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2013-09-01Do not make all attributes persistentErik Schilling1-6/+12
By default they are not persistent now (meaning that they wont get stored in the database).
2013-08-26Allowed to push attributeinfos for the attribute recalculationErik Schilling4-54/+52
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.
2013-08-26Removed ability categoriesErik Schilling3-26/+20
2013-08-26Made cooldowns of abilities scriptableErik Schilling3-11/+2
- Removed hardcoded using of attributes - Simply introduced lua functions to set global and ability cooldowns - Requires database update - Bumps the protocol
2013-08-26Readded level handlingErik Schilling8-6/+143
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.
2013-08-26Removed skillsErik Schilling4-29/+0
This removes support for skills. The plan is to allow to implement the skills as they were implemented before via attributes. This adds a lot more flexibility to the server creators while also removing the confusion about skills and attributes. So this change does: - Remove the skillmanager with all its calls, the skill xml file, etc - Move exp giving to the script engine: --> Allows to implement the old behaviour (and more) in the scripts - Remove the exp tag from the monster definition: + Since the server itself does not require it anymore it feels wrong to require it for EVERY monster. TODO: Add a system to add properties to the monsters/items.xml which allow defining things like the exp and allows to read the value from the script engine. + Small drawback, but it should not be hard to implement this property system. - Drop the level networking and calculation. + level calculation will happen via the attribute system later but i would prefer to do this in a seperate patch since this patch already got longer than expected especially since this requires to make setting correction points and available status points scriptable. + The level would be simply set as a attribute, the int number of it will be the level, the remaining digits will be the % number till the next levelup. - NOT remove any existing skill tables in the database update scripts. + There is no way to move them into the attribute table in a unified way (there are too many different way they could have been used). So server admins have to care about moving theirs skills to attributes themselves. + Keeping the old tables does not hurt for existing databases. So removing does not give any advantage/is required anyway. The now obsolote info about the EXP transaction is not removed for updated databases either. (The update script basically only bumps the version number without doing anything else. - bump the network protocol version --> old clients won't be able to connect. - bump the database version --> serveradmins need to update their db.
2013-08-26Readded Entity:damage as lua functionErik Schilling5-15/+44
2013-08-26Allow names instead of ids for attributes + cleanupErik Schilling2-30/+16
I did not adapt the scripts yet since we need some special handling for the attributes which are required by the server directly. So you still have to use the ids for those. I will change that later. In the future I want to use the AttributeInfo class instead of the int id everywhere possible. So I did a small start on that too.
2013-08-26Added a first very basic monster ai versionErik Schilling7-38/+191
The ai is similar to the old c++ version. Only the target searching is executed every 10 ticks only now to prevent performance issues with too many lua calls.
2013-08-26Removed the hardcoded monster AIErik Schilling1-28/+0
2013-08-26[Abilities] Added abilities to monstersErik Schilling1-0/+97
Monsters can now either receive abilities at lifetime via scripts, or via the <ability> node in the monsters node.
2013-08-26[Abilities] Removed the old autoattack systemErik Schilling4-108/+0
As a side effect i had to remove the monster attack AI for now. I will readd this as next thing.
2013-08-26[Abilities] Added a add_hit_taken bindErik Schilling1-0/+4
This allows to display hit messages in the client for abilities
2013-08-26[Abilities] Made a first example attack abilityErik Schilling1-2/+20
2013-08-26[Abilities] Added a useaction to the gamedataErik Schilling1-0/+1
Only required clientside.
2013-08-26[Abilities] Added support for a global cooldownErik Schilling3-1/+11
Each ability can now define a cooldown that prevents the player from using other abilities for a while. The time of this cooldown can be set to any attribute. The modified value of the attribute is the value of the cooldown in game ticks. The cooldown will be automatically started if the ability has `autoconsume` set to true. Otherwise a script has to call entity:cooldown_ability(ability).
2013-08-26[Abilities] Added a autoconsume optionErik Schilling1-1/+0
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.
2013-08-26[Abilities] Removed all except one abilityErik Schilling2-21/+0
Should allow easier modification without thinking of useful examples for each one
2013-08-26[Abilities] Made the rechargespeed depending on attributesErik Schilling1-3/+3
This allows a lot more flexibility and makes stuff like magical items a lot easier to implement. We will also use this for the attack system in the future. So a attack (abilitiy) would simply depend on some value like Agility (or a derived attribute from it). Which sets the recharge speed. The recharge speed is the modified value of the attribute per game tick.
2013-08-26[Abilities] Turned special 1 into a point target for easier testingErik Schilling2-1/+2
2013-08-26[Abilities] Renamed set to categoryErik Schilling1-2/+2
On the one hand setSetName and setName could sound misleading in the qt client patch i plan. On the otherhand i never really liked the name "set". I think category is more general and obvious.
