The Gaardian Aardwolf Notes Archive

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showing 50 most recent notes by Starling
Re: Daily Blessing Token Cleanup!
Note #40583
posted on Ideas
Saturday, October 6, 2018 @ 20:16
Reply to: Note 40581 posted by Zoot

I think they should all be tradeable again, especially the area reset tokens.

The main (only?) reason I can recall for their being made owned is that
pranger/shaman subclass union threw a fit and complained that it was diluting
their monopoly on summon life.  I think that's an incredibly minor concern
and should be ignored.
Re: Player names- allow numbers and dash/underscore
Note #40580
posted on Ideas
Saturday, October 6, 2018 @ 00:54
Reply to: Note 40575 posted by Tymme

Can we take Advenchurer off the badname list?
Re: Bring Back the Debate Channel +
Note #40554
posted on Ideas
Wednesday, October 3, 2018 @ 05:53
Reply to: Note 40553 posted by Wars

> We were told we wouldnt be told to "move it to another channel" since 
> some imms seem to disagree with this and continue to ask us to move it to 
> another channel then yes maybe Debate should come back.

I'd rather those imms be told to back off.
Re: The Covenant of Mistridge - a peasant girl +
Note #16758
posted on Typos
Friday, September 28, 2018 @ 20:21
Reply to: Note 16757 posted by Redryn

It's good form to have relevant adjectives be keywords along with relevant
nouns, and there has never been any issue with having them added when
missing.  Not sure why you have such a problem with this.
Re: nospellup command ++
Note #40505
posted on Ideas
Wednesday, September 26, 2018 @ 16:49
Reply to: Note 40502 posted by Fiendish

> every time someone makes me invisible when I don't want to be.

Well, we can't make questor invis anymore so we have to get our kicks somehow.

Re: Brilliant Ideas for the Betterment of Aard
Note #40471
posted on Ideas
Monday, September 24, 2018 @ 08:09
Reply to: Note 40465 posted by SeanJac

| 4. Why do people benefit from the dodge of other classes when they remort
| into them? There should only be one dodge type you can benefit from. Dodge
| as it is now is OP. Please change.

If you run statistics on this, you find that your remort class dodges
occur at a much smaller frequency than your primary class dodges.  This
small added benefit is not OP.
Re: hammer weapon type ++++
Note #40462
posted on Ideas
Sunday, September 23, 2018 @ 15:17
Reply to: Note 40461 posted by Wars

I understand, I just think it should be left as 'one of those things'.

Allowing to change non-metal weapons to hammer would be a buff to an already
strong class, and tbh other classes should have their legitimate issues
looked at first.  The weapon isn't unusable by any means, it's just not
usable in the way some would like - that doesn't make it broken.

Then again I don't play BS so have no idea how hard the nerf bat just hit,
although I know from experience in other games that it's never something you
look forward to when it's your own class getting it.
Re: hammer weapon type ++
Note #40460
posted on Ideas
Sunday, September 23, 2018 @ 14:04
Reply to: Note 40459 posted by Level

I think it should be left as one of the downsides to playing a class that is
otherwise strong.  Just because you rolled blacksmith doesn't mean you should
be able to take the most powerful weapon you want, turn it into a hammer, and
move everything down even faster.
mobdeaths/mobquests
Note #18081
posted on Bugs
Sunday, September 23, 2018 @ 10:32
The widening treatment didn't apply to mobquests.
Re: Global Quest Reset Tokens +
Note #40451
posted on Ideas
Sunday, September 23, 2018 @ 04:35
Reply to: Note 40450 posted by Tymme

That same helpfile also mentions that campaigns are a level based feature,
if you want to campaign again, you need to level, but we have cp reset tokens
just the same.

There was nothing harmful about sitting at level 1 getting extra qp from losing
gq's, you can get far more qps in a solid day of campaigning.  I doubt if much
will be hurt if someone occasionally gets an extra 300 qp before they need to
level up.  
comm.quest inconsistencies.
Note #18076
posted on Bugs
Saturday, September 22, 2018 @ 04:31
I don't know if these inconsistencies are intended or not, and am not sure if
to post on bugs or typos, but regardless.

There are inconsistencies with the names of certain fields: time/timer, and
targ/target.

The page with this info is also missing comm.quest output for player off
quest, but must wait before taking new.

