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5 daysSmall bugfix: rain interactions vs dendroids never been meant to also spawn ↵Hello=)1-1/+1
sea slimes
2024-10-31Mobs and Items spells commented out for nowHoraK-FDF1-2/+2
2024-10-31Mobs and Items sunshroom spells distinct npc nameHoraK-FDF1-1/+1
2024-10-31Mobs and Items golem and sunshroom spellsHoraK-FDF3-0/+148
2024-10-30Bosspowers overhaul - new spells, fixes, tweaks,...Hello TMW12-49/+257
**NOTE: depends on** https://git.themanaworld.org/legacy/serverdata/-/merge_requests/814 to be merged before it. (uses TeleportManager features to open warps - otherwise mapserver would fail to start) Rather big BossPowers (pseudo)spells pack including tweaks/fixes/new features: * #totheabyss/#tothecrypt: Randomize warp times so players see each other teleporting. * #totheabyss/#tothecrypt: Hopefully fix DCs and boss sudden deaths on teleport. * #tormenta: try to restore original class of caster on timeout and visuals. * bosspowers checks: small changes to how it done and unification with TeleportManager. ** Eventer flag is IS_EVENTER in both. ** DENY is PER ACCOUNT (#BP_DISABLE) - otherwise ppl can bypass DENY flag by creating new char. * Extras: few functions for magic refactors (used by multitarget lightning, WIP). * #mappoison: reduce cooldown. * #headshot: reduce cooldown and slow player on hit. * #mapmanadrain: reduce cooldown. * #maplifedrain: reduce cooldown. * #grenades: nearly stun players for short time + reduce cooldown. * #mapmassslow: new spell, does what advertised, makes boss considerably more scary. * New pseudospell, #bossflee. Example: #bossflee 070-1 25 25 (lets boss to escape in a stylish manner, opening transient teleport)
2024-10-30betsanc if itsancedHoraK-FDF1-7/+16
with this an itsanced caster can still betsanc others.
2024-09-09Added a bunch of NPCs that miteyo should detectLed Mitz1-1/+1
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>
2024-09-09This brings "enhanced" miteyo. Release flavour.Hello TMW1-0/+31
Miteyo been meant to highlight "magic" NPCs on map, probably to make it easier to learn magic. This version, however, goes further. It scans map for poweful mages, who are focused on Astral Soul skill and acquired Lv 9 in that skill. Its very likely such mages are useful so its really cool idea. Changes vs prev commit: * Debug messages removed. * Skill iteration label renamed to make intent more clear. * Some fixups on code comments. Credits and kudos for idea going to Ledmitz.
2024-08-28This restores GPs yield of #kularzunevelafrill.Hello=)1-1/+1
Ledmitz nerfed bone arrow price in one of previous commits: NPC -> player vending price: 50 GP -> 8 GP (nerf factor of 6.25) Player -> NPC selling price: 20GP -> 4 GP (nerf factor of 5) This commit re-scales yield of spell to restore GP output, roughly same as its been before nerf. Rescale factor choosen 5.333 which fits between of 5 and 6.25 nicely and convenient as it allows just minimal /32 -> /6 divisor change. As far as I experimented, yield remains roughly same, about 740 vs 756 GP. Slightly imperfect due to integer rounding, if this is a big deal I can use more complicated formulae.
2024-08-28text correctionHoraK-FDF1-1/+1
2024-08-28sc_phys_shield_itemHoraK-FDF1-0/+5
2024-08-07A bit more fun with rain. Idea courtesy of Wellvin.Hello=)1-1/+10
How this works: * If rain hits EntAbomination -> LogHead spawned. * If rain hits LogHead -> sometimes [Mauve,Alizarin,Gamboge,Cobalt]Plant could be spawned. * If $NO_RAIN_SPAWNS global variable set -> all spawns are completely disabled (this allows to revert to old logic without server restart if abused or bugs pop up) * If map gets too crowded by spawns spell would cease further spawns (limit set around 30, both spawned logheads and herbs count for this purpose) * Tested on my local, and all obvious bugs were hopefully sorted out. Reported-by: Wellvin
2024-07-09attachrid only supports acc id (getcharid(3))HoraK-FDF1-1/+1
2024-07-09upmarmu v6 fullHoraK-FDF1-1/+1
2024-07-09attachrid only supports acc id (getcharid(3))HoraK-FDF1-2/+2
2024-07-09upmarmu v6 fullHoraK-FDF1-20/+22
2024-06-28Re-enable summon spells in cities since AFK PK exploit should be fixed nowHello=)9-9/+0
2024-06-19Fix for repeated suicides of caster when they try to attack target after theyHello=)1-2/+2
killed in rain by own lightning. Problem technically can be described like this: 1) Caster retains all spell charges upon death for lightnings. 2) It wouldn't be problem itself, but it would invoke OnAttack handler! 3) If caster dies in rain by own lightning, nothing clears "in rain" flag. 4) When they respawn and try to attack, OnAttack kicks in. 5) Since nothing has cleaned "in rain" flag, its still set. 6) At this point caster dies by own lightning again. 7) Worse, on respawn sequence would repeat itself. This happens regardless of rain and is very unexpected edge case. Workaround: caster can use #dicharge spell after respawn but its unobvious.