2013-08-26[Abilities] Renamed specials to abilitiesErik Schilling5-20/+20
2013-05-23Added paths.xml to settings.xml in example dataPrzemysław Grzywacz1-0/+1
2013-05-04Client-side settings are now available from settings.xml too, so ↵Przemysław Grzywacz1-1/+4
example/settings.xml needed updates
2013-05-03Maps are now configured in settings.xml tooPrzemysław Grzywacz1-0/+1
2013-05-03Made member function tables available as a globalsThorbjørn Lindeijer3-11/+11
This way the scripts can add or replace existing member functions, which can be useful. As demonstration chr_money and chr_money_change are now added as Entity.money and Entity.change_money. Also fixed the banker to use ask_number instead of ask_integer (I had decided to rename this and apparently forgot the banker). Mantis-issue: 503 Reviewed-by: Ablu
2013-04-29Single xml solutionPrzemysław Grzywacz3-8/+18
Mana-mantis: #506.
2013-04-15Moved functions to entity members where appropriateThorbjørn Lindeijer16-119/+114
Some functions were skipped for now because they may need a new name or change of behavior. Changes: chr_warp entity:warp chr_get_inventory entity:inventory chr_inv_change entity:inv_change chr_inv_count entity:inv_count chr_get_equipment entity:equipment chr_equip_slot entity:equip_slot chr_equip_item entity:equip_item chr_unequip_slot entity:unequip_slot chr_unequip_item entity:unequip_item chr_get_level entity:level chr_get_exp entity:xp chr_give_exp entity:give_xp chr_get_rights entity:rights chr_set_hair_style entity:set_hair_style chr_get_hair_style entity:hair_style chr_set_hair_color entity:set_hair_color chr_get_hair_color entity:hair_color chr_get_kill_count entity:kill_count chr_give_special entity:give_special chr_has_special entity:has_special chr_take_special entity:take_special chr_set_special_recharge_speed entity:set_special_recharge_speed chr_get_special_recharge_speed entity:special_recharge_speed chr_set_special_mana entity:set_special_mana chr_get_special_mana entity:special_mana chr_kick entity:kick exp_for_level xp_for_level monster_get_id entity:monster_id monster_change_anger entity:change_anger monster_drop_anger entity:drop_anger monster_get_angerlist entity:angerlist being_apply_status entity:apply_status being_remove_status entity:remove_status being_has_status entity:has_status being_set_status_time entity:set_status_time being_get_status_time entity:status_time being_get_gender entity:gender being_set_gender entity:set_gender being_type entity:type being_walk entity:walk being_say entity:say being_damage entity:damage being_heal entity:heal being_get_name entity:name being_get_action entity:action being_set_action entity:set_action being_get_direction entity:direction being_set_direction entity:set_direction being_apply_attribute_modifier entity:apply_attribute_modifier being_remove_attribute_modifier entity:remove_attribute_modifier being_set_base_attribute entity:set_base_attribute being_get_modified_attribute entity:modified_attribute being_get_base_attribute entity:base_attribute being_set_walkmask entity:set_walkmask being_get_walkmask entity:walkmask being_get_mapid entity:mapid chat_message entity:message being_register entity:register chr_shake_screen entity:shake_screen chr_create_text_particle entity:show_text_particle - entity:position posX entity:x posY entity:y monster_get_name monsterclass:name item_get_name itemclass:name
2013-04-14Simplified some script function namesThorbjørn Lindeijer8-73/+71
npc_message -> say npc_choice -> ask npc_ask_integer -> ask_number npc_ask_string -> ask_string npc_trade -> trade
2013-04-14Removed NPC and character parameters from NPC functionsThorbjørn Lindeijer8-75/+72
These functions can only be used in the context of a character talking to an NPC, so these parameters can be deduced from that context rather than passing them explicitly all the time. Simplifies NPC scripting.
2013-04-14Use a full user data for Entity referencesThorbjørn Lindeijer1-1/+1
Only moved a single script function to a member for now, will do others in a separate commit.
2013-02-24Added possibility to reserve mapsErik Schilling1-0/+5
If you set net_gameServerName you can now reserve maps in the maps.xml. There you have to add the servername - property to the <map> tag. Then the map will only be activated by that server. Also changed the activate sequence that the account server now tells the game server what maps to activate (previously the server requested all maps and the account server said yes or no). TODO: Fix general inter server map switching.
2013-02-21Removed loading of script files using the statusmanagerErik Schilling3-2/+4
They are now required via the main.lua. Also made Harmony giving you the plague in order to allow testing.
