Age | Commit message (Collapse) | Author | Files | Lines |
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Nerfs Bat income by 3.25 gp ea. Around 3-5%.
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Anyone knows if there's a way to turn the player? If you go north through the door you enter devlounge facing north..
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Nowadays noone does repeat fighting down there. Reward up for
discussion.
+Reduce lifetime of @bonus temporary
Tested with lvl 102 char. It got 70 bp first them, then 38 on next win.
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I've also removed the server-side progress announce. Apparently, the Celestia Yeti one wasn't. I think it's better to have this in-client only.
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- for Illia if you go overweight to a certain point you can exclude bow and helm from the drops and get 1/3 chance on the heart this works on common rewards too to exclude some drops.
- for cindy this prevents drops to ground
- iten check was way to much on xmas core so i made it heaviest reward * 3 instead
- removed weight check of santa helper since presents weight more than any of the rewards
- added a comment to snowman
Co-authored-by: Led Mitz <smoothshifter@tuta.io>
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equivalent to bird legs already dropped there.
.. entirely untested. Will probably work out of the box. Probably.
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Tested working.
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Fixes silly bug causing slimes failing to split in some cases.
Reported-by: HoraK-FDF
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Since the news entries are sorted alphabetically by their file name, we
need to rename all previous entries before we can start adding new ones
with a better naming style.
Co-authored-by: Ledmitz <smoothshifter@tuta.io>
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Co-authored-by: Thorbjørn Lindeijer <bjorn@lindeijer.nl>
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default on test servers!
This might conflict with whatever config on live servers, depending on how it's applied.
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- added IceSkullMasK and assiged it to IceSkull
- added GoldenSkullMasK and assigned it to GoldenSkull
- added YellowHeadSlime and assigned it to YellowSuperSlime
- added RedHeadSlime and assigned it to RedSuperSlime
- added GreenHeadSlime and assigned it to GreenSuperSlime
- added BlueHeadSlime and assigned it to BlueSuperSlime
- changed SuperSlime stats a bit gave them more range and made them slower (attack+move) and set luck
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serverside stuff of https://git.themanaworld.org/legacy/clientdata/-/merge_requests/660
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Extras for spawns on mob kill - actual **slime splitting** fun is **here**.
The following extra spawns are in effect (compared to already merged):
Mob -> to what it decays
GreenSuperSlime -> AngryGreenSlime (same as GreenSlimeMother split)
YellowSuperSlime -> YellowSlime
RedSuperSlime -> RedSlime
BlueSuperSlime -> BlueSlime (fewer than former as they're powerful)
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See !828
Approved-by: Thorbjørn Lindeijer <bjorn@lindeijer.nl>
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2) If only 1 mob requested to spawn, spawn on exact spot.
Rationale: if its just 1 mob, it likely important, yet areaspawn can
spawn fewer mobs than requested if e.g. some collisions are in area.
Idea is that if mob can be killed on X,Y its certainly not collision
so single important mob better off using use this location.
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1) Add check Luvia witch is not on Illia map (052-2), It its Illia, omit spawns for now to be on safe side.
2) Fix of silly typo causing bug in witch spawns
(in fact they were not working at all, parameters sanity check did its part and aborted call).
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issues in Sages quest
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Useful to sub-split slimes and do similar extra tricks.
Relies on https://git.themanaworld.org/legacy/tmwa/-/merge_requests/292
Mentioned server change provides X/Y of mob kill so e.g. slime "split"
can look reasonable - spawning new slimes where killed mob been.
This is preliminary version, so far it introduces following spawns:
Mob Killed -> What appears
1) Sea Slime Mother -> angry sea slimes on kill.
2) Green Slime Mother -> angry green slimes on kill.
3) Blue Slime -> few SlimeBlast (same as it spawns)
4) Tormenta -> Void Bats + Demonic Spirits + undead witch.
5) Luvia -> Void Bats + Demonic Spirits
(slightly fewer so Illia players arent instakilled hopefully)
TODO: Add few BIG slimes decaying into existent "normal" ones.
E.g. BIG green slime -> bunch of angry green slimes.
or BIG Sea Slime -> bunch of angry sea slimes.
(this needs GFX of big slime and turning it into mob)
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.. if they came from balthasar then they already know the route.
