Pets and boats

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Taziar
Posts: 806
Joined: Sat Mar 21, 2015 10:28 pm
Location: Seattle

Pets and boats

Post by Taziar » Mon Sep 07, 2020 2:38 pm

Anyway to make this work?
The City Docks
Wet and dark, the large flat stones of Tear's docks nevertheless provide a
firm footing for the dockmen to toss ropes to the sailors on the vessels
trying to dock. Dozens of small fishing vessels sway to the river's tides
just to the north, and to the east the tops of towers can be seen beyond
the wall of dark gray stone. The Chalm, the rough and muddy warehouse
district of Tear, nestles up to the wall in the foreground. Most dominant
of all is the Stone of Tear, banner flying in the wind. A faded sign stands
at an angle.
[ obvious exits: N E S ]
A length of thick rope is looped into a coil.
A black cat meanders to an unknown destination.
|1| A warhorse is here, stamping his feet impatiently.

* HP:Healthy MV:Full > order black embark river flame
Ok.
Ok.

* HP:Healthy MV:Full >
Black hurries on a plank towards the River Flame.
Black steps off a gangplank unsteadily.

* HP:Healthy MV:Full >
Can order pet to embark, the embark message appears, but it comes right back to the same room and doesn't get on the boat.

Kordin
Posts: 394
Joined: Wed Feb 18, 2015 5:17 pm

Re: Pets and boats

Post by Kordin » Mon Sep 07, 2020 3:59 pm

Think that's intended.

Same thing happens with R7 mobs.

Elysia
Posts: 6479
Joined: Sun Feb 15, 2015 1:29 pm

Re: Pets and boats

Post by Elysia » Mon Sep 07, 2020 7:44 pm

Taziar wrote:
Mon Sep 07, 2020 2:38 pm
Anyway to make this work?
Not to date.

Rentris
Posts: 286
Joined: Sun Mar 22, 2015 2:01 am

Re: Pets and boats

Post by Rentris » Tue Sep 08, 2020 10:43 am

Able to add disembark/embark commands to mob list?
Not sure if that's coding.

Elysia
Posts: 6479
Joined: Sun Feb 15, 2015 1:29 pm

Re: Pets and boats

Post by Elysia » Tue Sep 08, 2020 12:19 pm

Rentris wrote:
Tue Sep 08, 2020 10:43 am
Able to add disembark/embark commands to mob list?
Not sure if that's coding.
That would take changing mobol, which is not possible and not likely to become possible.

Mobol essentially moves people using /player rentris, and as mobs aren't players and there isn't a comparable command...

Nylen
Posts: 88
Joined: Tue Sep 04, 2018 9:18 am

Re: Pets and boats

Post by Nylen » Tue Sep 08, 2020 12:26 pm

Could a dockmaster type mob be added to boat rooms that turns your pet into a stable ticket type thing, that you can redeem at the dockmaster mob at the destination?

Elysia
Posts: 6479
Joined: Sun Feb 15, 2015 1:29 pm

Re: Pets and boats

Post by Elysia » Tue Sep 08, 2020 5:36 pm

There is no feature that will allow stabling of non-horses.

Reyne
Posts: 1175
Joined: Wed Mar 08, 2017 2:46 am

Re: Pets and boats

Post by Reyne » Thu Sep 10, 2020 1:13 pm

I think Nylen meant stabling the horses with the deckhand then redeeming the ticket at the other end to get the horse back. So the horse mob doesn't actually ever get on the boat?

Might be quite a lot of fiddling for a minor thing though, even if possible.

Viva
Posts: 42
Joined: Tue Jun 16, 2020 4:16 pm

Re: Pets and boats

Post by Viva » Thu Sep 10, 2020 5:48 pm

If you riding a horse it comes with you, it was just about pet/mob that you can order. Elysia confirmed that isn't possible code/mobol wise.

Elysia
Posts: 6479
Joined: Sun Feb 15, 2015 1:29 pm

Re: Pets and boats

Post by Elysia » Thu Sep 10, 2020 9:16 pm

Reyne wrote:
Thu Sep 10, 2020 1:13 pm
I think Nylen meant stabling the horses with the deckhand then redeeming the ticket at the other end to get the horse back. So the horse mob doesn't actually ever get on the boat?

Might be quite a lot of fiddling for a minor thing though, even if possible.
She meant stabling pets as if they were horses, get a ticket to redeem pet at the other port. But pets are only orderable because of shop mobol, which doesn't even work when unstabling, so it's just not something that works for pets.

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