Age | Commit message (Collapse) | Author | Files | Lines |
|
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
|
|
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
|
|
Reviewed-by: o11c, bjorn, Bertram.
|
|
Reviewed-by: Thorbjorn Lindeijer
|
|
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.
|
|
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.
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
Effects aren't applied only on beings. Hence the former tag
name was irrelevant.
|
|
In fact, the client never prefixed that file. Hence, the server
doesn't have to.
|
|
This, instead of the mana-skills.xml file, to follow latest
client changes.
|
|
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
|
|
Reviewed-by: Thorbjorn.
|
|
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.
|
|
To simply follow the documentation. Monsters behaviour is a bit
less strange now.
|
|
|
|
They're both using a fully working merchant lua function.
Resolves: Mana-mantis #295.
|
|
|
|
Now this can be loaded with the 'magic-evade' xml tag.
|
|
As a consequence, the monsters can spawn again.
Reviewed-by: Freeyorp.
|
|
- 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.
|
|
|
|
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.
|
|
Trivial fix.
|
|
Needed for the Mana client to reach the character selection dialog.
|
|
|
|
Somebody needs to check his core.autocrlf setting.
|
|
|
|
Copied from bertram-experimental-mana-data and updated to new element
names.
|
|
Avoids an error message.
|
|
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
|
|
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
|