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Burn

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Everything posted by Burn

  1. The Complete List of Undroppable Items

    Everything marked is_undroppable is listed.
  2. This is the complete official list of items that will not drop if you die, as taken directly from the data on the server (with Radu's approval). Armor Leather Helm Leather Boots Leather Gloves Leather Pants Padded Leather Armor Iron Helm Iron Chain Mail Steel Helm Steel Chain Mail Wooden Shield Enhanced Wooden Shield Iron Shield Steel Shield Weapons Iron Sword Pickaxe of Magic (RIG only item) Misc Gold Coins Creature Food Clothes/Capes Artificer Cape Cape of No More Warlock Cape of Passive Camouflage Moderator Cloak (the official one only wearable by mods) As well, all the (name) cloaks that can appear only when using RIGs: Derin, Ravenod, Placid, Acelon, Aislinn, Soldus, Lotharion, Learner
  3. The Complete List of Undroppable Items

    I only had permission to extract undroppables from the server data. But so far as I know, everything wearable is broddable. Unbreakable isn't so much a line in the information as it is a "lack of" a line in the info, which would make a list annoying to make (if I had permission to make it). NMT is known of course. Won't hurt to say the (name) cloaks and the official mod cloak are unbreakable since only certain people can wear those.
  4. The Complete List of Undroppable Items

    Fixed. Was so focused on categorizing the wearables I forgot to put the non-wearables, gold and CF. It's now complete. Yes. All of these are confirmed. Keep in mind PoM wasn't actually supposed to be in the game so possibly its settings were never given a lookover (nor adjusted over the years like others were). I would imagine had it been actually implemented that it would have gotten some changes in updates.
  5. What would you do to "fix" KF?

    Adding new full maps would have to have a "damn good reason" (it'll also screw with your hyperbags in instance maps) for radu, and just making a new location on a current map would have to have a "damn good reason" for me to do it... There's plenty of unused PK places already to do this, if radu approves and is willing to do the work to make it happen. Better to select one of those. Any of the arenas would do, except the DP ones. (A change coming to the same-map teleport spots in Irin will make getting to Waveneck area from Irin storage a much shorter trip, so maybe the arena inside the small cave in Glacmor Waveneck area just beneath the north Irin exit would be an idea. Unless Hellspawners must be thought about, then maybe the arena in Thelinor city area, the a/d limit on it can be changed.)
  6. What would you do to "fix" KF?

    Just to be clear since my post seems to have shut down talk, I was only stating the options. Any of these changes require radu's approval, including any change I could make, and I don't personally care which happens. So it's up to you all to provide feedback on for radu to decide.
  7. Of late every bot owner is probably getting a bit sick of this constant barrage of messages from Rraisa... Usl has not logged in for over a year (per mercator), and no one else has claimed any responsibility for handling Rraisa. If no one can reach Usl to get this fixed, or can claim to fix it themselves and take responsibility for this bot, then Rraisa needs to be banhammered until someone does fix it. (Regardless of its supposed usefulness.)
  8. What would you do to "fix" KF?

    Removing the cap would return things to normal by default. The markup for standard PK maps and a/d-limit PK maps is not handled the same, the limit ones only making the area PK and setting the a/d limit. It doesn't do engineering objects, and importantly doesn't give the standard red text warning when you enter it (there's no warning when you enter KF or any other a/d limited area). If you want the a/d cap removed entirely, that would be something done by me on the next client's maps. It would restore things to the way all other non-limited PK areas are (except would still be no-drop of course). Would just need radu's approval since it was his decision to cap it. Although... fixing both the warning messages and engineering objects for limited would deal with the issue in all limited combat arenas, not just KF. That would be a radu fix.
  9. https://maps.el-db.com/ The old location is no longer working, please update your bookmarks.
  10. Here you go... https://elmaps.burningdownthe.net https://maps.el-db.com/ <- new location! They do work, they are updated, and they're sooooo adorable! Okay, maybe not that last part.
  11. The Responsibility for Rraisa the Spambot