I was going to describe it in more detail in this note, but writing and
editing such a tedious description didn't sound like fun.  I just copied the
info from the aardwiki page at

@      http://www.aardwolf.com/wiki/index.php/Clients/GMCP

into an image, edited it, and pasted it online at:

@      https://pasteboard.co/HF2BhJx.png


Similar fields are the same color, but are either single or double boxed to
show how they are different.

Are they supposed to be different?  From my perspective as a script writer,
the differences ultimately aren't a problem, but it still seems odd.

Lua / C.
Note #7744
posted on Tech
Friday, September 21, 2018 @ 20:34
If I write a program in C, how do I get Mushclient/Lua to send data to it?
Re: Jotunheim - A Mountain Path
Note #16745
posted on Typos
Thursday, September 20, 2018 @ 07:49
Reply to: Note 16742 posted by Dathon

I think "through the mountains" is actually correct.  The room desc for 31505
says the path ('hidden trail') "leads up into the mountains".

A mountain path can refer to a path through a mountainous region as well as
a path on a single mountain, so the room desc for 31533 accords with that too.
Re: Colors +
Note #40427
posted on Ideas
Monday, September 17, 2018 @ 16:32
Reply to: Note 40423 posted by Crowley

Crowley likes it when you send him randomly-multicolored tells :D
pthief ideas
Note #40409
posted on Ideas
Sunday, September 16, 2018 @ 05:14
1) Thief is a melee class so it should get either the full melee version of
enhanced damage, or a version intermediate between that and the non-melee
version that casters (and thief) get.

2) Instead of making thief a high damage/fast grinding class like blacksmith
and warrior in general, make thief a high mitigation by avoidance class.
Where other classes have one class dodge, thief would get three:  misdirection,
deft avoidance, and sidestep.  Each of these would function as a full class
dodge versus melee, but each would have its particulars:

 - riposte:  when an enemy attack is misdirected, thief counter-attacks

 - sidestep: Against melee it would be a normal dodge.  Against magic attacks,
   the thief learns to step out of the way of fireballs, lightning, and the
   like, giving the thief a chance to reduce a spell's damage by up to 90%.

 - deft avoidance: more effective against incoming melee than misdirection and
   sidestep.  Think Bronn fighting Ser Vardis and you get the idea.

Thief should deliver solid melee since it's a melee class, but not every class
needs to mow through everything in sight like hammerswing, or be the fastest
grind class.  Thief is the kind of class that would want to avoid damage
instead of trying to tank it, so it makes sense they would dodge and move all
over the place, and be generally annoying to kill.
lbid numbers
Note #40408
posted on Ideas
Saturday, September 15, 2018 @ 22:05
Lbid numbers have passed the 90000 mark so I'd like to ask:  Please make them
roll over to 1 instead of going to 100000.  There is nothing to be gained by
having to type 6 digits.  For whatever reason, my brain likes to transpose
digits and the process of correctly typing a 5-digit number is just... not
smooth.  They're just really aggravating to me.  Six will be even worse.

I think lbid should roll over to 1 and should roll over after 9999.  I should
probably just write a script at this point, but have always just done lbid
manually, and a 4-digit id is easier to type and ensures that auction listings
are uniquely identified (within a relevant time frame).

If listings are logged by the system just make the current lbid id the 'serial'
number and store it internally.  If multiples of 10000 are skipped, then serial
modulo 10000 -> lbid id gives a range of 1 to 9999, very simple.

At any rate please roll it over after 99999! :)

Thanks
noscan mobs / closed clan halls
Note #40405
posted on Ideas
Friday, September 14, 2018 @ 21:52
I notice that Dominion's trainer (Rasputin) is noscan.  All well and good when
the clan was in business, because active clans can set their mobs to whatever
they like.  Now that the clan is closed and its assets have reverted to the
Crown, I think noscan trainers, shopkeepers, and similar mobs should be made
scannable, for the public good.
Tp enchant info ++++++++
Note #40395
posted on Ideas
Wednesday, September 12, 2018 @ 06:17
Reply to: Note 40394 posted by Starling

Put another way, suppose person A and person B sell the same weapon, same dr,
same everything.  Except:

 - Person A got unlucky, spent 200 tps, and is asking 200.
 - Person B got lucky, spent 110 tps, and is asking 120.

Which weapon do you think I'm going to buy?