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- added the ragged shirt and added it to sorfina
- made prices of cottonshirts normal
this will make monster points a bit more profitable too
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- added Snowshroom
- added Blue/Green/Red/Yellow- Super slimes (drops are only normal drops of the small version and maybe must be edited and they are not added to the splitting logic since thats not merged yet)
- added SnowshroomHat
- added WickedMushroomHat and made it a drop of Wicked Mushrooms
- enabled GoldIngot since its a drop of the GoldenSkull now
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1) Fix check so sprite ID 325 (black ring) could be used. It was just
some silly typo that prevented it. Corrected.
2) Attempt to take on visual bug where SC_SLOWMOVE effect icon
could linger even after teleportation sequence completed.
(harmless visual glitch - no real slowdown in effect)
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serverside stuff for https://git.themanaworld.org/legacy/clientdata/-/merge_requests/656
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some particle effects and sounds for the mana battery overheat phase (smoke and some sparks). i make a flame sound when it explodes and a zap when it comes back to normal idk if there a better sounds.
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- added restrictions for some maps its the same as the towels restrictions
- added constants
<br>
need to think about a timeout if any and how to prevent alts on same acc which didnt earned it to use it.
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Does what advertised.
Candor rewards were meant to be scaled like (difficulty level / 2200)
However, someone messed up operands order and it became inverted.
So it became 100 * 2200 / 4500 = 48 BP only. While it meant to be 100 * 4500 / 2200 = 204 BP instead.
This restores reward scaling into what it really meant to be.
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It resets doomsday chests state in Labyrinth (099-8) to non-visited state,
so map could be revisited by players again.
In fact this thing only needed since TMWA's @setvar doesnt
allows to completely unset string variable. Also resetting array
of size 100 manually is not best idea ever.
This command is GM > 60 and its invocation logged to GM log and GM tab.
NB: doesnt resets players "greed" variables (they're per player).
Tested on my local server and works like planned.
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... to match the Swamp Chest chances.
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killed eventer playing powerfull boss.
It implemented by setting PC_BOSS_REWARD character variable
via @setvar on eventer. If this variable set on killed character,
its value = amount of boss points to award to PK killer.
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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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1) Clean up a lot of debug messages.
2) Fix few typos and so on.
3) remove "if (debug)" from access check to be on safe side
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Co-authored-by: HoraK-FDF <horak-fdf@web.de>
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Its attempt to get best of @addwarp, GM Island teleport and Illia
teleports - making visually OKish teleports with desirable properties.
On user visible side this allows to open nice looking teleports into
arbitrary destinations, that do FX effect upon player stepping on them.
But its more.
* New teleports can be instatiated as needed, running side by side.
* Teleports can have finite lifetime, disappearing themself.
* Teleports can be removed, leaving no side effects.
* No leftovers or side effects after teleport removed.
* There's way to "globally" track all "tracked" teleports.
* Up to 100 "tracked" teleports can coexist - and this list can
be displayed or managed.
* Flexible condition check based on cookie. If some gate got cookie set
then it only lets players with matching variable to pass.
* Aspects like timeout, FX and their timing, etc can be customized.
(for safety reasons @teleportadd allows only few NPC sprites and few params)
* Teleports meant to be registered in TeleportManager. However, its
possible to create "unmanaged" teleports (e.g. for spells).
* In future it can allow custom hooks/checks on teleporters (planned)
* Attempts to reasonably validate input and refuses to do apparently
invalid things like landing on collisions or bad map/coordinates.
* Builtin help.
Overall it meant to
* Play events with better FX effects on arbitrary maps, including
e.g. chaining inaccessible ones.
* Keep track of all open "managed" gateways - being able to manage
all established wormholes.
* Reusable component (function) doing teleport setup - and overall quite
configurable thing via NPC vars, reusable from e.g. spells or
various quests. So quest or spell can open e.g. transient reasonably
looking self-destroying teleport easily, etc (these are not
tracked and would not appear in @teleportlist but can in principle
be force-closed via @teleportdel if caller knows NPC ID)
To get started: type @teleport or @teleporthelp. @teleportadd will also do.
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with this an itsanced caster can still betsanc others.
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