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Posted: Thu Jul 03, 2008 11:35 am
by jrhather
Okay... so I've got boots of the construction worker and +20 mining gloves.
Can I set my char to 80 mining and still obtain 120?

(BTW Dread miners hands were a bad choice of arty because they don't work with the gloves...)

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Posted: Thu Jul 03, 2008 11:44 am
by Death
jrhather wrote:Okay... so I've got boots of the construction worker and +20 mining gloves.
Can I set my char to 80 mining and still obtain 120?

(BTW Dread miners hands were a bad choice of arty because they don't work with the gloves...)
Any item with skill increase of mining will not take you over 120. Mining bonus is a special property that only works with mining gloves. Because mining does not have a power scroll (The ones back in the day do not count), the only way to get over 120 mining is with mining gloves that have the bonus. We may eventually redesign the boots and dread hands to reflect the mining bonus but for now, they do not stack as it's two different types of skill bonuses that do not compliment each other.

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Posted: Thu Jul 03, 2008 12:04 pm
by jrhather
okay... lemme rephrase.


80 real skill.
miner boots
+20 gloves of mining.

will this work as 120 skill or 100?

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Posted: Thu Jul 03, 2008 1:02 pm
by Death
jrhather wrote:okay... lemme rephrase.


80 real skill.
miner boots
+20 gloves of mining.

will this work as 120 skill or 100?
Does not stack. The system cannot tell which skill to apply first so it doesn't all add up. I believe you end up with something whacked like 105 mining or something.

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Posted: Thu Jul 03, 2008 3:52 pm
by jrhather
I dunno how I do these things....

X: 3655
Y: 2173

Felucca

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Posted: Thu Jul 03, 2008 4:03 pm
by Death
jrhather wrote:I dunno how I do these things....

X: 3655
Y: 2173

Felucca
If it's a command on tc1 it's

[go x y z

Where X and Y are those values. Z is usually 0

So [go 3655 2173 0
If you're not in felucca, you will either have to go there first or do [go felucca

You can also calibrate it in UOAM.

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Posted: Thu Jul 03, 2008 4:18 pm
by Red Squirrel
No need to specify Z actually, it will just find the average valid land tile.

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Posted: Thu Jul 03, 2008 4:21 pm
by Death
Red Squirrel wrote:No need to specify Z actually, it will just find the average valid land tile.
Good to know.

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Posted: Thu Jul 03, 2008 4:52 pm
by jrhather
jrhather wrote:I dunno how I do these things....

X: 3655
Y: 2173

Felucca
Again, sorry I type like I talk. I got stuck there. Pothole.

Also, in the water...
X:2170
Y:1190

And another...(stupid Magincia)
X:3693
Y:2054

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Posted: Thu Jul 03, 2008 5:38 pm
by jrhather
Actually that last one happens when you try to go into the sandstone building on the magincia beach, it kicks you out, but underground.

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Posted: Thu Jul 03, 2008 6:22 pm
by Red Squirrel
What happened with those spots, you got stuck? Some of those are under new buildings that I made, were they runes? I'd have to get your char moved if thats the case.

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Posted: Thu Jul 03, 2008 11:36 pm
by jrhather
Red Squirrel wrote:What happened with those spots, you got stuck? Some of those are under new buildings that I made, were they runes? I'd have to get your char moved if thats the case.
no... they were potholes. I went down a 'z' or two and got stuck.

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Posted: Fri Jul 04, 2008 12:22 am
by Red Squirrel
weird, so when you go to magincia, don't you see a huge wall/fort thingy there? (all house plots)

As for water area how did you even go there? was it with seahorse?

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Posted: Fri Jul 04, 2008 1:52 am
by jrhather
Red Squirrel wrote:weird, so when you go to magincia, don't you see a huge wall/fort thingy there? (all house plots)

As for water area how did you even go there? was it with seahorse?
Yes and yes.... fort thingy...psh...is THAT gonna stop me from running around?

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Posted: Fri Jul 04, 2008 9:07 am
by Death
jrhather wrote:
Red Squirrel wrote:What happened with those spots, you got stuck? Some of those are under new buildings that I made, were they runes? I'd have to get your char moved if thats the case.
no... they were potholes. I went down a 'z' or two and got stuck.
It's likely a map hole. There was a big one in moonglow that we had to fix too. Something with OSI blowing up half the maps. They seem to like destroying their maps these days. The rate they're going, a chunk of trammel is going to get destroyed and we'll be left with a new facet called Ammel. You'll just walk to the edge of cove and see a jagged chunk of land with a bunch of deer floating in the water.