Who is going to buy person A's weapon?  Most likely no one, so instead of
getting some return, person A gets no return at all.  The only people
who would pay the 200 would be folks who don't know enough to question
what they're being told, or people who have been misled or denied critical,
need-to-know information.  Seller can of course claim "buy beware, should
have known" but now they're in the Dexter zone and it just isn't going to
fly, because people like me will be damned if we let it.  Person A ends up
looking like a schmuck and a crook, and that reputation will stay with
them and cost them, long after their attempted sale in the here and now.

So, you know what?  Go ahead and implement this change, it will help people
like me shop around for better deals.  The ones who want to complain about
their crappy luck and "get what they deserve" will get exactly that - no sale.

Re: Tp enchant info ++++++++
Note #40394
posted on Ideas
Wednesday, September 12, 2018 @ 05:53
Reply to: Note 40383 posted by Crowley

| We base our evaluation not on the HR/DR of the object, but about how
| many trivia points were put into it, because if a person put in 100 trivia
| points to max enchant it, then we want to pay what we feel 100 trivia 
| points is worth plus the value of the weapon. 

The thing is, I don't care how many trivia points you claim to have spent
on tp-enchanting your weapon.  I can't prove how much you spent, either way.
I can only prove that the average cost per hr/dr is 1.4 trivia points, because
that is what experiments show and those experiments can be easily replicated.

If you want me to pay more than that, then you have to convince me to do that
based on some other criteria of merit and whatever sales pitch you can put
forward.

I'll assume that most people won't try to pull a Dexter and resort to things
like blatant deception^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^Hslight embellishment,
but you could of course do that too.

Another thing is, if you sell multiple tpenchanted weapons, some of those will
have a lot of luckies and therefore fewer tp put into them, others will be less
lucky and will have cost you more, but in the end with enough sales the average
price converges to the experimental average of 1.4 tps per dr.

This note is mainly aimed at the thread but your note just happened to lay out
the (albeit fallacious) logic in a way that was easier to respond to.

S&D 2.0.0 bug fixes.
Note #27645
posted on General
Monday, September 10, 2018 @ 08:54
Fixed a couple of bugs related to noexp at level 200/1.  In cases like this I'm
not going to change the overall version number (2.0.0) but I will update the
release number (at this time, 1.3) as needed.

There are some qualify of life enhancements on the way.  That will get a new
version number (2.0.1)

Re: Manor Shopkeeper upgrade
Note #40371
posted on Ideas
Monday, September 10, 2018 @ 06:37
Reply to: Note 40370 posted by Crowley

You mean you don't like all the free stuff I give you?  How rude!
Re: lottery odds
Note #40301
posted on Ideas
Saturday, August 25, 2018 @ 18:42
Reply to: Note 40297 posted by Tymme

Does the lottery just roll d60 three times, or does it roll d60, d59, d58?

I don't often play, so I've never paid attention to whether it repeats numbers.

If the former then jackpot odds would go from 1/36000 to 1/57166.6-bar.

If the latter then jackpot odds would go from 1/34220 to 1/54740.

Assuming I calculated it right.  You have to remember that the winning numbers
can be arranged in 6 different ways and all of them are winners, making the
actual odds better than what you'd get if you only do the multiplication part,
i.e. 1/60^3 or 1/(60*59*58).
creating new sqlite database
Note #7731
posted on Tech
Friday, August 24, 2018 @ 20:12
If someone could just give me an example or basic explanation of what to do.
I'm reading over the things on Gammon's site and it's safe to say at this point
that I have no idea what the hell I'm doing.

Re: Search and Destroy v2.0.0 is out!
Note #27636
posted on General
Thursday, August 23, 2018 @ 11:29
Reply to: Note 27635 posted by Starling

I reuploaded 2.0.0 to fix an oversight regarding SH campaigns.  If you like
to cp at SH you should re-download it.  The problem was that at SH, you get
different messages from 'cp check' about taking a new campaign and these were
not tracked.

The change enables auto-noexp to take account of your being 200/SH and removes
the need to 'xset noexp 0' to turn it off.  After you remort it will start
working normally again and your TNL cutoff will be whatever you set before.

It also means the cp level readout should be colored correctly depending on
whether or not you can take a new cp.

It did require some rework and while it seems fine to me (levelling) I can't
test the SH part at this time.  If it works, let me know.  If not, definitely
let me know.

