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AgeCommit message (Collapse)AuthorFilesLines
2013-08-31Remove unused variableStefan Beller1-1/+0
2013-08-31remove unused variableStefan Beller1-1/+0
2013-08-26Added forgotten filesErik Schilling2-0/+99
2013-08-26Moved AttributeInfo into a seperate fileErik Schilling18-107/+57
2013-08-26Secured the use of the AttributeInfo where nessecaryErik Schilling3-5/+21
In some cases no longer existing attribute ids sent by the account server or client were able to create crashs.
2013-08-26Allowed to push attributeinfos for the attribute recalculationErik Schilling31-285/+384
While on it I replaced the id usage in the server with the usage of the AttributeInfo directly. Next steps: - Dehardcode the core attribute ids and store their attributeinfos somewhere in AttributeManager (for now i simply wrapped the ids with getAttributeInfo(). - Move AttributeInfo out of AttributeManager to shorten the usage + to allow using a pointer in ModifierLocation without forward declaring it.
2013-08-26Unshared the serialization of charactersErik Schilling10-440/+332
This getting annoying while trying to do multiple changes. Types/structures had to be shared all the time making it nessecary to find ugly workarounds.
2013-08-26Fixed warning which used an invalid iteratorErik Schilling1-2/+1
2013-08-26Allow abilities name for use_ability()Erik Schilling1-3/+5
2013-08-26Removed ability categoriesErik Schilling9-118/+29
2013-08-26Only call ability recharge callback if it is validErik Schilling1-5/+8
2013-08-26Use '/' as seperator for ability categories rather than '_'Erik Schilling2-6/+6
I find this a lot more readable.
2013-08-26Made cooldowns of abilities scriptableErik Schilling21-299/+168
- Removed hardcoded using of attributes - Simply introduced lua functions to set global and ability cooldowns - Requires database update - Bumps the protocol
2013-08-26Allow multiple scopes (character and monster)Erik Schilling1-4/+10
This allows you to avoid putting usually unnessecary load onto npcs if you only wanted to share an attribute between monsters and characters.
2013-08-26Readded level handlingErik Schilling19-40/+284
Things done: Wrote a entity:give_experience function (lua side only). Renamed characterpoints to attributepoints (no db update. Did not want to do one for a simple rename). Temponary introduced a ATTR_LEVEL constant. TODO: dehardcode this. Script binds for settings the correction and attribute points.
2013-08-26Removed skillsErik Schilling36-1094/+86
This removes support for skills. The plan is to allow to implement the skills as they were implemented before via attributes. This adds a lot more flexibility to the server creators while also removing the confusion about skills and attributes. So this change does: - Remove the skillmanager with all its calls, the skill xml file, etc - Move exp giving to the script engine: --> Allows to implement the old behaviour (and more) in the scripts - Remove the exp tag from the monster definition: + Since the server itself does not require it anymore it feels wrong to require it for EVERY monster. TODO: Add a system to add properties to the monsters/items.xml which allow defining things like the exp and allows to read the value from the script engine. + Small drawback, but it should not be hard to implement this property system. - Drop the level networking and calculation. + level calculation will happen via the attribute system later but i would prefer to do this in a seperate patch since this patch already got longer than expected especially since this requires to make setting correction points and available status points scriptable. + The level would be simply set as a attribute, the int number of it will be the level, the remaining digits will be the % number till the next levelup. - NOT remove any existing skill tables in the database update scripts. + There is no way to move them into the attribute table in a unified way (there are too many different way they could have been used). So server admins have to care about moving theirs skills to attributes themselves. + Keeping the old tables does not hurt for existing databases. So removing does not give any advantage/is required anyway. The now obsolote info about the EXP transaction is not removed for updated databases either. (The update script basically only bumps the version number without doing anything else. - bump the network protocol version --> old clients won't be able to connect. - bump the database version --> serveradmins need to update their db.
2013-08-26Readded Entity:damage as lua functionErik Schilling5-15/+44
2013-08-26Allow names instead of ids for attributes + cleanupErik Schilling16-229/+224
I did not adapt the scripts yet since we need some special handling for the attributes which are required by the server directly. So you still have to use the ids for those. I will change that later. In the future I want to use the AttributeInfo class instead of the int id everywhere possible. So I did a small start on that too.
2013-08-26Warn when defining an attribute without a scopeErik Schilling1-3/+3
Attributes without a scope make no sense.
