EOSERV Bug Tracker > Bug #201: Allow admins to manage paperdoll of any character

Bug #201: Allow admins to manage paperdoll of any character

Allow admins to manage paperdoll of any character
ID #201
Submitter Ducci
Product EOSERV
Severity Feature Request
Status OPEN, CONFIRMED
Submitted 10th Dec 2012
Updated 22nd Dec 2012
Ducci Submitter 11 years, 24 weeks ago

Like you equip/unequip items in your own paperdoll. When unequipping an item, it should appear in the admin's inventory instead of the user's. Should also be available when the character the paperdoll belongs to is offline (bug #81).

Comments

Sausage Developer 11 years, 22 weeks ago

Fun fun fun.

Updated Status to CONFIRMED

Sausage Developer 11 years, 22 weeks ago

Almost forgot, inventory manipulation via a bank chest screen. ;P

Ducci Submitter 11 years, 22 weeks ago

I thought of that too, but wouldn't that create the possibility for admins to unintentionally mess up a player's inventory (possibly making items disappear, and reappear after removing other items and relogging) because of the division of the player's items on its 56-square grid? There isn't a way to know how exactly someone's ordered their inventory, right? You could calculate whether the item you're about to add would fit in the inventory along with the other items based on how many squares each item occupies, but how could you possibly find out their 'location' on the grid?

Ryouken 11 years, 22 weeks ago

The grid is client-side and saved in the endless online registry files. It has nothing to do with the character server-side.

Ryouken 11 years, 22 weeks ago

Also, manipulation of the inventory could be done by having a pointer hold reference to their inventory in the bank handler. And upon opening your own bank, it could set the pointer back to your bank. This would make as easy as setting that pointer to the target's bank or inventory and opening the bank interface.

Apollo 11 years, 22 weeks ago

I think Sausage's intention is to use the bank locker as a GUI representing the character's inventory using packets which are already present to "drop" and "add" to the players inventory. The only downfall is the bank locker will max around 60, maybe 64 due to a client limitation. It seems 64 is the max list size for pretty much everything in EO(ex. Guild member list).

Ducci Submitter 11 years, 22 weeks ago

Ryouken, if you for once would actually read my comment you'd understand that I already knew that and was talking about it being the problem.

Apollo, I don't see what that has to do with knowing how items occupy the grid.

Apollo 11 years, 22 weeks ago

Ducci, you need to read the flow of comments. As Ry said, the "grid" information is stored on the client user's pc in the Windows registry. For what it's worth, a player can mess up their own inventory simply by having too many items and receiving a quest reward. The command is not dependent on how the end user arranges the mess of items they have, but rather the array of data which holds the characters inventory items. Btw, drop item and/or relog fixes the player inventory in most cases.

Ducci Submitter 11 years, 22 weeks ago

You basically just rephrased what I said, Apollo 13. And I'm perfectly reading the 'flow of comments'.

I'm also perfectly aware of how the inventory works. You're very good at rephrasing things others said to make it look like you're adding something to the conversation, or make yourself look intelligent. I already know everything said there. Get it?

I will now attempt to make my question understandable to Ryouken and Apollo (please, don't rephrase it to make yourself look smart, but let Sausage answer it if you don't know the answer):

Since the way items are put in the inventory is stored client-side, how could be prevented that a player experiences a messed up inventory after an admin changed the inventory's contents (e.g. added items that DO fit in the inventory with the other items already present, but haven't been given a location (by unequipping it or picking it up in order to store it in the inventory) by the player). Of course, the client will attempt to put it all in there first, but if this fails, it's a mess for the player. Is there a way of calculating if the items get messed up?

Apollo 11 years, 22 weeks ago

Again this was answered. The server is by no means ever in control of the way items are arranged in the character's inventory. Yes there is possibility of spawning too many items to be viewable by the character. Usually, when a character drops an item any items hidden tend to come into view. Alternatively, you can relog your character to bring items into view. The last method would be simply deleting the registry entries which determine where items are actually placed. The fact that overstocking an inventory is possible is just something you will have to deal with. I have used similar commands for years now and have never had a player inventory issue. The only viable method would be to count the tiles used server side and block additions if full, but again this is not full proof. If you still don't understand this there is no point in trying to explain it further. Just don't issue commands that merit responsibility to irresponsible people.

Ducci Submitter 11 years, 22 weeks ago

Again, you repeat everything I said. Everything I said is in your comment. You don't seem to understand that I don't need all that information, so please stop replying.

The method of counting squares used by each item indeed is the only solution, but I want to know if it's possible to prevent people from having to relog to correctly view their inventory after an admin has altered it. I would like Sausage to answer this question (a simple yes or no will do). Sausage, not Apollo.

Apollo 11 years, 22 weeks ago

I have answered this several times. The answer is no. Even if the server "counted" tiles used, it would have to perfectly match the way the client arranges items in the inventory. The server could check for at least 6 free tiles to add an armor, but to ensure they are concurrent in a 2x3 fashion is impossible to sync with the client since arrangement is not stored server side. If you want the same damn answer from Sausage just wait, he will probably get back to you in sometime in 2013.

Apollo 11 years, 22 weeks ago

Let me further add, simply because gold is a 1x2 icon and even at zero holds 2 tiles in inventory that are never accounted for, attempting to prevent item fudgery is that much more impossible. The only real solution I see is adding a custom gfx set with 1x1 inventory icons which could easily be counted, otherwise, the answer is still no.

Plasmastar 11 years, 22 weeks ago

I think you're forgetting one important thing here. THIS IS AN ADMIN FUNCTION. Hopefully performed by a competent ADMIN. Ending my point, who cares if it inconveniences the player slightly.

Sausage Developer 11 years, 20 weeks ago

If you're stuffing in more items than they can carry, then their inventory will get messed up, but the point is they have the items and they can probably sort out their inventory once they get online. EO players are used to finding their inventories utterly destroyed, especially people who use the same username+character name on more than one server. For adding an item or two, it's not likely to be a problem.

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