Thanks!
tags / rdesc
Note #16697
posted on Typos
Wednesday, August 22, 2018 @ 07:39
When you do 'tags' to list your tag options, the roomdesc option is:

@   ROOMDESCS     Display tags around descs {RDESC}                       YES

The actual tag is in lowercase, i.e. {rdesc} and not {RDESC}.
Search and Destroy v2.0.0 is out!
Note #27635
posted on General
Tuesday, August 21, 2018 @ 07:02
The S&D beta phase ended successfully and version 2.0.0 is now official.

As usual the link to download it is in my whois and finger info.

I still need to redo the help/documentation, most likely it will be online,
but until then refer to the help for 1.3.5 because they are basically the
same.  The main feature here is the single-plugin merge itself, and all the
good things that entails.  Also, I made the GUI command buttons change
color when clicked.  I like it.

Details are in the readme.

Thanks for all of the support, help, advice, and testing! :)
Re: Search and Destroy v2.0 beta
Note #27632
posted on General
Saturday, August 11, 2018 @ 03:08
Reply to: Note 27629 posted by Starling

Good morning everyone,

I have just uploaded the latest beta revision (beta 9) for S&D v2.0.

The number of bug and problem reports has been low.  I take this as a good
sign.  Please send me a report of any and all problems you encounter while
using the beta.  The best way to reach me is via notes.

In the absence of any breaking problems I expect beta to end with a v2.0.0
release within 1 week.

Thank you all for all your ongoing support! :D
Re: Search & Destroy confusing Snuckles for Giant Village
Note #7718
posted on Tech
Sunday, August 5, 2018 @ 04:17
Reply to: Note 7660 posted by Garamis

Please go to each area and 'xset mark' your preferred start/xrunto room.

In general, this seems to fix most issues with this.  The problem is that when
S&D iterates over the area list table, it is iterating over a hash table and
there is no guarantee which entry on that table will come up (and possibly
match) first.  It's not a bug per se, just a constraint of this language /
system.

Starling
wally world MSI gaming laptop.
Note #7717
posted on Tech
Sunday, August 5, 2018 @ 04:14
Is the 1200 dollar MSI gaming laptop at walmart worth the money, or should I
go custom via manufacturer / other company?

World of Warcraft xpac drops in 10 days and really want to just be able to run
that with settings on max.  Thanks for feedback/advice.
Re: action not taken. +
Note #16678
posted on Typos
Sunday, August 5, 2018 @ 02:58
Reply to: Note 16676 posted by Broud

Keywords need to contain words

Emphasis on words.  This has nothing to do with intentionally misleading
anyone, it has everything to do with keywords reflecting the words (plural,
wordS) in the short desc, which is imho the more important of the two.

Instead of arguing with me, just bring the keywords up to the prevailing
standard, which has ample precedent established over more than 15 years.

Thanks.

action not taken.
Note #16675
posted on Typos
Saturday, August 4, 2018 @ 19:18
Notes 16652 and 16653 have not been acted upon, please bring the keywords for
these mobs up to the prevailing standards.

Thanks.
Time / realtime.
Note #40225
posted on Ideas
Saturday, August 4, 2018 @ 18:41
I think these should be merged into a single command, listing the in-game time
first and then the server time second.  I would probably say differently if we
were an RP mud, but since we're not I think it makes the most sense to have
all the time info in a single command.

I currently have a client alias to do it, but new players won't have that, and
I think having two separate time commands is more confusing than just one.
Search and Destroy v2.0 beta
Note #27629
posted on General
Friday, July 27, 2018 @ 06:27
Good morning everyone,

For the first 10 years of its life, Search and Destroy was a set of 3 plugins,
and without going into details I defined that as version 1.  As long as it
followed that general format, it would be version 1 regardless of any other
updates.

Search and Destroy no longer follows that format, and as such we now have a
version 2.  This is a marked improvement, because unlike before, it's a single
plugin, with all the benefits that entails.

Search and Destroy v2.0 is currently in beta, available via my whois/finger
info.  If you wouldn't mind checking it out and reporting any crashes, bugs,
or other issues to me, that would be great.  So far as I know, it works and
is stable enough, based on initial test results.  Feel free to break it any way
you can, and let me know when you do.

Please be advised, that as a beta version it's expected that there will be some
problems, e.g. crashes, glitches, things not looking right, or things that
don't work at all.  Let me know when you find them.

