Age | Commit message (Collapse) | Author | Files | Lines |
|
Thorough testing shown that swamp mob logic wasn't preserved.
Swamp been meant to give players 150 sec after "recent" mob kill
to try to dispatch all mobs. However first fix implementation
counted 150 seconds asynchronously vs mob kills and time frame
been random in 0...150 seconds intead of predefined 150.
I added var to track timeout, this restores mentioned logic
while still avoiding stopping timer - and related bugs.
|
|
1) In some cases Reaper would fail to respawn if killed by mage that disappears in process.
2) Swamp map would be completely broken if GM issues @killmonster2 since mobs will never respawn.
This fixes both issues at once.
As extra bonus it cuts down LoC of script, removing duplicate mobs spawn block.
|
|
|
|
|
|
|
|
|
|
I probably missed some. I may have a few errors, but I sure found a lot of npcs that are magical and ready for detection with #miteyo. TY Hello=) for the IS_MAGIC code.
Reviewed-by: Hello TMW <hello@themanaworld.org>
|
|
- added 80 int as req to magic ring
- added min lvl 80 to ring like led suggested
- added a magic experience check to it with same magic experience needed as manapearl, should it have more, same or less? for more there would be no azibit message
- mana pearl stats changed without anyone doing something and equip script was gone so i re-added this and made stats i remember (how and why this sudden item changes happen? saw some others where this happened as well)
- changed internal name of Magic Ring from MageRing to MagicRing
|
|
made...
Added trade option for Enchanter's Amulet to Trader in store, added +1 int to Scarab Armlet(to gain usage again)~~, made Magic Ring a shield item with a min dex of 20 required(allows for normal gem ring use also)~~ and made amulet 1 in 3 chances(from 1 in 4) again at the swamp chest.
~~_This actually gives mages a boost, even if they need to spend stats for 20 dex to use the Magic Ring, since 20 dex costs less than 2 int points(in character points) at higher int(~100) and since they can make use of outfits anyway. Choices, choices!_~~
Reviewed-by: Hello TMW <hello@themanaworld.org>
|
|
It's been requested a few times and there is no way to get it in the game, currently. If we add a quest, we could remove from the store, but since there's already big quest items there, I see no need to take it out unless the others go too.
Approved-by: HoraK-FDF <horak-fdf@web.de>
|
|
|
|
|
|
|
|
|
|
Minor fixes
|
|
|
|
|
|
* maps 099-1 099-6 updated wlk
* 099-2 wlk and warp nodes txts
|
|
(the warp was annoying and caused trouble to many players i think some died because of its bad placement.)
|
|
Change Mage Ring chance from 67% to 75%. Replace Blue Rose with Savior Armor.
Thanks Poppet for the report, I keep forgetting TMWA is crazy...
|
|
Keshlam Swamps
|
|
* Welcom to Keshlam, YOUR WORST NIGHTMARE
Act 5, Part 1: Interlude (Keshlam Maze)
|
|
|
|
I can flesh this out better. Add Experience gain everywhere.
* Reaching the swamps: 100k, every time.
* Cleaning all monsters and talking to Tree: 1M, every time.
* Opening the chest: 20M first time, 10M second time.
* Killing any monster: 50k~100k, every monster.
The experience for the off-tasks may look nice, but they're a drop in the
bucket compared to actually killing monsters.
(Tree can double the experience you got, but will not give you items)
|
|
* Mountain and Grass Snake experience +100% (per topic 20799)
* Prepare the act 5 button so it have a non-null action
* There's now 10% chance per clue of Tormenta showing up at 09:00 assault.
Usual spot. Currently 2 clues were found, so 20% spawn chances.
* Cerhan reactions for Sand Cutter (thanks for pointing this out, Ledmitz)
* Alacrius Riddle (needs 300 boss points to start)
* Keshlam Swamps map
* News file ID 85
|