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- 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
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It's rarely used when compared to the Setzer and is of the same required level(60) to do the quest to obtain them. The Setzer, being a knife is faster and faster yet from a small bonus and does 100 dmg. The Ice Gladius does 130 dmg, is slower and gives +1 luck. I added +5% crit defense to buff it a little. The rock knife(lvl 70) still gives more bonuses with +3 vit and does 110 dmg, but is also fast as it is a knife. I would think this may entice players to use the Gladius more often, while not replacing the Setzer or Rock Knife.
Approved-by: HoraK-FDF <horak-fdf@web.de>
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- Made use of perfect hit(max dmg normal hit). Adds 7% dmg on top 11% of the time.
- Made it a level 2 weapon for increased min dmg.
- Used prime numbers for kicks and avoided increments of 5 and 10 in stat reqs to promote decision making on stat bonuses.
- Added to Emo as a 1 in 10,000 rare drop.
I'll omit adding to Chronos until we audit him. Would like to add to Nickolas, but discussion on how much it should cost and what quest prerequisites there should be need to be discussed before/if adding a commit. It should be a quest itself, I figure.
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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>
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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>
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Small typo fix in Golbenez dialog. This has been reported to me by Butters.
Reported-by: butters
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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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the price much lower to fall in line with reg and iron arrows.
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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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This reverts commit bab8a25d6d3a2a5f5173654c95d057c65a3fa4f6.
Reason: its confusing if PC variable name looks same like server's param name.
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Co-authored-by: HoraK-FDF <horak-fdf@web.de>
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Co-authored-by: HoraK
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Co-authored-by: HoraK
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Differences vs previous version:
* Allows to set "arbitrary" weight limits (within i32).
* Does NOT makes hardcoded assumptions on nick or weight.
* Reusable for >1 trade bot if desired.
* Acts a bit like ACL, most of it done by server itself.
* Still oneliner :)
Usage: @setvar WEIGHT_LIMIT 0 10000000 ManaMarket
Since its per-character variable, user must be online.
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Naive approach using stats failed. But even more direct way works.
This sets MaxWeight on MM login to 10 000 000 aka 10 000 kg aka 10 tons.
I think 10 tons "should be enough for everyone". I've actually tested it
works by heavily loading ManaMarket replica on local server with itens.
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https://git.themanaworld.org/HoraK-FDF/serverdata into upmarmu_v6_full
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https://git.themanaworld.org/HoraK-FDF/serverdata into upmarmu_v6_full
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https://git.themanaworld.org/HoraK-FDF/serverdata into stones_and_crystals
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