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Vattic
- Posts: 232
- Joined: Sat May 30, 2009 1:47 am
- Location: United Kingdom
Re: Game Development: Crime & Punishment
To follow on from my last question does a clue get generated per strike or just once for initiating combat with someone?
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Crime & Punishment
A clue is generated at the instant when you aggro someone, when you knock him out (though that should probably be changed only to happen when the aggressor of a relation knocks his opponent out) and when you murder someone. There is no clue generated per attack.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Yolan
- Posts: 1097
- Joined: Wed Jun 03, 2009 3:26 pm
- Location: Japan
Re: Game Development: Crime & Punishment
Above, Jorb wrote: "Wall in problems are, however, one of the reasons we've delayed implementing walls, as it is unclear how one should combat that."
I would guess that you could do a knee-bone connected to the thy-bone check every time a wall is placed, to see if the walls connect to make a hermetic seal. If so, deny the placement. There would have to be a gate put in that spot instead. Make gates pickable/destructable with right skill/object.
New Skill Suggestion: Vandalism
Players with Vandalism can destroy objects within claims.
I would guess that you could do a knee-bone connected to the thy-bone check every time a wall is placed, to see if the walls connect to make a hermetic seal. If so, deny the placement. There would have to be a gate put in that spot instead. Make gates pickable/destructable with right skill/object.
New Skill Suggestion: Vandalism
Players with Vandalism can destroy objects within claims.
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kimya
- Posts: 845
- Joined: Mon Jun 01, 2009 1:35 am
Re: Game Development: Crime & Punishment
what does it mean when it says " the perpetrator cannot be tracked from this place"
i was trying to track down a hearth fire, as the player was logged off.
i have like 5 odors of theft in my inventory, someone seems to have stolen badly from me. i WANT THAT GUY!
i was trying to track down a hearth fire, as the player was logged off.
i have like 5 odors of theft in my inventory, someone seems to have stolen badly from me. i WANT THAT GUY!
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theTrav
- Posts: 3464
- Joined: Fri May 29, 2009 11:25 pm
Re: Game Development: Crime & Punishment
Perhaps there's an issue with tracking people who have their hearth fires in mines? Alternatively they may not have a hearth fire at all
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Blaze
- Posts: 1072
- Joined: Sun May 31, 2009 3:59 am
- Location: Hearth
Re: Game Development: Crime & Punishment
I found a similar clue, 2 reek of thefts on a kin's claim (that allows kins to enter).
Tracking perpetrator: Not logged in.
Tracking stolen object: Nowhere to be found.
Tracking hearthfire: Cannot be tracked from this place.
Tracking perpetrator: Not logged in.
Tracking stolen object: Nowhere to be found.
Tracking hearthfire: Cannot be tracked from this place.
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Lightning4
- Posts: 131
- Joined: Fri May 29, 2009 10:40 pm
Re: Game Development: Crime & Punishment
[quote="loftar"]A clue is generated at the instant when you aggro someone, when you knock him out (though that should probably be changed only to happen when the aggressor of a relation knocks his opponent out) and when you murder someone. There is no clue generated per attack.[/quote]
Is it intentional that a clue is not generated when someone is force summoned though? I suppose they aren't technically "aggroed" to you, as they are at a state of trying to declare peace against you.
Or at least, I didn't see any such clues laying around. Maybe I'm just a terrible ranger. Come to think of it, though, I did accidentally aggro onto one of my party members (missed a bandit running off the edge of the map :P) and I don't recall seeing any clues being generated.
Is it intentional that a clue is not generated when someone is force summoned though? I suppose they aren't technically "aggroed" to you, as they are at a state of trying to declare peace against you.
Or at least, I didn't see any such clues laying around. Maybe I'm just a terrible ranger. Come to think of it, though, I did accidentally aggro onto one of my party members (missed a bandit running off the edge of the map :P) and I don't recall seeing any clues being generated.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Crime & Punishment
That particular condition is actually a "shouldn't happen" case, where the stolen object has disappeared. I can only guess that it was lost in a crash or something.Blaze wrote:Tracking stolen object: Nowhere to be found.
He probably has his hearth fire in a mine, where it currently cannot be tracked into the main world. I'll fix that soon.Blaze wrote:Tracking hearthfire: Cannot be tracked from this place.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Crime & Punishment
You are supposed to generate an Assault Clue when force summoning someone. I did discover a little bug in that, though, which I've fixed in code, but not restarted the server to reflect, so it may have been because of that. But yeah, you may just not have seen it.Lightning4 wrote:Is it intentional that a clue is not generated when someone is force summoned though? I suppose they aren't technically "aggroed" to you, as they are at a state of trying to declare peace against you.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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kimya
- Posts: 845
- Joined: Mon Jun 01, 2009 1:35 am
Re: Game Development: Crime & Punishment
[quote="loftar"]He probably has his hearth fire in a mine, where it currently cannot be tracked into the main world. I'll fix that soon.[/quote]
Yeah please do so, those guys n gals are stealing all my yummy food!!! im starving! wuaaaaaaa!
Yeah please do so, those guys n gals are stealing all my yummy food!!! im starving! wuaaaaaaa!