Age | Commit message (Collapse) | Author | Files | Lines |
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sea slimes
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**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)
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with this an itsanced caster can still betsanc others.
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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>
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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.
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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.
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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
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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.
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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.
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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.
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Dark shrooms are better, but cost more SP
See merge request legacy/serverdata!693
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Asorm lasts longer
See merge request legacy/serverdata!692
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Or normal bones if you run out of animal bones I guess
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mobinfo
See merge request legacy/serverdata!615
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* cooldown constants for enchanters and koynety added
* added distinct name for summons
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Brawling is effective against high defense mobs, even without crits.
Ragging is effective against low defense mobs without crits.
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