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#392 - 12/05/07 02:22 PM Re: Summon [Re: Cerberus]
Gabe Offline
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Registered: 10/14/07
Posts: 18
 Originally Posted By: Harold

 Originally Posted By: Gabe
As i understand it, summon requires the presence of a token in the inventory of the summoned player. Unwilling reception of items has been an issue that's surfaced in darke a number of times, and there seems to be a simple solution. In a manner similar to one player allowing another player to follow, there could be a command implemented where one player would have to allow another player to give them items. Are you going to accept something from someone if you don't want it in your possession? Probably not. Simple syntax:

trade allow <name>

Toggles the ability of <name>d player to give items to the one entering the command.

Of course, the stealth-requiring act of slipping something small into another person's inventory could be, and probably should be, a guild ability, if it is determined that the ability to do so will serve a useful purpose within the game.
Shadowraith has kindly provided a tool for use here. We have the 'receive' command, which provides us with a solution that may please none, and should then stand as a viable option. If the receive command is toggled to disallow others from giving items to you, it stands to reason that this can be portrayed as an individual being very vigilant about their own inventory. Perhaps we see the common street urchin with their tattered rags clutched tightly to themselves as a prime example of one who would fail to notice an invisible mage slipping them a small item, but would at some point feel a difference in their inventory and immediately relieve themselves of unwanted items.



Yeah, i hadn't logged on to darke before posting that. I actually submitted this idea some time back, without significant expectation that anyone would actually read it or respond to it. Now that it's in the game, i think it makes more sense to have an allow list that applies a filter so as to receive items from specific players automatically and to reject items from everyone else automatically (this would only apply to visible players, obviously). A universal 'receive' toggle doesn't make as much logical sense, but it's definitely a step in the right direction.

This filter serves a broader purpose than merely rejecting tokens... for instance, it would have come in handy during the era where it was popular to overcharge a small powerstone and hand it to someone else just before it exploded... and it certainly might serve a purpose with other items that might appear in the game which could be considered undesirable to have in one's inventory under certain circumstances.

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#393 - 12/05/07 02:26 PM Re: Summon [Re: Gabe]
sabu Offline
journeyman
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Registered: 10/22/07
Posts: 88
Loc: wisconsin
this will prolly make clerics mad who cycle spells by casting word of recall on random players and haveing it fail on them all the time. no wafer for you
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#394 - 12/05/07 02:58 PM Re: Summon [Re: sabu]
Charon Offline
enthusiast
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
I wonder if this will screw up buying at shops and getting your weapon repaired.
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#426 - 12/06/07 09:54 AM Re: Summon [Re: Charon]
Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
The receive command should be tested by we the players as soon as possible, so we can get bug reports in - I would think it should affect things given by both players and npcs, otherwise invisible aerial servants will be in vogue, and no one wants that.
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