    Seems to have done the trick for now at least. Last couple hours have just been the normal occasional single PM. (But yeah, hammering it until someone could fix it is a last option, if there were no other means to kill the spam.)
  12. (For the most part, this is just putting an official touch on how things already are.) Logging on to find yourself in the middle of an invasion area is not a good thing. Going into some random house or such is 99% safe but even that is subject to a rare hidden invasion. To ensure a safe location to AFK or log off, I'm proposing officially designated safe locations. These would be confirmable as being safe by compass click location info indicating (invasion safe). Location info change would occur in 1.9.6 client. The general rule: Inside Storages, and the buildings closest to outside storages, are designated safe. Safe Locations would be only on maps with Storages with a few added exceptions: - Isla Prima is a newbie zone, it and its insides (including new insides coming in 1.9.6) are already designated no-invasion - All Inside Storages are already designated no-invasion (be they in buildings, or caves like Iscalrith) - Guild Maps are already no-invasion so are safe if you know the location of any Outside Storages would have the nearest building(s) to them deemed as always safe: In most cases, these are where people AFK on these maps anyway. C1: Morcraven Marsh - Battle Hall entrance area (room where Ilie NPC is) Naralik - The house directly beside the storage NPC Valley of the Dwarves - Either of the two houses north of storage beside the flower shop Whitestone - House in Tirnwood Vale located at 358,383 that Henrik NPC is looking at (though all Tirnwood houses should be safe for newbies' sakes) (*I'm considering adding a generic building closer to WS storage for this purpose in 1.9.6 should this designated safe spot idea be deemed good.) C2: Emerald Valley Trade Route - The Tavern Idaloran - either of the two nearest enterable houses just east of storage. (558,221 or 559, 243) Idaloran (2) - as well, the undertaker's house inside the Ida cemetary fence as it is close to the underworld return spot Irinveron - The Manu School just north of storage Palon Vertas - The large house that the storage NPC is standing directly behind Thelinor - the small building just a couple steps east of the storage NPC Zirakinbar - (1.9.5) the crypt near the center of the map (with the fenced-in graveyard next to it) (1.9.6) The wagon at storage, which will be enterable then Arius - the Library building northeast of storage at 87,328 Additional notes for invasion mods: - For all other small buildings in general like random houses, invasion moderators should check them to ensure no one is (logged in) inside them before using them as a hidden invasion location. (A "use them only if not already in use" policy.) This won't help those who logged off in there, but no one should be logged in and afk in a house only to be killed on a hidden invasion whim. - If you aren't sure of a designated safe spot prior to invading, go to it and use the compass, it'll tell you (after 1.9.6 release)
  13. I officially don't care nor will I do anything about this suggestion, so all the people who cried like the world was ending over just putting something in writing that players have already been assuming and doing for years can do your dance of joy over it not being done. Yippee, a teeny tiny little sliver of moderator power will be retained, that's all that actually matters, certain places will remain murky as to whether they're safe for players so mods can fuck with them on their own whims. Why should I care when I wasn't suggesting it for myself in the first place? It's just not worth the stress and effort to even try anything anymore. People yelling and attacking me like this suggestion was something *I* wanted, when all I was trying to do was make things a bit more clearer to players (the horror!), I could give fuck all about it personally. Being made the "big bad" for just trying to help the players by actually having something in writing instead of depending on the whims of moderators is all too literally not a fight my health can handle anymore. I have been trying to get as much done that could be in map and data files as possible for the next client because I was already doubting I'd touch anything further once 1.9.6 is finally released. The degrading of this "status quo do nothing" situation to a point where even a suggestion this simple, just adding some wording for players to places that are ALREADY BEING USED FOR THIS PURPOSE not being doable... It's just the perfect final indicator on how terminally pathetic things have gotten, that it's no longer worth the effort to even try and do anything. I give up. It just too discouraging to do anything anymore. I'm finishing what little I have left to do that's incomplete on work I was already doing for maps, but everything else I'd planned, including more unique graphics for storage items and possibly even some more unique creature designs (already had two potentially done, frost dragon actually looked nice) isn't happening, as I've decided to just wrap up my part of this exercise in futility. And I dread the "change nothing" response they'd most likely get so I won't bother trying to get them approved. Everybody (except bluap at this point) wants the game to just sit in status-quo land and die. It's not worth the battle to do even the simplest things, like this, a few damn words that would literally have made no change to the status quo even, just made it perfectly clear for the players. The single most horrible thing that could ever be suggested, making things clear for players. (Never mind there's actually questions right here in this damn thread about what's safe or not from players, showing that this is actually a needed idea. But nope, "mod power" is much more important than what players need.) The Suggestion Forum for years now has been nothing but the place where ideas go to die, because of the "let the game die" mentality that has taken over, much more so since updates have completely stopped for 1.5+ years now. Let that happen. I'll handle my part in getting the data ready for the next client release, adding and changing nothing else to what's already been done, but then I'm done. That will be my final development act... Which, granted, will be a huge one as I look at the long list of things I've done since the last official client release. And no, I'm not quitting my part of development just because of THIS particular suggestion, as I know those with black-and-white viewing blinders on will take out of this grey situation. Getting literally anything done, not just this, is too much of a battle with no reward. Every single suggestion, from pretty much anyone, gets the exact same "stay status quo never change" mentality response, because a suggestion by its definition requires change, and that can never happen without somebody's panties getting wadded up in a bunch over it. I've never better understood how literally every single volunteer developer (short of bluap now) was driven away, giving up hope on doing anything. As for this particular suggestion, getting back on topic, there's nothing left to say, it's not happening. I'm refusing to do the wording changes, even if they are somehow deemed wanted. This suggestion is officially dead, right along with the will to do anything more.
  14. Everything except officially designating as safe all indoor storages (already done by radu when he got ticked over Ace's invading them years back) and the nearest indoor location to outdoor storages (pretty much the only actual addition, a very limited one at that) has already been removed from the discussion for those who have actually bothered attempting to read rather than getting pissy over any possible limitation on moderator actions. It's only the moderators that keep bringing everything else back up after it's already been deemed dead. Get the hell over it.
  15. I saw there was an issue when ranging something that is in battle, but this is different. If ranging lock is enabled, and someone else attacks something nearby (you're not involved), ranging lock disables when the "auto-disable when being attacked" is set. reproduction example: Sitting afk at Naralik storage. Someone else nearby attacks a spider doing daily or such. I'm still afk not involved, but ranging lock disables. Not exactly a bad scenario for it to disable, but just an example. This shouldn't be happening when you're not personally under attack or even involved in the "nearby" battle.
  16. Not really looking to go down that route. There's been a "make stuff harder just for the sake of making it harder" thing going on for a long while, and not limited to any one person. I live in a gray world, not black and white. Learner has also provided assistance with scripts that help find map issues and such, which along with my own scripts have vastly improved map work. A lot of QoL improvements there in the past 2 and coming official release. I saw a bug, I posted it. That's the only purpose here.
  17. It's not a matter of that. You can still be watching what you're doing and still click wrong. Esp. if you're like me and have hand issues such as psoriatic arthritis. One wrong ache and suddenly I'm somewhere I don't want to be just because the creature's movement went slightly away from where I clicked for just a half second. On top of this game having just enough delay at times when the cursor switches to cause issues. Regardless, the feature already exists, so no point in this post in the first place. I don't prescribe to the "screw the players" mentality that has made the game what it is(n't) today, I focus on QoL for those of us who dare keep playing after all this time. Yes, this is what I was thinking.
  18. Map Editor - Video Tutorial Series

