Age | Commit message (Collapse) | Author | Files | Lines |
|
the function can now count in the inventory
and/or the player's equipment.
I also fixed the script function and added a use case
in the example map.
+ Fixes after Ablu's review.
+ 2nd fix after Ablu's review: Fix the inventory remove behaviour.
Resolves: Mana-Mantis #288
Reviewed-by: Ablu
|
|
Reviewed-by: o11c, bjorn, Bertram.
|
|
Reviewed-by: Bertram.
|
|
Reviewed-by: o11c.
|
|
Reviewed-by: Thorbjorn Lindeijer
|
|
These scripts could trivially share one script state, since the methods
called on them from the server are not overlapping. This does leave them
open to access each other's global variables, but that's the problem
with global variables.
The one remaining global script file name is now configurable, so that
it may also be set to a script in a different scripting language. The
two related script options are:
script_mainFile (default: scripts/main.lua)
script_defaultEngine (default: lua) - renamed from defaultScriptEngine
Reviewed-by: jurkan
Reviewed-by: Yohann Ferreira
|
|
Added @permissions <character> which lists the permissions of a player.
Made @givepermission giving feedback on success.
Reviewed-by: Thorbjørn Lindeijer.
|
|
Conflicts:
src/game-server/accountconnection.cpp
|
|
At the moment it is the responsibility of the script to make sure any
references to beings passed into script functions are valid.
This means you can't schedule delayed scripts like the one making
maggots say 'Roaaarrrr!!!', since the being might have been removed
before the script gets executed. In the case of this bug the maggots are
removed by some script code testing 'mana.monster_remove'.
We should of course fix the way actor handles are used in Lua so that
scripts can't end up crashing the server.
Mantis-issue: 384
Reviewed-by: Yohann Ferreira
|
|
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.
|
|
|
|
Add chatcommand @getpos <character> which return the mapid and location of the character.
Part of: Mana-Mantis: #385.
Reviewed-by: Bertram.
|
|
|
|
Add chatcommand @getpos <character> which return the mapid and location of the character.
Part of: Mana-Mantis: #385.
|
|
|
|
|
|
|
|
|
|
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.
|
|
equipment-fix
Conflicts:
example/serverdata/scripts/maps/desert.lua
|
|
|
|
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.
|
|
You now can change the anger of a monster to a being using
mana.monster_change_anger(monster, being, anger)
Resolves: Mana-Mantis #366.
|
|
You now can change the anger of a monster to a being using
mana.monster_change_anger(monster, being, anger)
Resolves: Mana-Mantis #366.
|
|
git://gitorious.org/~bertram/mana/manaserv-equipment-fix into equipment-fix
Conflicts:
src/common/manaserv_protocol.h
|
|
Resolves: Mana-Mantis #318.
Reviewed-by: Bertram.
|
|
|
|
You can now use either the name or the id of the item in the LUA
functions chr_inv_change, monster_create, item_drop.
Part of: Mana-Mantis #318.
Reviewed-by: Bertram.
|
|
|
|
I also changed the chatmessage function to chat_message
to follow the coding standard.
|
|
mana.monster_remove(monster) can now be used to remove a monster
from a map.
Resolves: Mana-Mantis #352.
Reviewed-by: Bertram.
|
|
|
|
You can now call mana.get_distance(being1, being2) or
mana.get_distance(x1, y1, x2, y2) for calculating distances.
Reviewed-by: Jaxad0127, Bertram.
Resolves: Mana-Mantis #370.
|
|
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.
|
|
(trivial change)
|
|
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.
|
|
... And one when she's coming back.
Reviewed-by: Jaxad0127.
|
|
The new lua function mana.chr_shake_screen can cause a screen shake
for a single client with variable x-intensity, y-intensity, decay and
duration.
I also added an example script which causes tremors for nearby characters
with intensity and direction relative to a specific point. The function
is not referenced on the example map because it is quite distracting.
|
|
This should do the trick until we have a better time management
system.
This closed issue: Mana-Mantis #205.
|
|
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.
|
|
Reviewed-by: Thorbjorn
|
|
To simply follow the documentation. Monsters behaviour is a bit
less strange now.
|
|
Reviewed-by: Crush
|
|
|
|
|