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This, instead of the mana-skills.xml file, to follow latest
client changes.
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(trivial change)
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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
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Reviewed-by: Thorbjorn.
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... And one when she's coming back.
Reviewed-by: Jaxad0127.
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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.
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This should do the trick until we have a better time management
system.
This closed issue: Mana-Mantis #205.
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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.
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Reviewed-by: Thorbjorn
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To simply follow the documentation. Monsters behaviour is a bit
less strange now.
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Reviewed-by: Crush
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They're both using a fully working merchant lua function.
Resolves: Mana-mantis #295.
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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
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Now this can be loaded with the 'magic-evade' xml tag.
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As a consequence, the monsters can spawn again.
Reviewed-by: Freeyorp.
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- 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.
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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.
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Trivial fix.
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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
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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
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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
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@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).
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Needed for the Mana client to reach the character selection dialog.
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Somebody needs to check his core.autocrlf setting.
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Copied from bertram-experimental-mana-data and updated to new element
names.
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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).
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Avoids an error message.
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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
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Reviewed-by: Thorbjorn
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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
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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
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