2013-08-26Added a first very basic monster ai versionErik Schilling8-53/+191
The ai is similar to the old c++ version. Only the target searching is executed every 10 ticks only now to prevent performance issues with too many lua calls.
2013-08-26Call the on_remove handler with the being as parameterErik Schilling1-6/+7
2013-08-26Added look_at bindErik Schilling1-0/+33
2013-08-26Fixed setting name of monstersErik Schilling1-2/+2
2013-08-26Added tick argument to the monster update callbackErik Schilling1-0/+1
2013-08-26Removed the hardcoded monster AIErik Schilling4-230/+1
2013-08-26Added entity:destination() bindErik Schilling1-0/+18
2013-08-26Added function to check for length of a possible pathErik Schilling3-9/+54
2013-08-26Added get_monster_classes() bindErik Schilling3-2/+28
It returns all monster classes in a id->monsterclass table.
2013-08-26[Abilities] Added abilities to monstersErik Schilling7-26/+237
Monsters can now either receive abilities at lifetime via scripts, or via the <ability> node in the monsters node.
2013-08-26[Abilities] Removed the old autoattack systemErik Schilling30-2013/+15
As a side effect i had to remove the monster attack AI for now. I will readd this as next thing.
2013-08-26[Abilities] Added a add_hit_taken bindErik Schilling6-30/+55
This allows to display hit messages in the client for abilities
2013-08-26[Abilities] Made a first example attack abilityErik Schilling1-2/+20
2013-08-26[Abilities] Added a useaction to the gamedataErik Schilling1-0/+1
Only required clientside.
2013-08-26[Abilities] Inform other players about ability usesErik Schilling5-4/+77
2013-08-26[Abilities] Added support for a global cooldownErik Schilling15-41/+154
Each ability can now define a cooldown that prevents the player from using other abilities for a while. The time of this cooldown can be set to any attribute. The modified value of the attribute is the value of the cooldown in game ticks. The cooldown will be automatically started if the ability has `autoconsume` set to true. Otherwise a script has to call entity:cooldown_ability(ability).
2013-08-26[Abilities] Added a autoconsume optionErik Schilling4-1/+14
You do not need to reset the mana in the scripts if you do not want to. We will need this for attacks later since those do not nessecary have a script.
2013-08-26[Abilities] Moved the ability code into a own componentErik Schilling9-255/+355
This later allows monsters and characters to use this component.
2013-08-26[Abilities] Removed all except one abilityErik Schilling2-21/+0
Should allow easier modification without thinking of useful examples for each one
2013-08-26[Abilities] Made the rechargespeed depending on attributesErik Schilling7-90/+28
This allows a lot more flexibility and makes stuff like magical items a lot easier to implement. We will also use this for the attack system in the future. So a attack (abilitiy) would simply depend on some value like Agility (or a derived attribute from it). Which sets the recharge speed. The recharge speed is the modified value of the attribute per game tick.
2013-08-26[Abilities] Only send status for actually changed abilitiesErik Schilling2-15/+17
Previously *every* ability was spammed over the network regardless whether it was changed or not.
2013-08-26[Abilities] Turned special 1 into a point target for easier testingErik Schilling2-1/+2
2013-08-26[Abilities] Added network message for removed abilityErik Schilling2-1/+4
This prevents really nasty code clientside
2013-08-26[Abilities] Renamed set to categoryErik Schilling7-32/+32
On the one hand setSetName and setName could sound misleading in the qt client patch i plan. On the otherhand i never really liked the name "set". I think category is more general and obvious.
2013-08-26[Abilities] Renamed specials to abilitiesErik Schilling30-662/+720
2013-08-25Use std::unique_ptr for Account instance of AccountClientThorbjørn Lindeijer3-38/+32
Makes cleanup automatic and ownership somewhat better recognizable.
2013-07-28Allow -v for setting verbosityErik Schilling2-4/+4
I am really bad at spelling verbosity :->
2013-07-19Adapted the inline documentation for markdown docsErik Schilling2-171/+238
2013-06-18Allow manaserv to be built with external ENetBrian Callahan2-4/+16
2013-05-23Added paths.xml to settings.xml in example dataPrzemysław Grzywacz1-0/+1
2013-05-10Partial rewrite and improvements of Warp objectPrzemysław Grzywacz4-30/+180