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Remove the forceful dismount of a PE Exhausted pet?
Yes 36%  36%  [ 4 ]
No 36%  36%  [ 4 ]
Wert Option(I don't care) 27%  27%  [ 3 ]
Total votes : 11
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 Post subject: Forced Dismount of PE Exhausted Mounts
PostPosted: Sun Aug 05, 2007 1:11 am 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I would really like it if you would not automatically dismount your pet when it runs out of PE.


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PostPosted: Sun Aug 05, 2007 3:35 am 
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Joined: Sat Feb 28, 2004 5:14 pm
Posts: 819
It was meant to be changed so you got a nice colored message for it. I for one would rather dismount than be trapped in combat because my mount ran out of PE.


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PostPosted: Sun Aug 05, 2007 3:42 am 
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Joined: Thu Jun 01, 2006 2:50 pm
Posts: 789
Location: UK
SK Character: That'd be telling
Why not just have an auto dismount option, yes means you auto dismount, no means you dont.


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PostPosted: Sun Aug 05, 2007 3:43 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
wortsenawl wrote:
Why not just have an auto dismount option, yes means you auto dismount, no means you dont.


I love this idea


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PostPosted: Sun Aug 05, 2007 8:36 am 
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Joined: Sat Apr 03, 2004 1:55 pm
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Location: I am at one with my duality.
wortsenawl wrote:
Why not just have an auto dismount option, yes means you auto dismount, no means you dont.


It's a great idea, but Dulrik might have other things that are a bit more pressing on his list. I think this came up the last time we had a discussion about leaving mounts behind, but I can't remember what was said.


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PostPosted: Sun Aug 05, 2007 9:48 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I said that it would be very complicated to get that to work because I only check to see if your mount can move after you have already moved. Movement involves some pretty ugly code that has caused more than its fair share of crashes and infinite loops in the past. I don't really want to go to the effort that would be involved to rework the system and then debug it all over again.


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PostPosted: Sun Aug 05, 2007 11:13 am 
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Joined: Thu Jun 01, 2006 2:50 pm
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Location: UK
SK Character: That'd be telling
I revel here in my ignorance, but leave the system exactly as it is. Except at the point when the mount would currently be left you have a simple check... if auto is on then your movement is nullified and you get a message "Your mount is too tired to continue." If it is off, then it acts exactly as it does now.


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PostPosted: Sun Aug 05, 2007 11:27 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
It's not as simple as you are making it sound. As I said, at the point you are talking about, you have already moved, as well as an undefined number of the people who are following you. You have to account for every variation of group leaders and followers, all of which could have mounts, any of which might be player griffons or centaurs who are following someone independently of their rider. Even one small mistake in this code will cause the game to crash. So, again, no.


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PostPosted: Sun Aug 05, 2007 12:19 pm 
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Location: UK
SK Character: That'd be telling
Never thought about the group thing... only thought about the person and their mount. Ah, well...


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PostPosted: Sun Aug 05, 2007 12:31 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Yeah, neither did I. Okay, nvm.


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