I'm looking to take it out of beta in a couple of weeks, depending on feedback.

Good luck,

Starling
Government gofer, gnomalin
Note #16653
posted on Typos
Wednesday, July 25, 2018 @ 07:44
A government gofer is here, pausing on his errand.

No Problem! A government gofer is weak compared to you.

Missing its adjective 'government' as a keyword.
A fat little cherub, spyreknow
Note #16652
posted on Typos
Wednesday, July 25, 2018 @ 07:39
A fat little cherub floats nearby.

A fat little cherub snickers nervously.


It is missing its adjectives 'fat' and 'little' as keywords.

mobdeaths
Note #40180
posted on Ideas
Tuesday, July 24, 2018 @ 13:54
I really wish the mob names weren't cut off.  The width of the output is
barely 3/4 of the available space.  Please widen it a bit?
Re: Raise setwanted incrementally ++
Note #40167
posted on Ideas
Tuesday, July 24, 2018 @ 04:28
Reply to: Note 40166 posted by Wire

Make the gold cost decrease same as classchange does?  That's another idea.
Re: Larry the Missionary say text +
Note #16645
posted on Typos
Sunday, July 22, 2018 @ 23:16
Reply to: Note 16643 posted by Tymme

> It's not universal and there isn't really a full style guide. 

I've always had the impression that the single space looks better in variable
width fonts / book fonts because the difference between the median line and
the capital height makes it easier to see the boundaries between sentences.

With monospaced fonts as you see on Aard, in my experience single space
makes things it harder to read things so have always used and preferred two.
I also learned to type this way and in retrospect the typewriters at the
time used a monospace font.  Compare something like Dina to Times or other 
variable width font and it's pretty clear the difference between median
and cap is less, and the uniform width seems to further reduce contrast
between the sentence and the boundary to the next.  The double space makes up
for that and makes it easier to read, at least it does for me.

Just my opinion on the matter, others may feel differently which is ok.
Re: Help Cabal
Note #16641
posted on Typos
Sunday, July 22, 2018 @ 18:04
Reply to: Note 16640 posted by Shaelynne

shush, this is part of our project involving some shady legal loophole abuse
in order to get possession of whatever coppers and dust bunnies Cabal has
squirreled away in its vault.  I was going to cut you in, but alas.
Deadlights, War to End All Wars
Note #16639
posted on Typos
Sunday, July 22, 2018 @ 05:31
A huge armada of silvery dragons
roar their screams in triumph as the demon falls

It should be 'roars' since the verb's subject is armada, not dragons.
The raggety dervish, New Thalos
Note #16638
posted on Typos
Saturday, July 21, 2018 @ 21:59
This mob is missing 'raggety' as a keyword.
Re: Let me setwanted myself +++++++
Note #40153
posted on Ideas
Thursday, July 19, 2018 @ 16:50
Reply to: Note 40152 posted by Starling

also note the amount of bickering in this thread.  Argument and debate are good
things but a lot of the replies are caustically worded.  If that's the attitude
setwanted engenders, maybe that's not a good thing to have around.

But again maybe I'm overthinking it and/or confused.
Re: Let me setwanted myself ++++++
Note #40152
posted on Ideas
Thursday, July 19, 2018 @ 16:31
Reply to: Note 40149 posted by Wire

Responding to whole thread and what to do with setwanted.

My vote is to remove it entirely.  Get rid of it.  It has negative
impacts on the game.

First, it's basically a grief command.  I don't really care about that, it
can be funny and I appreciate the humor in it, but it is what it is.

I care about the second one more:  It removes large numbers of trivia points
from the game, decreasing the supply, and drives up prices.  While this impacts
everyone, the effect is proportionally higher on newer characters than old.

I think the beginning phases of a character's development should see quick
gains in important areas, e.g. levels, gear, and resources to buy and modify
things.  Tps are an important resource and lower trade prices would make things
a little more forgiving when newbies make mistakes that cost tps (wrong weapon
type, flag, etc.) and also allow them to change/set things a little quicker.

I guess the real question is, what is the actual intention and expected benefit
of setwanted on the game?  It was implemented for a reason; what was that
reason?  Were the intent and expected results realized, or did something else
happen?  If so, what was it?  What are their actual effects on the game?
Note that 'help setwanted' gives no informaion on why it was added, just
to head off the helpfile parrots ;)

TLDR setwanted drives up TP prices and I think removing it will allow prices
to fall to more reasonable levels and that this will benefit the game overall.

