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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.
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- Removed hardcoded using of attributes
- Simply introduced lua functions to set global and ability cooldowns
- Requires database update
- Bumps the protocol
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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.
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This allows to display hit messages in the client for abilities
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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.
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Should allow easier modification without thinking of useful examples for
each one
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