When turning off the ANSI color sequences, it doesn't prevent all color sequences from being sent. The biggest offender is the say command, as it always turns the text blue and doesn't reset it to the default color afterward. Combat including enemy trash talk switches back and forth between the default and blue. It appears that the experience gain indicator is what switches the text back to the default.
UPDATE: The achievements command also has a similar issue, wherein it displays the associated colors and doesn't return to the default.
Search found 101 matches
- Mon Dec 06, 2010 5:49 pm
- Forum: Bugs
- Topic: [OPEN] [CODE] config -ANSI not fully functioning
- Replies: 0
- Views: 1593
- Sat Dec 04, 2010 7:11 pm
- Forum: Bugs
- Topic: [OPEN][CODE] Tactics don't change
- Replies: 0
- Views: 1504
[OPEN][CODE] Tactics don't change
When attempting to change group tactics, the command goes through, with the leader yelling, etc. but the formation of anyone in the group, including the leader, doesn't change.
- Fri Dec 03, 2010 9:10 pm
- Forum: Development
- Topic: Should NM get an Overland world?
- Replies: 6
- Views: 3182
Re: Should NM get an Overland world?
Yeah, that's pretty much it, but with the added bit of not making it just a transportation layer. It could be something to work up to, though. I generally agree that it takes too much effort for the builders to make roads and forests that are merely there for the purpose of transportation and this could easily solve that.
Also, I've thought of something else. It would be interesting to have multiple entrances/exits to a town/area depending upon which side you entered from in the overworld, e.g. a town could be accessed from the north and south via different vnums that tied to the overworld on opposite ends of the area.
Also, I've thought of something else. It would be interesting to have multiple entrances/exits to a town/area depending upon which side you entered from in the overworld, e.g. a town could be accessed from the north and south via different vnums that tied to the overworld on opposite ends of the area.
- Thu Dec 02, 2010 5:44 pm
- Forum: Development
- Topic: Should NM get an Overland world?
- Replies: 6
- Views: 3182
Re: Should NM get an Overland world?
I'm a bit on the fence with this one, considering we've seen some scenes in Naruto where they're just walking through a forest on an escort mission and others where they're just running through a forest in the trees without paying any attention to the world around them.
I think that it might be a good idea if this goes in, to have builder-settable areas with random encounters with a given set of mobs/groups of mobs to spice things up while traveling the overworld. Also, having the ability to force a player into an "underworld" area with individual rooms on a given tile of the overworld instead of giving the option solely to the player.
I may eventually have more to say on the subject, but this was all I could think of for now.
I think that it might be a good idea if this goes in, to have builder-settable areas with random encounters with a given set of mobs/groups of mobs to spice things up while traveling the overworld. Also, having the ability to force a player into an "underworld" area with individual rooms on a given tile of the overworld instead of giving the option solely to the player.
I may eventually have more to say on the subject, but this was all I could think of for now.
- Thu Dec 02, 2010 5:28 pm
- Forum: Development
- Topic: Idle Spots
- Replies: 2
- Views: 2494
Re: Idle Spots
This sounds like a reasonable idea. I know there are times where I just want to get on to chat, not to actually play, so this would be nice. There aren't really any downsides to this as long as it is made known that this functionality is in place.
- Sun Aug 15, 2010 2:36 pm
- Forum: Reviews and Critiques
- Topic: A Review from the Owner's Perspective - 2010
- Replies: 5
- Views: 2409
Re: A Review from the Owner's Perspective - 2010
While I may not agree with much of what you said, I can wholeheartedly get behind this statement. To answer your question: Absolutely nobody.Eod wrote:Who cares about reaching level 300 when it's nothing more than a eyeball bleeding grind contest?
- Sun Aug 15, 2010 2:30 pm
- Forum: Development
- Topic: Rank/Hiscore Tables
- Replies: 1
- Views: 2270
Re: Rank/Hiscore Tables
I like the idea of a listing like that, though some players might like the option to remove themselves from the rankings through a config option or some such. Also, if the tables are implemented, I feel that it shouldn't list the players' info in whatever is being sorted, but operate like the arena hall, where only the players' name and rank are shown.
- Sat Jul 03, 2010 11:52 am
- Forum: Reviews and Critiques
- Topic: souken & other water-based abilities
- Replies: 5
- Views: 1962
Re: souken & other water-based abilities
Giyoku wrote:Mizu Hatsudenki should allow you to do mizu souken water generation regardless of doing an attack jutsu.
While I agree that Souken Mizu needs some improvement (I like the idea of using it multiple times to make it last longer), Mizu Hatsudenki is not about creating water, it's about not needing water in the first place.
- Sat Jul 03, 2010 11:38 am
- Forum: Development
- Topic: Kata System
- Replies: 7
- Views: 3296
Re: Kata System
At least you didn't die. That's happened to me before, but I was being stupid AND having connection issues, so it's all on me.Yumi wrote:Should of warned me it could stun me..
- Sun Jun 27, 2010 4:05 pm
- Forum: Bugs
- Topic: [Fixed] Flee
- Replies: 2
- Views: 1592
Re: Flee
I'm having the same issue occasionally, but it seems to appear only in rooms where there's a "windowed" exit. To my knowledge, I've never had as many as in the OP, but I've had anywhere from 1 to 3 of the "Alas" bits before it either failing or succeeding.
- Sun Jun 27, 2010 1:43 pm
- Forum: Development
- Topic: Partial repairs
- Replies: 1
- Views: 2265
Partial repairs
It might be neat to modify the repair system so that, if you didn't have enough ryo on you to fully repair an item, you could partially repair an item with the money you have on you. It could still be as simple as it is now, just adding a flag on the command (like with 'throw aim') to trigger the partial repair and doing it to the maximum level allowed by the player's ryo, which wouldn't necessarily all be taken.
- Sun Jun 27, 2010 1:35 pm
- Forum: Skills
- Topic: Ningu - Ninja Tools
- Replies: 6
- Views: 2199
Re: Ningu - Ninja Tools
It could be interesting to have a Ningu skill that either allowed you to repair your own weapons and armor at a much reduced cost from blacksmiths or cut down on the frequency of your weapons and armor being damaged, due to your care and attention to your tools.
- Sat Jun 26, 2010 12:43 pm
- Forum: Bugs
- Topic: [Fixed] Sethenge desc is caught by the command spam filter
- Replies: 1
- Views: 1497
[Fixed] Sethenge desc is caught by the command spam filter
Trying to set my henge description with 'sethenge desc' triggers the anti-command spam filter, with the result that I cannot edit my henge description. I imagine that this is because the desc option silently forces me to use another command immediately, which triggers the filter.
- Sat Jun 26, 2010 1:49 am
- Forum: Bugs
- Topic: [Fixed] "Affected by" list problems
- Replies: 1
- Views: 1352
[Fixed] "Affected by" list problems
When using Baikyuu Kesson and Shoumei, the affected list does not list them, but instead shows the user as being affected by "Genjutsu".
- Fri Jun 25, 2010 5:55 pm
- Forum: Bugs
- Topic: [WNF] No starting point in Ningu
- Replies: 1
- Views: 1490
[WNF] No starting point in Ningu
We don't get a starting point in Ningu, like with the other 3 branches.