2024-05-16Fix: itenplz no longer aggros summoned mobs.asuratva1-0/+1
2024-05-16item adds/changesHoraK-FDF2-4/+4
2024-04-22upmarmu v5 liteHoraK-FDF1-3/+11
2024-04-14mob drops add4 modrisha npc nameHoraK-FDF1-1/+1
2024-04-14mob drops add4 modrishaHoraK-FDF2-0/+41
2024-04-14mob drops add3 chipchipHoraK-FDF1-0/+1
2024-04-11Boss Spells/actions: re-wired to new FX effects. Server constants added as well.Hello=)4-5/+6
2024-04-11Boss Powerups: set more reasonable cooldowns for boss actionsHello=)8-16/+16
2024-04-11Boss Powerups/Event spells:Hello=)9-56/+4
1) Removed a lot of debug messages that shouldnt be visible in normal gameplay. 2) On Tormenta impersonation end timer would also cancel HP bonus.
2024-04-11Boss Actions: add permissions checks. Boss/event spells are GM >= 40 by default.Hello=)1-12/+23
2024-04-11Initial commit of Dungeon Master/Boss Event spells/actions toolkit by Hello=)Hello=)11-0/+505
Few things to keep in mind: 1) This commit lands DEBUG version of thing to give some ideas how it could happen. 2) This version is very "chatty" and spits a lot of debug messages to General chat. Next commits would remove most of non-essential spell messages. 3) This version allows ANYONE to invoke spells and should not be used on production! Next commits would address this, uplifting spell invocation requirements. 4) Cooldown times are too low, to facilitate testing. Should be fixed in next commits. Next commits would 5) Some effects need to be rewired, and few more spells could possibly be added.
2024-02-07upmarmu v4HoraK-FDF1-18/+43
2023-12-30Corrected bracket issue in delayLedmitz1-1/+1
2023-12-02I think I finally got it now...Ledmitz1-1/+1
2023-12-02Base DMG was not doubledLedmitz1-1/+1
2023-11-27Merge branch 'darkshroom_buff' into 'master'Led Mitz1-4/+4
Dark shrooms are better, but cost more SP See merge request legacy/serverdata!693
2023-11-27Dark shrooms are better, but cost more SPLed Mitz1-4/+4
2023-11-27Merge branch 'asorm_buff' into 'master'Led Mitz1-1/+1
Asorm lasts longer See merge request legacy/serverdata!692
2023-11-27An attempt to keep upmarmu DPS close to the same, while cutting its speed in...Led Mitz1-3/+3
2023-11-27activity checks and casts countingHoraK-FDF46-0/+92
2023-11-18Asorm lasts longerLedmitz1-1/+1
2023-11-08SC_MATKPOTHoraK-FDF1-1/+1
2023-10-16Equipment stats useHoraK-FDF8-13/+13
2023-08-28asorm betsanc plugh fixHoraK-FDF4-21/+18
2023-05-20Upmarmu ExhaustionHoraK-FDF1-1/+51
2022-12-22You can now make bone arrows with animal bones (default).Jesusaves1-1/+12
Or normal bones if you run out of animal bones I guess
2022-11-19WIP: v2022.11.11 UpdateJesusalva Jesusalva4-9/+38
2022-11-17Summon magicHoraK-FDF12-17/+17
2022-11-17Fix errors on previous commitJesusaves6-6/+6
2022-11-17Merge branch 'magic' into 'master'Jesusalva Jesusalva8-13/+13
mobinfo See merge request legacy/serverdata!615
2022-11-17* mobinfo constants addedHoraK-FDF8-13/+13
* cooldown constants for enchanters and koynety added * added distinct name for summons
2022-11-15You thought brawlers would escape the nerf? They didn't.Jesusaves1-2/+2
Brawling is effective against high defense mobs, even without crits. Ragging is effective against low defense mobs without crits.