Shattered Kingdoms

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Should we be able to do this?
Yes. 96%  96%  [ 23 ]
No. 4%  4%  [ 1 ]
Total votes : 24
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 Post subject: Re: Remove item
PostPosted: Fri Jan 18, 2013 4:20 am 
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Posts: 442
As convenient as it would be, I disagree. It would totally nerf classes that use dirt kick/blindness.


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 Post subject: Re: Remove item
PostPosted: Fri Jan 18, 2013 5:13 am 
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shadow wrote:
As convenient as it would be, I disagree. It would totally nerf classes that use dirt kick/blindness.

How so?


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 Post subject: Re: Remove item
PostPosted: Fri Jan 18, 2013 5:46 am 
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because it makes so much sense that you can't take off your boots when you're blind, amirite?


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 Post subject: Re: Remove item
PostPosted: Fri Jan 18, 2013 5:50 am 
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Joined: Wed May 02, 2012 4:58 am
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Location: Rolling in the Grave
SK Character: Gailehn, Stephanov
ladyjennbo wrote:
Don't see any reason why not, except maybe Dulrik wants it this way so we can't remove/put on things when we're blind. That would still have to be taken into account.


Agreed.

On a similar, yet separate note, is there something that can be coded into the shopping system so we can tell where to wear a piece of armor before it is bought. It's not always clear. Syntax: worn <item> Result: <item> may be worn <slots item can be worn>.


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 Post subject: Re: Remove item
PostPosted: Fri Jan 18, 2013 6:06 am 
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Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
I voted yes for this, as I don't think it's a huge deal, BUT

The only reason to argue against this that I can think of is it makes scripting and macro building a little easier, which might be a negative from the administration's point of view.

That said, there are certainly ways around that even today with some creative use of variables and triggers to track what you're wearing.


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 Post subject: Re: Remove item
PostPosted: Fri Jan 18, 2013 6:22 am 
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Joined: Sat May 21, 2011 11:50 pm
Posts: 476
SK Character: Toji
Macros, scripts, variables, aliases and such are okay as long as they do not automate your work and require human input to work. So, making it possible to "remove <waist>" rather than remove belt, will not be a problem scripting/wise.

Also, it would not nerf dirt kick/blindness as you would only remove an item. Not wear one.


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 Post subject: Re: Remove item
PostPosted: Fri Jan 18, 2013 6:56 am 
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And even so, you can already wear items while blinded/dirt kicked. You just have to know what it is, and can't be like wear waist, as I've stated before.


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 Post subject: Re: Remove item
PostPosted: Fri Jan 18, 2013 9:11 am 
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Joined: Wed Apr 24, 2002 11:51 am
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Aelandron wrote:
I voted yes for this, as I don't think it's a huge deal, BUT

The only reason to argue against this that I can think of is it makes scripting and macro building a little easier, which might be a negative from the administration's point of view.

That said, there are certainly ways around that even today with some creative use of variables and triggers to track what you're wearing.


It is already easy to make a table that stores equipment by slot, which is then called by an alias. Dulrik adding the ability to wear/remove by slot just means people could go straight to the alias w/o the table.

It doesn't require anything creative. Just basic knowledge of lua or ten minutes of research on the net.


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 Post subject: Re: Remove item
PostPosted: Mon Jan 21, 2013 2:37 pm 
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Joined: Sat Feb 15, 2003 7:28 pm
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Location: My moms house...
This would help especially when you can remove armor by type.

Like if you're holding a waterskin and type 'remove water' and you take your gloves off instead.


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 Post subject: Re: Remove item
PostPosted: Tue Jan 22, 2013 7:44 pm 
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Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
Yeah I never meant that you could wear things with this method only remove. Swapping weapons, wands and what not would be so much nicer without having to rely on a faulty brain or outdated alias when stuff hits the fan and your messing with some new piece of eq and need to quickly swap out what you have. I'm sure you could setup your client to do this for you, but for those of us who don't know what were doing this'd be great.


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