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2012-02-25Merged the example client and server dataThorbjørn Lindeijer167-3067/+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
2012-02-02Added a way to specify the min and max attributes values.Yohann Ferreira1-22/+135
This can now be done in attributes.xml through the minimum and maximum attribute parameters. I also changed the AttributeInfo struct as requested by bjorn. Reviewed-by: Erik Schilling, Thorbjørn Lindeijer
2012-01-02Made all beings capable of having a genderErik Schilling1-0/+1
Reviewed-by: o11c, bjorn, Bertram.
2011-11-13Added the background parameter values to the equip.xml file.Yohann Ferreira1-10/+10
Reviewed-by: Thorbjorn Lindeijer
2011-09-28Added a default skill id getter in the skill manager.Yohann Ferreira1-1/+1
I also added a link to the skillmanager object in its header file. This will later be used to get info from elsewhere than the server main loop.
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
2011-08-30Merge branch 'equipment-fix'Yohann Ferreira1-10/+29
2011-08-30Synced the equip.xml file to the latest changes.Yohann Ferreira1-10/+29
2011-08-25Merge branch 'equipment-fix' of github.com:Bertram25/manaservYohann Ferreira14-10/+413
2011-08-25Updated specials.xml to better illustrate the features which are currentlyunknown1-3/+4
working and expected by the server to be known by the client. Note: I would like to get rid of specials.xml on the client side and make the gameserver provide all information relevant for the players character at runtime to allow for proceduarally generated specials.
2011-08-19Added boots and pants to play with on the test map.Yohann Ferreira12-10/+362
2011-08-19Used the client base to make a final bugfix on the server code.Yohann Ferreira4-1/+45
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.
2011-07-27Reworked the way equip slot info are loaded in a more logical way.Yohann Ferreira1-9/+16
2011-05-26Allow monsters to drop multiple itemsStefan Dombrowski1-25/+20
Before at most one item was droped and the sum of all probablilites was limited to 100%. Also in the example data drops are changed to existing items.
2011-05-01Changed the <being-effects> tag to <effects>.Yohann Ferreira1-2/+2
Effects aren't applied only on beings. Hence the former tag name was irrelevant.
2011-05-01Renamed the mana-status-effects.xml to status-effects.xmlYohann Ferreira1-0/+0
In fact, the client never prefixed that file. Hence, the server doesn't have to.
2011-05-01Changed the server to look for the skills.xml file.Yohann Ferreira1-0/+0
This, instead of the mana-skills.xml file, to follow latest client changes.
2011-04-27Added a simple crafting systemPhilipp Sehmisch3-0/+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.
2011-03-09Show a way to make monsters speak at spawn time.Yohann Ferreira1-0/+1
Even when events are inserted before game state update time, the monsters don't speak since they still don't have an id (-1). As I thought that reworking the mapcomposite engine for that particular point was ineffective, here is another working way to make monsters speak at spawn time by using the schedule_in function with 0.3 second (or 3 ticks). Resolves: Mana-Mantis #205. Reviewed-by: Thorbjorn.
2011-02-23Changed stroll radius to pixels in monsters.xmlYohann Ferreira1-3/+3
To simply follow the documentation. Monsters behaviour is a bit less strange now.
2011-02-20Update barbers and hair display.Yohann Ferreira15-88/+14
2011-02-15Added a merchant and a blacksmith on the template map.Yohann Ferreira2-6/+17
They're both using a fully working merchant lua function. Resolves: Mana-mantis #295.
2011-01-31Added first visible npcs and play with them a bit.Yohann Ferreira4-0/+19
2011-01-30Added the missing Magical dodge monster property.Yohann Ferreira1-1/+1
Now this can be loaded with the 'magic-evade' xml tag.
2011-01-30Made the monsters' attributes compute fine again.Yohann Ferreira1-8/+8
As a consequence, the monsters can spawn again. Reviewed-by: Freeyorp.
2011-01-27Updates to the example data.Yohann Ferreira40-6/+760
- 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.
2011-01-27Add collisions to the template map.Yohann Ferreira2-2/+10
2010-12-30Added new example files needed to start a more complete feature-showing map.Yohann Ferreira108-1/+1660
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.
2010-12-29Updated the attributes.xml file with a more up-to-date version.Yohann Ferreira1-12/+10
Trivial fix.
2010-10-26Added an empty npcs.xml file to the client dataThorbjørn Lindeijer1-0/+10
Needed for the Mana client to reach the character selection dialog.
2010-10-23Added example equip.xmlPhilipp Sehmisch1-0/+12
2010-09-18Converted CRLF to LF in attributes.xmlThorbjørn Lindeijer1-82/+82
Somebody needs to check his core.autocrlf setting.
2010-09-16Upgraded the attributes.xml example to something actually usable.Yohann Ferreira1-38/+82
2010-09-12Added an example attributes.xmlThorbjørn Lindeijer1-0/+38
Copied from bertram-experimental-mana-data and updated to new element names.
2010-08-22Added an empty mana-status-effect.xml to the exampleThorbjørn Lindeijer1-0/+3
Avoids an error message.
2010-05-30Copied basic Lua libs back from tmwserv-data and added dummy dataThorbjørn Lindeijer4-0/+24
The dummy data is currently mostly empty data though, so still nothing to see as far as the example content is concerned. Reviewed-by: Bertram
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