Upon killing an enemy, the character should take a step forward and open the bag for collection.
( from: http://qelserv.quadronyx.org/forums/?topic=15.msg428#msg428 )
If you drop all your inv of an item whilst in cooldown, when you pick it back up, the cooldown has been forgotten.
When trying to pick up multiple non-stackable items, you only pick up one ( similar to FS#26 ).
When dropping multiple of a given item (in one go) that are not stackable, only one of that item is dropped.
If you are not a player character type, equiping and unequiping crashes all clients within range (currently whole map).
If you delete guild with ID 0, #create_guild no longer works, saying there’s too many.
It would be good to have a command to easily rename players. That is all.
If one can manage to get the attack cursor over an NPC and click, it does actually engage in combat.
(The client tries to prevent the attack cursor appearing over NPCs, but if really quick it can happen)
Upon changing to admin mode, you should automatically flee (guaranteed). Logically if you are admin’ing whilst fighting there’s no other reason than to do something and as admins in combat don’t generally get damaged etc you shouldn’t even be able to fight whilst one (which is why you can’t attack or be attacked).
When fighting creatures, they will sometimes get an increasing list of targets, consisting all of actor ‘0’. This means that even if GuyA is actor 0, GuyB is actor 1, and GuyB is attacking the creature, it’s opponent list would report:
Your 1 opps: Godzilla, (targeting: Godzilla), His 3 opps: GuyA, GuyA, GuyA, GuyA, GuyB, (targeting: GuyA)