Age | Commit message (Collapse) | Author | Files | Lines |
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- added restrictions for some maps its the same as the towels restrictions
- added constants
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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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redo of https://git.themanaworld.org/legacy/serverdata/-/merge_requests/805
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This reverts merge request !805
Every MR in server-data had conflicts after merging this. Will be easier to add and resolve the conflicts of this one MR later.
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it's possible to relog/die at 099-1 and 099-2 and get ported to swamp even lvl 1 chars could go there with a sandcutter, 2 roses and 500gp this fixes that.<br>
changed tabs to spaces in that process as well.
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- For reference: [Daily Quests](https://wiki.themanaworld.org/wiki/Classic:Daily_Quests)
- Added 5% to cave snake lamp drop
- ~~Added 10% to vampire wing drop~~ (removed since it's already very good)
- NOTE: This still won't likely compete with Arkim in GP or EXP, but it's another small enhancement so these quests actually get used by someone.
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- The reason strength matters with Trolls and Floyd is due to range 3 and less as being treated as melee. If you go over range 3 with mallard or underworld mask(or other means), attacks are calculated as missiles. More range = more dmg in all missile attacks. In either case, **an attack value of 1 is terrible**. Raising this to 50 will still be terrible, I predict. **I chose 50 to start**, but feel it should be higher, though it is important to not give too much dmg in case of a bug/exploit, at first. Adding dmg annoys no player. Removing dmg annoys most. As a reference, the short bow is 50 dmg, not including arrow dmg. IDK the actual attack delay in TMWA ATM, but obviously that matters a lot too. The book was not intended to compete with actual classes so it should not be better, but it needn't suck so terribly.
- NOTE: In my tests, I noticed that a brawler with Underworld Mask gives a max range of 2. According to the description, it should give 3(1+2), but I assume it only gets 2 because fists are calculated as range 0.5 and not 1? It would be nice to remedy this if we can. I assume it means a TMWA change. Rather than change TMWA though, maybe we could create a function for brawler getting another +1 range bonus to compensate?
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typo fix
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searched only in *.txt forgot that mob db ends with .conf.
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- made it 15 def and -30 matk
- added a Pinkie Hat as a requirement
since the Leprechaun hat has 3 luck and same def no one will ever use this one if Leprechaun hat becomes available so you have the choice less luck more def or more luck less def.
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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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- 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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