    Playlist for the tutorials: https://youtube.com/playlist?list=PL4LMY-0urQYVeDlGRPFcBh1_tfbVT2tuO Sixth tutorial completed, covering various light sources.
  19. Or it could happen today... and it has. https://maps.el-db.com/ If you're bookmarking, change your URL to this. It may not be showing to all just now but should be in the next 24 hours. The old URL will remain for a month or so.
  20. Maps will be moving. I'm switching to a new website host, and have a new shorter domain name for use for EL stuffs. It will probably be a few days, but there may be a short time that the maps are unavailable for download. Grab 'em now if you for some wtf reason haven't already.
  21. Adding sounds to guildmap help

    <map file_name="./maps/startmap.elm" name="Isla Prima"> <boundary_def> <background>Forest02</background> <time_of_day_flags>0x007e</time_of_day_flags> <is_default>1</is_default> </boundary_def> <boundary_def> <background>Forest Night01</background> <time_of_day_flags>0x0f81</time_of_day_flags> <is_default>1</is_default> </boundary_def> <walk_boundary_def location="IP Docks"> <sound>Wood 2Foot</sound> <point1>12,11</point1> <point2>12,35</point2> <point3>35,35</point3> <point4>35,11</point4> </walk_boundary_def> </map> This is how it is set up in mapsfx_c1.xml and mapsfx_c2.xml Try setting it up like that instead, inside the appropriate c1 or c2 xml file. file_name="./maps/guildmap_gwar.elm"
  22. Running toggle

    That sounds like a whole lot of making running worse. Forced stopping and sitting? May as well just not run at all. There is literally no circumstance where you could say forced stops of running somehow improves using it.
  23. Map Editor - Video Tutorial Series

    Playlist for the tutorials: https://youtube.com/playlist?list=PL4LMY-0urQYVeDlGRPFcBh1_tfbVT2tuO BONUS VIDEO - The complete creation of the insides of a building from start to finish. This takes a break from the tutorial series to show all the work that goes into creating the insides of a small house, including the work not covered in the tutorials yet such as def file markup. It not only shows how the work is done, but also the thought process as to what is inside this particular building and why. New 1.9.6 content - This is the insides for one of the currently unenterable houses in SRM, so the final work will be part of the new additions coming in 1.9.6.
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