See title
Example situations:
Cast on a player who is online - SUCCESS!
Cast on a player who is logged off - FAILURE!
Cast on a playwer who is online and a player who is logged off at the same time - FAILURE!
A wild rock will sit and block the way wherever it pleases, but the tamed variety will sit wherever you tell it to. This can be useful to create temporary walls or to annoy your (soon to be ex-)friends!
[attachment=4487:foreach_quest_bar_rpcq.png]\
The warning/error is not produced when atleast one clickie is clicked. This is probably because foreach doesn't know how to handle zero things. I propose a solution:
try {
//foreach stuff here
} catch (Exception $e) {
echo "You need to click the checkboxes next to the clickies you wish to maintain.";
}
We can't know the position of a particle and also derivatives of the particle with regards to time (velocity, acceleration) from a single measurement. We can only grab snippets from it on occasion. But maybe there's ways to use what we know they cannot be to figure out what they actually are.
DD's post in leyman's terms :D
One mustn't worry about knowing everything. Physics makes sure that can never happen =]
The Enemy which you should never destroy. The best you can do to this enemy is overpower them and lock them in a tiny cage, but no matter how thick the cage is you'll hear them running a mug across the steel bars and heckling you from the safety of their cell.
Artwork is probably needed for the cement-mixer that we'll construct at Power's Ascent. If I had control over how it works... would be similar to how Wind and Rain Pub came about at Santuary's View. There would be a cube that needs resouces (probably about 50 branches, 10 sticky goop, and 200 lumber) and then when it is completed it would appear and once the sand and water is loaded it would take the ID of the 20kg bag of cement and start mixing. People would then be able to take globs of cement and put them onto the Ivory Lighthouse (the lighthouse would be a clicky and allow players to plaster on the cement globs). Then after all the cement globbing is fixed..........
http://magicduel.inv...tion-moo-spell/ <- This would be nice although it should be on the bottom of this list.
http://magicduel.inv...assword-change/ <- Not very important
http://magicduel.inv...-error-message/ <- Not very important
http://magicduel.inv...tc-to-the-game/ <- Anything that improves game clarity and makes a player more easily understand the impact and consequences of their actions should absolutely be implemented
Also broken vit on non-HTML5 creature page. We need either that fixed ASAP or get the HTML5 view finished ASAP
It affects how the game looks and many a newbie will likely dismiss this game as broken and poorly made if their very first creatures do not properly display their vitality. Displaying the current and maximum vitality of a creature properly as it was a few years ago will greatly improve communication between the game and the player improving the experience overall.