item use not clearing cursor in EC enabling invincibility
" @Misk urgent
- drag a potion or trapped box to a hotbar slot
- right click the hotbar slot, and select target->self (instead of cursor).
- assign a macro key to the hotbar slot
- cast spell EG greater heal (cursor version, e.g. from spellbook)
- wait for cursor to popup
- hit macro assigned at step 3.
- target yourself with greater heal cursor.
enabling invincibility vs other players
expected result: for use of item, EG cure potion or trapped box to cancel target or you cannot kill anoyone if they just keep casting heal spell and can drink cure without losing held spell target
thanks to @ForeverFun for repro"
Posts on this account have been pre filtered from personal comment or opinion in an effort to suppress conservative views in order to protect the reader.
Comments
total joke game
@Kyronix sort this out please”
When I report bugs, it’s just to improve the game.
I have EC installed, AND Pinco’s UI
I have access to third party client & access to the top top technical support for it, literally the people who write the scripts will give me direct support if I ask for it.
I have access to ALL the cheat scripts.
if I want to install script to auto trapped box on nerve strike so missing debuff bug is moot I have access to that script. I have access to attunement bug script to show cooldown.
If I want to use cheats I can.
if I want to use EC I can (and do for some things)
I am choosing to play the game as it is intended and to report this bug in the same context.
So much so that, people who were using this trick were going to the effort of removing YouTube videos that depict this happening and denying this was even possible and that the scripts even existed to perform these acts.
if devs want to do nothing about it and just allow people to call it a feature, that is very sad and very bad for the game.
The Enhanced Client has the ability to "multi-thread" instructions. (I'm not sure how Bleak would actually describe it, but that is the way I think of it.)
In general, in the EC, the mouse "thread" is separate from the "keyboard" thread, which is separate from the macro "thread", etc. As long as the thread instructions are "in" before the server "tic", the EC/server can process many instructions per "tic". The CC/server can only process one.
However, this basic function of CC/server communication is also what makes UO...UO. Without it, the game would behave in an entirely different manner. I.E. swing speed is based off animation frames per second, as determined by CC/server communication, with one "frame", or "tic", every 0.25 seconds. No matter which version of the CC you're running, it's still bound to that same timing with the server.
Think of the CC as an old 1 piston steam cylinder. It sets the timing for the game. The game processes when the piston hits the top of the stroke. You get feedback to the instrument panel only when the game processes.
Think of the EC as a modern variable valve timing V-8. The modern engine can rev, reduce rev, vary fuel to each cylinder, etc. all within the time frame of the single 1 piston stroke. However, you still only get feedback to the instrument panel when the game processes, which is based off the timing of the CC.
This timing system keeps the EC from quite literally running circles around the CC.
However, the core programming of the EC is much more advanced than the CC and therefore the EC can do things the CC cannot.
If Yoshi offered a bounty of 1P for a way to do this in CC, perhaps CC would be in scope too.
Using items has a cooldown (approx 1 second).
One player with 5 pets can already trigger 5 pets to attack with a single action, which can in turn lead to many actions from the 5 pets being triggered immediately. That's in parallel to what the tamer commanding the pets is doing too.
I use what I wrote above as my personal way of understanding how the clients differ in interaction with the server and therefore why the EC can behave as it does.
This is a perfect example. I'm going to keep using "thread" because that's the way I think of it, but "thread" is probably not technically the correct way to explain it.
The EC cannot cast heal and evasion at the same, because they are both in the spell "thread". However, the EC can cast Heal, and perform a mouse command (as long as it isn't in the spell "thread"), and perform a keyboard command (as long as it isn't in the spell "thread" or the mouse "thread"), and perform a number of macros (as long as they aren't in the spell "thread", the mouse "thread", the keyboard "thread", and they don't overlap into each other's macro "threads"), all within the 0.25 s server tic. So yes, the EC can cast heal, and perform an enchanted apple macro, and a bunch of other things, simultaneously.
The basic premise of the game may have once been single action>single counter action, but software has evolved considerably since then. The basic structure of the software is what you're running into. How to account for those changes is going to be up to the game's developers.
I'm not disagreeing with anything your saying Yoshi. My point is that this isn't a bug, but a much deeper issue related to the age of the CC, how software was written at the time the CC was, and how core changes to software programming over a 15 year or so time span, is what you've run across in this topic.
--
Keep in mind that even with "multi-threading", the EC is "gated" by the CC, and by your own computers ability to process information. As such, only so many instructions can be executed in a server "tic" of 0.25 s (25ms). If each instruction takes an average 3 ms for your computer to process, you have about 8 instructions you can process in the available 25ms server "tic". In live gameplay, it's probably closer to 3-5 instructions per tic (latency, etc.).
For instance, if you double click an axe, you can then cast a direct spell (against current, stored, etc, or a spell like earthquake), and still have the axe cursor up after that spell casts.
You seem to be asking for a fundamental change in the way use/cursor target cursor handling is done - server side. I'm guessing if the UO dev went down this path, there would be regressions and other consequences.
The EC simply has more advanced targeting options/handling capabilities than CC.
As I mention up above, there are many other much more "powerful" / devastating ways to benefit from concurrency - like ordering 5 pets in one command. You have not quantified how "invulnerable" a player is by holding a spell, nor how the use operation (drinking a pot, using a trapped chest, etc) cooldown timer plays a role.
ICQ# 478 633 659
(one of the reasons that I can not talk on discord while playing.)
I don't understand how this is a bug, you did not have to edit files to make it work. The EC was made for macros. We play on Computers. Games have been made easier to play by consumers since floppy drive games.
oh what’s that Pawain, you don’t us EC?
oh what’s that Pawain, you never stepped into fel?
thank you for your valuable feedback.
I’m just going to dab a big red dot on my Pawain bingo card
let us let everyone be invincible just so they can play with one hand thanks”
And yes it’s so obviously garbage
its absolutely unreal, when you tell people about it in discord, they literally don’t believe it
they need to make it so it’s not possible in EC or ANY client”
ICQ# 478 633 659
ICQ# 478 633 659
that’s funny cos I don’t read any script on uo wiki..
and nothing about this ‘neat trick’ of invincibility on EC in wiki either… (the objects that are vulnerable to this exploit default are target cursor so you have to actively change a seemingly defunct setting to perform this exploit)”