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path: root/example/clientdata/items.xml
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2012-02-25Merged the example client and server dataThorbjørn Lindeijer1-225/+0
It's easier to just talk about world data and to modify it as a whole. If there is really a need to separate it, a project can still choose to do that (and in whatever suitable way). There is no need to enforce this separation or to do it in our example. Reviewed-by: Erik Schilling
2011-09-28Fixed the items.xml fileYohann Ferreira1-14/+17
The file is now setting the correct attack for the given weapons. I also updated the auto attack parameter to correspond the ones needed in the code.
2011-08-30As requested, changed the trigger 'existence' to 'in-inventory'.Yohann Ferreira1-9/+9
2011-08-19Added boots and pants to play with on the test map.Yohann Ferreira1-1/+33
2011-08-19Used the client base to make a final bugfix on the server code.Yohann Ferreira1-0/+17
Made the server handle only one slot type requirement since it's irrelevant to have more anyway. Plus, it simplifies the code for both equipping/unequipping. I also added a dagger to show how equipping/unequipping is working.
2011-04-27Added a simple crafting systemPhilipp Sehmisch1-0/+10
A client can craft something using the @craft command. The command needs a list of item names and amounts. The gameserver checks if the character has these items in the inventory and then passes the list together with the character handle to the lua script function on_craft in the script file scripts/crafting.lua. This function can then be used to evaluate if the list is a valid crafting combination and when this is the case take or give items. Implemented two example crafting scripts there, one which enforces exact item order and amount and one which doesn't. Both are disabled per default and one needs to be enabled by uncommenting a line. Also gave the player group permission to use the @craft command in permissions.xml and added two new items (wood and iron) required for the example crafting combination. Resolves: #333 Reviewed-by: bcs86, Bertram
2011-04-19Implemented scriptable effects on item use and dispell.Yohann Ferreira1-3/+6
Reviewed-by: Thorbjorn.
2011-02-15Added a merchant and a blacksmith on the template map.Yohann Ferreira1-6/+13
They're both using a fully working merchant lua function. Resolves: Mana-mantis #295.
2011-01-27Updates to the example data.Yohann Ferreira1-0/+57
- Fixed monsters Id. - Added collision layer to the desert map. - Added a few simple NPCs on the map (They still need a sprite.) - Added player and hairstyles sprites files and definition in items.xml.
2010-12-30Added new example files needed to start a more complete feature-showing map.Yohann Ferreira1-1/+85
I also replaced certain files with newer version, just as the items.xml file. And I started to split test npcs from the tmwserv repository into reusable pieces. Big but trivial. Part of the Mana-Mantis issue: #231.
2010-05-16Changed and split up the default location for loading dataThorbjørn Lindeijer1-0/+12
Instead of loading data from a 'data' directory in the current working directory, the server now uses clientDataPath and serverDataPath as specified in the configuration. This removes the need to set up symbolic links in order to merge these two types of data. The default values point to example/clientdata and example/serverdata, where a minimal example world can be developed to make setting up an initial server quick and easy. The XML::Document convenience class was copied over from the client. Also, the ResourceManager is now shared between both servers, since the account client is reading items.xml. Reviewed-by: Jared Adams