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2011-03-14Script binding for the new screen shake effect.Philipp Sehmisch1-0/+48
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.
2011-03-11Change the monster talking delay to 0.5 to minimize test failures.Yohann Ferreira1-1/+1
This should do the trick until we have a better time management system. This closed issue: Mana-Mantis #205.
2011-03-09Show a way to make monsters speak at spawn time.Yohann Ferreira2-2/+12
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.
2011-03-02Enabling of warp to respawn location after deathStefan Dombrowski1-1/+1
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.
2011-02-22Implementing @killmonstersStefan Dombrowski1-0/+1
Reviewed-by: Crush
2011-02-20Made use of npc_disable(), npc_enable() on the template map.Yohann Ferreira1-0/+4
2011-02-20Update barbers and hair display.Yohann Ferreira16-90/+16
2011-02-15Added a merchant and a blacksmith on the template map.Yohann Ferreira5-79/+130
They're both using a fully working merchant lua function. Resolves: Mana-mantis #295.
2011-02-11Finally fix Harmony giving some GP to characters.Yohann Ferreira1-7/+4
2011-02-08Implemented LUA binding to get the gender of a characterPhilipp Sehmisch1-1/+7
The function is named mana.chr_get_gender. It returns 0 for male and 1 for female. libmana-constants.lua defines the variables GENDER_MALE and GENDER_FEMALE with these values. Also made the banker NPC refer to the gender of the player character. Reviewed-by: Jaxad0127
2011-01-31Added first visible npcs and play with them a bit.Yohann Ferreira5-6/+55
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.
2011-01-27Simply fixing the map script header while i see it.Yohann Ferreira1-4/+4
2011-01-27Updates to the example data.Yohann Ferreira42-8/+794
- 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 Ferreira120-11/+2304
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.
2010-12-27Implemented @log and @logsay commands.Philipp Sehmisch1-0/+2
The @log command is the equivalent to tmwAthena's @l. It allows to log a text as a transaction for documentation purpose. The @logsay command works like @t on tmwAthena. It says something in public chat while also logging it as a separate trasaction. Reviewed-by: Thorbjorn
2010-12-27Transaction logging of various command, new transaction codes and style fix.Philipp Sehmisch1-0/+2
The @mute, @goto, @attribute and @announce commands now logs transactions to the database. Added new transaction codes to database. I've preliminarily added a lot of codes for not yet supported commands so that we needn't do a database update with every single commit which implements one. Also using the equivalent "say" helper function in place of the "GameState::sayTo" method in the command handler. Reviewed-by: Kage
2010-12-17Implemented @die chat commandPhilipp Sehmisch1-0/+1
The @die chat command kills the evoking character by setting its hit points to 0. The example permissions.xml assigns it to the "tester" rights group and not "players" because server admins who are not aware of this command might run into trouble when they assume that players don't have a method to teleport to their spawn point voluntarily. Resolves: mantis ticket #192 Reviewed-by: Jaxad0127
2010-12-06Improve warp commandsJared Adams1-0/+1
@warp no longer takes a character. @charwarp was added to handle that ('#' still means the player). Both can take a map name, map id (preceded by '#') or '#' for the player's current map. Logging of warp commands now logs destination map and player warped (for @charwarp).
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.
2010-08-30Added @mute chat command.Philipp Sehmisch1-0/+1
The @mute command stops another character from talking in the public chat for a specified amount of seconds. It doesn't survive a reconnect of the client, but I don't think that this is necessary because a mute by a GM is usually intended as a slap on the wrist with more severe consequences to follow (like @ban).
2010-08-22Added an empty mana-status-effect.xml to the exampleThorbjørn Lindeijer1-0/+3
Avoids an error message.
2010-07-09Added LUA script bindings for manipulating the specials available to a ↵Philipp Sehmisch1-0/+39
character. Added script call for getting the cost of a special (recharge only for now) Deleting specials works server-sided but the client isn't informed about it properly. Specials without recharge cost don't appear for the player. Both of these features require an additional netcode message. Reviewed-by: Freeyorp
2010-05-31Added minimal example global_events.luaPhilipp Sehmisch1-0/+57
Reviewed-by: Thorbjorn
2010-05-30Copied basic Lua libs back from tmwserv-data and added dummy dataThorbjørn Lindeijer7-0/+77
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