickable - and I didn't want anyone stealing items from the museum!!! So until this issue is fixed - no stackable items allowed.
No story items - yes dm/vol/gm can add any item, precisely for the reason of adding interesting (raid or other) items to the museum.
EDIT: And I see the museum is filling up nicely - lots of interesting stuff to look at that I never knew existed.
«
Last Edit: April 10, 2008, 11:01:32 pm by Torchwood
»
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angry
Writers' Guild
Karma: +6/-1
Posts: 281
Re: Hall of Ancient Treasures
«
Reply #32 on:
April 11, 2008, 01:43:33 am »
Excellent, last post answers my query. I'd like to add the Jewel Of Santa from Xmas 2005 drop
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ANICH
VOL
Karma: +36/-6
Posts: 817
Re: Hall of Ancient Treasures
«
Reply #33 on:
April 12, 2008, 01:13:55 am »
Well done Torch. The museum is very well presented and not block-shaped like how I thought it would turn out to be. Great job on the scripts.
Edit: hmm, people seem to think the museum is a library to store random books. Its starting to look a bit messy.
Will it be possible to apply these scripts to the library (of course, changing them around a bit.) So that people can donate books to the library for display?
Can you make a script so that Vols/GM/DM can rearrange exhibits?
If its not too much to ask for.
Cheers,
Anich
«
Last Edit: April 12, 2008, 01:54:15 am by ANICH
»
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Torchwood
MapMaster
Karma: +34/-5
Posts: 946
Re: Hall of Ancient Treasures
«
Reply #34 on:
April 12, 2008, 07:28:46 am »
Good feedback Anich. I didn't really consider books when I wrote the script ... although I did think about setting a museum up to only accept certain 'types' of objects, but I never did anything about it.
I could (1) implement typed museums and then create a proper 'library' or (2) prevent books from being added to the museum completely. Option (1) is probably the correct way to go ... but will take some work.
As to your second request - the scripts would have to be modified so that during the initial 'scan' of the maps to look for exhibit spaces the sign on each space is given a number - needed so that you can 'identify' which empty space you want to move the exhibit to. Then you would issue a command to the curator like:
moveexhibit <from> <to>
It might also be good to have a 'renumber' command. Currently, if you delete an exhibit from the museum (as I did recently with all the duplicate items) then that exhibit number is not reused.
One thing to complicate things - I want to keep the 'order' of exhibits (e.g. I have exhibit #1 in the museum, and I want to keep it that way to keep my ego happy
).
I'll think on both items and add them to my to-do list.
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Torch
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LordGrunt
Administrator
Karma: +7/-1
Posts: 289
Re: Hall of Ancient Treasures
«
Reply #35 on:
April 12, 2008, 12:04:14 pm »
as a solution to the stackable items problem, try setting off stackable flag in script. this way, even if someone donates 10 stacked items, they won't spread. will stay in stack. then without stackable flag, if someone drops same thing next to it, they won't merge
im not 100% sure but i made quest item this way, works.
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Torchwood
MapMaster
Karma: +34/-5
Posts: 946
Re: Hall of Ancient Treasures
«
Reply #36 on:
April 12, 2008, 12:22:49 pm »
Ah! Didn't think of that - I'll try it. Thx LG!
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Torch
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SirKerrick
Writers' Guild
Karma: +0/-0
Posts: 72
Re: Hall of Ancient Treasures
«
Reply #37 on:
April 12, 2008, 07:55:55 pm »
Thanks Torch,
I'm in favor of a library, similar in function to the current museum. The combination of a museum and a library, to me, seems to have the potential of being very useful. Players could look up an item either in the museum or in the library to find out if they want to offer to buy it in general as opposed to waiting for a seller to arrive. Players could also read up on mobs, and try to find potential weaknesses/strengths that way, or any number of other things.
Edit: Another thing. Since I think there are a lot more books out there than items with a story, it would probably be easier if the library were separated into sections: references on items this section, references on mobs this section, history/story books this section etc. In addition, as opposed to having a separate place with a sign for each book, why not have a self that has series (1-10) of this section book.
«
Last Edit: April 12, 2008, 08:01:03 pm by SirKerrick
»
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Torchwood
MapMaster
Karma: +34/-5
Posts: 946
Re: Hall of Ancient Treasures
«
Reply #38 on:
April 12, 2008, 09:07:07 pm »
Problem with this is that my code would then have to read the book and decode it to decide where to put each book ... which is a bit beyond what I'm capable of scripting
.
I'll have to think about sign+exhibit location vs. shelf of books ...
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Torch
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LordGrunt
Administrator
Karma: +7/-1
Posts: 289
Re: Hall of Ancient Treasures
«
Reply #39 on:
April 12, 2008, 09:30:24 pm »
but still separating books from other items with stories is just few words in script. filter items to get rid of books, which imho you should do before adding to main server. ppl still spam museum with books, though they are a bit afraid
cause their name is on them
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smacky
Administrator
Karma: +114/-92
Posts: 5221
Re: Hall of Ancient Treasures
«
Reply #40 on:
April 12, 2008, 09:50:08 pm »
I think the idea of a player-contributed library is interesting, although i also think you've got the wrong idea of a library -- you're meant to take books out, not contribute your old crap!
But I think it should be put on a backburner until players can write in books and/or we have more unique/interesting books ingame. ATM I assume you're meaning to fill it up with scripts of Frank and such?
IMO the museum should not accept any books.
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Torchwood
MapMaster
Karma: +34/-5
Posts: 946
Re: Hall of Ancient Treasures
«
Reply #41 on:
April 12, 2008, 09:58:35 pm »
I'm thinking I might write the code to have any museum be restricted to certain object types, as this leads the way to things like an armoury museum, a MD museum, etc.
In the short term, I would then use this code to restrict books from being placed into the current museum. Books are OK, but I'm more interested in seeing some of the more unique raid items and special drops - and if books are filling up all the available spaces then the museum looses its interest in my opinion.
EDIT - the museum was completely full due to loads of books being added, which has stopped other interesting objects from being added. I've removed the books from display so there is room again for other stuff ... please don't put more books in for now! I'll work on a library for all you book worms and prevent books from being added to the current museum.
«
Last Edit: April 12, 2008, 10:50:29 pm by Torchwood
»
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Torch
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LordGrunt
Administrator
Karma: +7/-1
Posts: 289
Re: Hall of Ancient Treasures
«
Reply #42 on:
April 12, 2008, 10:11:59 pm »
unless mystikal logs in, you dont need to fear about filling museum with books
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smacky
Administrator
Karma: +114/-92
Posts: 5221
Re: Hall of Ancient Treasures
«
Reply #43 on:
April 12, 2008, 10:16:52 pm »
Rather than an armoury museum, ring museum and so on, just have an armoury room, ring room, and so on in the current museum. Lets not get carried away!
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ANICH
VOL
Karma: +36/-6
Posts: 817
Re: Hall of Ancient Treasures
«
Reply #44 on:
April 13, 2008, 07:13:42 am »
You do not need a script to sort out books or items. That is why I was wondering if you can write a script to move exhibit <from> <to> so that Vols and GMs can arrange the objects in order (DMs should be able to as well, but don't need to bother with this). That can save a lot of hassle.
If you want to write a script to sort objects into compartments, you don't have to. Instead, just make rooms and then with that move exhibition script, the Vols and GMs can sort them out into their compartments.
Cheers,
Anich
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