Age | Commit message (Collapse) | Author | Files | Lines |
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Signed-off-by: Stefan Beller <stefanbeller@googlemail.com>
Reviewed-by: Erik Schilling
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All attributes are set to 5 for now
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Prevents clientside desyncs
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It wasn't really adding anything since errors raised using luaL_error
are already logged anyway.
Reviewed-by: Erik Schilling
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Conflicts:
src/game-server/character.h
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read them
The difference to the old chr_get_quest bind is that this allows querying quest
vars from non npc functions as well.
Change is tested.
Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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Change is tested.
Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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Previously it only used the rectangle iterator which in fact iterated over the
beings in the map zones and returned often way higher number of beings compared
to the actual rectangle.
Change is tested.
Reviewed-by: Bjorn.
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Previously it only used the rectangle iterator which in fact iterated over the
beings in the map zones and returned often way higher number of beings compared
to the actual rectangle.
Change is tested.
Reviewed-by: Bjorn.
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Previously each map had its own scope. They got merged now but the atinit
function was forgotten to adapt.
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Also unsetted maps after execution of scripts to make finding this mistakes easier.
Reviewed-by: bjorn.
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Also unsetted maps after execution of scripts to make finding this mistakes easier.
Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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You can now actually use the already used node in the monsters.xml
Monsters can have different vulnerabillities against elements:
<vulnerabillity element="earth" factor="2.0" />
This will double damage of the element earth to this monster.
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New binds:
- Damage:
- id
- skill
- base
- delta
- cth
- element
- type
- truestrike
- range
- Attack:
- priority
- cooldown
- warmup
- global_cooldown
- damage
- on_attack
- MonsterClass:
- attacks
- ItemClass:
- attacks
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During the implementation bjorn and I agreed to limit the number of attacks that
can be used in the same tick to one. This makes a lot of stuff easier and the
client cannot display two frames at the same time
Things done:
- Implemented setting of attacks when equipping/unequipping items
- Single place where the xml attack node is parsed
- Finished attack logic
- Unified the attack handling of monsters and characters
- Added a global cooldown after attack use
(not only for next use of same attack)
- Removed the temponary attributes for the monster attack values
- Priorities for all attacks
- Rewrote the attack core:
- Attacks now have this attributes:
- warmup -> time a attack needs after starting it to actually deal the damage
- cooldown -> time a attack needs after dealing damage before another attack
can be used
- reuse -> time before the same attack can be used again
- If no attack is performed at the moment the following is done:
- make a list with all ready attacks
- check for attack that has the necessarily range and highest priority
- start this attack (inform client about it)
- when warmup is finished -> trigger damage
- when cooldown is finished -> allow to use other (or the same if reusetimer
allows) attacks
TODO:
- sync client with this to allow better timed animations
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Reviewed-by: Ablu
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- Removed possibility of skills getting mixed with attributes
- Made the server sending the level of the current skill on exp change
(currently the client could calculate it itself, but it allows more
flexibillity in future this way)
- Fixed reading of skills out of the database
(for some reason the status effects were added as skills)
** Needs clientside patch as well (coming soon) **
Reviewed-by: Bertram.
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I forgot to remove this during my special cleanup
Reviewed-by: bjorn.
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This is intended to be used only when the string length is known. The
client was deriving the length from the remaining amount of data in the
message, but that doesn't work in the new 'debug mode' of the protocol.
Reviewed-by: Ben Longbons
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Reviewed-by: Ben Longbons
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GCC 4.7 warns about this, yay.
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Not entirely according to the standards since this is a C99 header,
but that's better than not having it compile at all, or switching
it entirely over to C++11 mode just now.
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Allows inspection of message data. It is off by default since it consumes
additional bandwidth, but it can be turned on using the net_debugMode option
in manaserv.xml.
Currently the option only affects outgoing data for each host individually.
In particular, enabling this debug mode for the server does not automatically
make the client annotate its messages.
Reviewed-by: Erik Schilling
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Compiler error was due to variable redeclaration (variable inside of for
loop had the same name as the loop iterator variabele) - fixed through
renaming of the inner variable.
Reviewed-by: bjorn
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List of things fixed:
- fixed having multiple guild support everywhere
- implemented kick code (untested due to missing kick possiblity in client)
- fixed giving owner rights to next member when owner leaves guild
- fixed potentional segmention fault when trying to access deleted guild after all members left
- fixed saving right changes to database
- made searching for guilds faster a bit (at least when having many guilds)
TODO:
+ Fix conflict between guild and normal channels
+ Fix being able to leave guild channel without leaving guild itself
+ Add kick possiblity to client
Reviewed-by: bjorn.
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I removed this dependency a while ago. But forgot to remove this code.
Reviewed-by: bjorn.
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None of the subclasses actually define a destructor that does anything, but
this may change in the future. In any case it's good to get rid of the
warning.
Reviewed-by: Erik Schilling
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The timeout remembers a reference point of time against which it can check
how much time is remaining.
Reviewed-by: Erik Schilling
Reviewed-by: Yohann Ferreira
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Tested-by: jurkan.
Reviewed-by: Bertram.
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Reviewed-by: Bertram.
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Reviewed-by: bjorn
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Forgot to add this to git when doing the commit. Sorry.
Reviewed-by: bjorn.
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In preparation for using an entity/component system for the entities
in the game world, this name will be more recognizable and easier to
talk about.
Reviewed-by: Yohann Ferreira
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Added scriptmanager.h, scriptmanager.cpp, specialmanager.h, specialmanager.cpp
Reviewed-by: Ablu.
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