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Posted: Fri Jul 04, 2008 9:22 am
by jrhather
Thats hilarious.

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Posted: Fri Jul 04, 2008 4:53 pm
by jrhather
okay... what in hell!?

I do a tinker quest... I have to use my smith skill to fill the control bag and all i get as a reward is a pickaxe?! What the hell is that?

edit: oooh and a shovel this time!! JOY!!

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Posted: Mon Jul 07, 2008 10:55 am
by jrhather
guess you didn't like my last post. :|

Anyways. The 'arcane bookshelf', when crafted, becomes 'elven bookshelf' and when dropped and facing east, has no name.


Also.. the gumps for all these are SUPER tiny.

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Posted: Mon Jul 07, 2008 10:59 am
by Death
jrhather wrote:guess you didn't like my last post. :|

Anyways. The 'arcane bookshelf', when crafted, becomes 'elven bookshelf' and when dropped and facing east, has no name.

Also.. the gumps for all these are SUPER tiny.
Those 2 issues are fixed on tc1 along with new gumps. I believe red fixed the name thing where it vanishes when moving it to the east. It has something to do with the item itself as it is the only item that has been found to do that. Also, although it is called "Arcane Bookshelf" its default label is "Elven bookshelf". We could override it if necessary.

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Posted: Mon Jul 07, 2008 11:02 am
by Death
jrhather wrote:okay... what in hell!?

I do a tinker quest... I have to use my smith skill to fill the control bag and all i get as a reward is a pickaxe?! What the hell is that?

edit: oooh and a shovel this time!! JOY!!
OMG! You got a pickaxe? I ENVY you!

Just like the other quests, it all depends on the bulk order you get. Personally, I don't like the way the tinkering quests are because of the fact that it uses blacksmithing (Which doesn't essentially make it a tinker quest, just a blacksmith quest with tinker prizes).

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Posted: Mon Jul 07, 2008 11:22 am
by jrhather
Well could you at least toss a bod or two in the bag with the axe to make it worthwhile?

Please?

oh...and the elven chest, just deco or is it supposed to have a container gump?

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Posted: Mon Jul 07, 2008 11:38 am
by Death
jrhather wrote:Well could you at least toss a bod or two in the bag with the axe to make it worthwhile?

Please?

oh...and the elven chest, just deco or is it supposed to have a container gump?
Some chests are just decor. Check inside the "container" area for carpentry. I believe all of those items are useable for storage. Some items like elven chest or others might be in another menu such as furniture or misc. These are usually decor.

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Posted: Tue Jul 08, 2008 8:09 pm
by jrhather
Seer Death wrote:
jrhather wrote:Well could you at least toss a bod or two in the bag with the axe to make it worthwhile?

Please?

oh...and the elven chest, just deco or is it supposed to have a container gump?
Some chests are just decor. Check inside the "container" area for carpentry. I believe all of those items are useable for storage. Some items like elven chest or others might be in another menu such as furniture or misc. These are usually decor.
It is under "containers", I'm not dumb y'know.

Anyways...speaking of dumb.
Image
The top one is a freshly tamed AW. Aside from AW's somehow not regenerating mana...mine is weaker than...well....a friggen chicken.

Was this a bad choice or are they not worth taming anymore?


edit: and if he's bugged as i suspect, can i get my bond deed back please. I don't want to waste a donation on a bug.

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Posted: Tue Jul 08, 2008 8:21 pm
by Death
K, I'll have to move that item from containers to furniture if it's an addon with no container gump.

As for that AW, chances are you tamed a really weak one with low hp and the stat loss dropped it down quite a chunk. The regen thing you're referring to is fixed on tc1, waiting to be put in game the next update. AW spawns have quite a difference in hits ranging from crap to pwn. From the looks of it, you got a crap one.
jrhather wrote: mine is weaker than...well....a friggen chicken
I must meet this pwn chicken you speak of! He can spend some time with the killer white rabbit I borrowed from John Cleese :P.

But seriously, I'll take a look at the code to make sure the stat loss isn't too profound as that is a rather shitty aw. Not sure why you would have used a bonding deed on that thing if it had crap hp though, but I wouldn't be against extracting the pet bonding deed from it and nuking the aw (But it's not my call, the big cheese would ultimately decide that).

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Posted: Tue Jul 08, 2008 8:24 pm
by Red Squirrel
In order to help encourage people to actually use different pets the AWs have been given a massive stat loss, they are more a symbol / rare then pwnage now.

Though their average tame hp should be more near 400ish so my guess is that one was just a bad one to start with, as their stats do range quite a bit.

I am willing to extract the deed given we have to also delete the AW.

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