Admittedly, I have only heard one side of the story, so I am withholding judgement at this point in time.
However, the incident itself as described to me raises a question.
If there is RP that would logically result in likely visible injury, deformity or other visible change, what is needed before acting on that, in future RP, or in self profile/alias manipulations?
If I'm arrested and handcuffed, am I allowed to change my alias to "Handcuffed person"?
If someone steals my lucky sombrero, am I allowed to RP around being bummed about not having my hat?
If I'm hit in the head with a metal object in a 'harsh blow', can I have a bruise?
If someone I'm trying to arrest pulls a knife on me and stabs me during a conflict, do I need permission from the attacker before having a visibly bleeding abdomen?
From my understanding (Which again, I've only heard one side of the story, and thus may be wrong), a person was struck in RP, and did not get permission from the attacker to have a visible injury, which was one of several things they were punished for.
Apparently the Gryphon wing will count a hippogriph as 'able to be summoned' even if you are not currently eligible to utilize that youkai through either it being above contract limit or even having the summoner class equipped, as this was done on the test server and it summoned forth while I had Firebird and Ruler equipped...
Posted by: Neus - 02-20-2024, 06:12 AM - Forum: Announcements
- No Replies
2.83 Stolen Spellcards
Copied spells (IE, stolen spells from Spellthief) now become Spellcards when unequipped. There are two kinds of Spellcards; Green, the default version, which are non-trade items that can be used to re-equip the stolen spell, and Purple, which are functionally the same, but can be traded and stored, etc.
Added a Blank Spellcard recipe to the Enchanting craft. 1 of these is necessary to change a Green spellcard into a Purple one.
Essentially, these allow you to retain spells you have stolen with Spellthief as items, so that when you want to switch back to the class, all you have to do is use the items to get your spells back.
Copied spells retain their temporary/permanent status even if you equip/unequip them multiple times.
Copied spells in the skill pool now have a small card icon in the bottom left to show that they are copied spells, as well as their status; gray for temporary, purple for permanent.
Traits
Ghost Entertainer; Trait requirements changed to 10 SAN or 7+ Ranks in Spiritualism.
Amalgama
Spirit Shot; Damage is no longer reduced for Gun attacks.
Spirit Stillness; Debuff Immunity is now 3 times (from 1 time).
Gainsight; Disengage given now lasts 3 rounds, 1 attack (instead of 1 round, 1 attack).
Event Tools
Added 12 generic tent interiors as event stages. (Courtesy of Autumn).
File list is now organized alphabetically (why was it not like this in the first place?)
Event tool spawned battles should no longer generate minibosses.
Event stage entrances can now be made persistent through reboots.
New Items
Added 17 new plushies for a variety of normal monsters. (Courtesy of Appo)
ETC
Various changes to the following systems to support dynamically created stackable objects; trading, bank storage, house storage items, shops, automated shopkeepers. If you notice any ways to obtain/trade/store/etc items where the item's uniqueness is not retained (IE, it becomes just 'Spellcard' instead of 'Spellcard (Spell Name)'), please report it. Same for if there are any other oddities with these systems, please test them to make sure I didn't miss anything!
Aerialite now also creates an Air Shaft at the target's location for 2 rounds.
New lizard tail icon part (courtesy of d3moniz3d), which is available for most races that can/should have them, including Wyverntouched.
New generic tail icon (courtesy of Trex) that any race can use for fashion purposes.
Face icon selection window can now change pages by using the mouse wheel while hovering over the face icon previews.
Korvara dungeons with bosses now show additional messages when they're almost about to leave, and when they have left.
Terra Flama battlefield party locations adjusted slightly.
Currently you can proc twin dance with another weapon type due Ambidexterity, is this suppose to be happening? Would be cool if it's intended with a outdated desc but just gotta make sure if it's a bug or not.
Steps to reproduce
Equip two different weapon types of weapons.
Equip Twin Dance (make sure you're MC rogue or innovator)
Attack something.
Don't proc Twin Dance.
Equip Ambidexterity
Turn on the ambidexterity passive
Attack Something.
Proc Twin Dance (your weapons are still not the same type)
I've lacked a comfort character for a long time now, hopping from character to character on a weekly basis without ever belonging to any of them.
There are a few exceptions, yes, but most of them are hindered by IC circumstances, my own capacity as a roleplayer, or by chance, they happen to be exceedingly serious to a degree that I can rarely ever match with how my mood usually goes.
This unwinds with them lacking the capacity hang out with in simple, comfy scenarios.
But today I landed on something. An initiative so to say for me to try and address things from a new angle.
No mechanical design, one worldly overarching goal, and a silly outlook in the world.
Simple enough, right?
There is just one problem. I want them to be short.
And I want that shortness to be the ultimate reason behind their struggle in life.
Inferiority complex, struggles in profession, issues with general outlook, you name it.
The character in question is yet to be created, but the character uses Charlotta from Granblue Fantasy and the selected race is an Elf.
Specific Request
Approval for Dwarfism with character height below 4'5 at 90 cm (2'9"~) with symptoms not only physical, but focus-based as well, limiting the character's overall potential and making them struggle to achieve common standards for martial arts and magic. Details can be elaborated on in private.
Absolute Fear's effect that turns around enemies does not seem to trigger if the Attacker's back is against the wall for whatever reason, if this is a hidden feature color me surprised.
If a fight ends, Seal of Labors/Fortune do not proc their 'ending early' effect.. It's such a minor thing, but Dev stated that it "should be the case".
Dimension Resonance appears to ignore evasion, I can expect this behavior but the skill description doesn't say it ignores evasion either, and only says it hits RES, so one of these is wrong. (Either the description or the evasion ignoring part)
Source: I got my ass handed and wondered if it ignored evasion or not, doesn't matter to me either way it goes. But I think this could be a leftover from the transition of GR1 to GR2, given that Grand Summoner often gets ignored by the playerbase.
If the target of your Swap Position is on an Airshaft and you Swap Position with them, you are put AIRBORNE before the check for if you weren't airborne and they were.