I could be missing something that makes me totally wrong but I don't know.
Search and Destroy advice.
Note #27624
posted on General
Wednesday, July 18, 2018 @ 07:03
Due to some misconduct involving a wetsuit, two penguins, and some other
things I can't talk about (ongoing investigation) I was forced to return
from my antarctic vacation ahead of schedule.  Travel expenses non-
refundable, of course, but at least the trip was memorable.

Search and Destroy updates are in the works but I'd like some advice on
how best to proceed.  Basically, I'm looking at two options:

1) Maintain the status quo (three separate plugins) and just keep fixing
problems as they're found.  This would mean 1.3.6, and so on.

2) Search and Destroy 2.0.0, which would be a single plugin built by merging
the existing three.  The benefits with this would be removing a lot of
duplicated / redundant code as well as the cross-plugin chatter that is
at the root of several ongoing complications.

Option 1 is easy, familiar, and fairly straightforward, but has issues.

Option 2 is probably not easy, will be a fundamental change, but would
ultimately solve the issues with keeping three plugins on track.

What do you all want?

Starling
Re: Chan bans. ++
Note #27623
posted on General
Tuesday, July 17, 2018 @ 07:18
Reply to: Note 27621 posted by Lasher

| It was a permanent channel ban or a nuke.
|  
| It is none of your business.
|

It's not, except how do you reconcile that with someone like me still having
channels?  Unless she did something worse, but knowing her and knowing myself I
have a hard time believing it.  But I wasn't there, so maybe she did.

I'm with you in that bad behavior needs to be stopped but I think DjVoltron is
also right to advocate and question as he did.  What you did for me, taking
the risk and putting it on me to do right is one of the kindest things anyone
has done for me, ever, and I guess what I'm getting at is that I would want
others to have that too.
Re: questing +
Note #27616
posted on General
Monday, July 16, 2018 @ 07:24
Reply to: Note 27585 posted by Starphoenix

Your brain recalls it just fine.  Quest timers used to reset to zero after 12
hours offline.  There was some issue with it when the definition of newbie was
changed to be 300 hours online.  People would do a quest, log off for 12 hours,
log back on to zero qtime, quest, repeat.  The result was that one could build
a type of 'supernewbie' character with low hours but lots of qps.

I forget why it was a problem or why it was removed.
Re: Masq goal reward
Note #39698
posted on Ideas
Saturday, May 5, 2018 @ 23:01
Reply to: Note 39697 posted by Tymme

I wrote a trigger to drop and sac it.  Problem solved, at least acceptably
enough for me.
Re: Double gold mobs pre lvl 100 ++++
Note #39694
posted on Ideas
Thursday, May 3, 2018 @ 21:58
Reply to: Note 39693 posted by Tymme

| Let's do another round of what happened in help goldconvert.

If masteries and potential had an ongoing gold upkeep cost, the 'gold problem'
would be entirely solved.
Re: Search and Destroy 1.3.5 is out.
Note #27566
posted on General
Friday, April 27, 2018 @ 18:20
Reply to: Note 27548 posted by Starling

I just reuploaded all three plugins and hopefully this really does fix the
most recent crashes.  If further issues please send tell or note.

Make sure your client is up to date, R1993.  S&D tends to not work with older
client versions, so if it crashes on install, update your client first.

Thanks and have a nice day.
lbid id's
Note #39641
posted on Ideas
Thursday, April 26, 2018 @ 10:20
Can we have these loop back to 1 after passing 99999?  I think the 5-digit id's
are sometimes tedious to type due to tendency to transpose digits.  I'm really
hoping they don't go to 100000+ and 6 digits as I just don't see any value added
in having to type an extra digit.  I think these sort of id's should be shorter
rather than longer.  I know a lot of people use plugins to interact with lbid
but not everyone does (I personally don't).

If the lbid id's intended to be unique id's for logging sales (evidence in
cases of reimbursement and other things) then the unique id could just be made
hidden from the player, and the lbid id for that sale could be the unique id
modulo 10000, giving 4-digit lbid id's from 0 to 9999.  10 thousand possible
id's should be plenty considering we don't even have 500 sales up at this time.

I know it's a really minor thing but lots of people use lbid and it's value
added to reduce the typing required, even if it's just a little.  Please
thank you? :)