[INVALID] About command "make gm"

Here we stuff all the bugs we've managed to squash/squish/squelch.
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Blue Dragon
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About command "make gm"

Post by Blue Dragon »

I use here the prefix command "(. Point)."

Using the command ".make gm", I become GM, but is no longer possible to use any command. Not even to return to player or as it was before. That would be a bug? Everything indicates when using this command other prefixes would not be recognized, I not understood much what happens.

The image below illustrates what appears by typing and after the press the key "enter" when I'm using the command ".make gm"

Image

Note: Tested with an administrator and player account.

And I noticed is in "commands.dfn" which are things that occurred with the character when we use the command ".make GM". Would use the tag "equipitem" to equip an item or put a mount (horse) on the target selected?? Is this possible?
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Xuri
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Post by Xuri »

Using . as command-prefix can be problematic, as some client-versions will use the prefix to initiate an internal command/chat-mode in the client if your character has the GM-robe skin (Counselors use the same skin, but in a different color). Since the client does this all on it's own, there's nothing much you can do about it other than pick a different command-prefix or set a different default BODYID for GMs (and Counselors!) in DFNDATA/COMMANDS/commands.dfn

A general note about command-prefixes in UOX3:
UOX3 offers two command-prefixes. One is hardcoded to . while the other is customizable through UOX.INI.
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Blue Dragon
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Post by Blue Dragon »

And it would, instead of changing the human body to body of GM, just equip some equipment related to GM, as the red cloak or other items, for example?

The problem actually occurs because of this body, and if continued with the human body, just giving the functions and equipping the red cloak, everything would work normally.
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Post by Xuri »

That's one solution, yes :)
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Post by Blue Dragon »

The effects that happen in the player was selected, were in the commands.dfn", right? In the case of ". Make GM", would that be below?

[GM]
{
NICKCOLOUR=0x0000 // colour of person's nick (hex), value of 0x0 == no change
DEFAULTPRIV=0x787F // default privs assigned (hex)
BODYID=0x03DB // default body ID assigned, value of 0x0 == no change
ALLSKILL=0000 // value that all skills are set to... value of 0 == no change
BODYCOLOUR=0x8021 // colour of body person turns
STRIPITEMS //Strip off equipped items and place them in backpack
STRIPHAIR //Strips off hair & beard
}

And it would enable the tag "equipitem"? So the character has equip the garments and everything else you want, without changing the body and leaving prefix".Point" in functioning. If possible also have a "lock" to lock an item that has this tag below itself, in the character.
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Xuri
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Post by Xuri »

Checked the source, and it seems that at the moment it's not actually possible to specify that items should be equipped through entries in commands.dfn. So you would have to do that another way, I'm afraid.
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Post by Blue Dragon »

This is tragic for me :shock:
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