2013-02-17Monsters no longer load their script filesErik Schilling1-1/+0
Before monsters loaded their script file on *each* spawn. This is rather wrong since the script state keeps growing for each monster. However all of this was unnessecary since the main.lua can simply require the script file. If you do not want to spam the main.lua (or any other file) with all the requires: I guess we can add script binds to iterate over all monsters and add some custom properties to the monsters.xml (See Mana-Mantis #356)
2013-02-16Fixed last second reordering of function parameters in last commitErik Schilling1-5/+5
Accidently only reordered the order in the definition but not in the calls
2013-02-04Moved attribute (re)calculation to the scriptsErik Schilling2-0/+75
This introduces two callbacks: - on_update_derived_attribute -> Called to recalculate other derived attributes. - on_recalculate_base_attribute -> Called to recalculate a base attribute (only called for characters. However the function passed as callback can be useful for recalculating the derived attributes as well) Monsters no longer block recalculation of attributes except HP and Speed. I saw no sense to keep this. Fixed constant value in libmana-constants.lua Dropped bool type of the recalculation functions. It would be difficult to keep it while pushing all to the script engine and it was unused anyway. All in all this adds a LOT more flexibillity to projects since they can now adapt all attributes in the way they want.
2013-02-04Changed Sword to Vit bonus since it has a lot derived attributesErik Schilling1-1/+1
Only done for easier debugging
2013-02-01Added emote support.Yohann Ferreira2-20/+19
2013-01-08Added Vulnerabilities for monstersErik Schilling2-2/+2
You can now actually use the already used node in the monsters.xml Monsters can have different vulnerabillities against elements: <vulnerabillity element="earth" factor="2.0" /> This will double damage of the element earth to this monster.
2013-01-08Added script binds for getting attack informationErik Schilling1-1/+4
New binds: - Damage: - id - skill - base - delta - cth - element - type - truestrike - range - Attack: - priority - cooldown - warmup - global_cooldown - damage - on_attack - MonsterClass: - attacks - ItemClass: - attacks
2013-01-08Work on (Auto)Attack system.Erik Schilling3-61/+71
During the implementation bjorn and I agreed to limit the number of attacks that can be used in the same tick to one. This makes a lot of stuff easier and the client cannot display two frames at the same time Things done: - Implemented setting of attacks when equipping/unequipping items - Single place where the xml attack node is parsed - Finished attack logic - Unified the attack handling of monsters and characters - Added a global cooldown after attack use (not only for next use of same attack) - Removed the temponary attributes for the monster attack values - Priorities for all attacks - Rewrote the attack core: - Attacks now have this attributes: - warmup -> time a attack needs after starting it to actually deal the damage - cooldown -> time a attack needs after dealing damage before another attack can be used - reuse -> time before the same attack can be used again - If no attack is performed at the moment the following is done: - make a list with all ready attacks - check for attack that has the necessarily range and highest priority - start this attack (inform client about it) - when warmup is finished -> trigger damage - when cooldown is finished -> allow to use other (or the same if reusetimer allows) attacks TODO: - sync client with this to allow better timed animations
2013-01-08Rename AutoAttack to AttackErik Schilling1-3/+3
2012-04-04Enhanced special supportErik Schilling3-27/+37
- Made the current charge being saved. - Added script binds: - chr_set_special_recharge_speed - chr_get_special_recharge_speed - chr_set_special_mana - chr_get_special_mana - get_special_info - Added special info lua class. Functions: - name - needed_mana - rechargeable - on_use - on_recharged - category Further the engine no longer sets charge to 0 after using of specials this allows more flexbilillity (like failing specials). Changes on the xml database: - recharge renamed to rechargeable (needed by client and server) - needed - the needed mana to trigger a special (server only) - rechargespeed - the defailt recharge speed in mana per tick (server only) - target - the type of target (either being or point) (server and client) I also made the lua engine pushing nil instead of a 0 light userdata when the pointer was 0. Database update needed. Change is tested. Mana-Mantis: #167, #156 Reviewed-by: bjorn.
2012-03-11Converted two Lua scripts from DOS to UNIX line endingsThorbjørn Lindeijer2-132/+132
2012-03-11Register Lua script API functions into the global namespaceThorbjørn Lindeijer16-196/+196
Scripts mostly execute the Mana script API, and it seems like just unnecessary verbosity to refer to the 'mana' table all the time. This table no longer exists now. Reviewed-by: Erik Schilling
2012-03-11Removed the create_npc wrapper and the last two NPC callbacksThorbjørn Lindeijer1-7/+7
When creating an NPC, you now provide its optional talk and update functions directly rather than them being stored in a table on the Lua side and then called in response to a global callback. Also fixed an issue with a missing gender parameter to the delayed NPC creation callback used by NPCs defined on the map (found by Erik while reviewing this patch). Reviewed-by: Erik Schilling
2012-03-11Removed deprecated NPC helper functionsThorbjørn Lindeijer8-68/+68
Reviewed-by: Erik Schilling
2012-03-10Moved the managing of NPC script coroutines into C++Thorbjørn Lindeijer1-2/+0
Rather than wrapping NPC functions up in coroutines in the Lua side, they are now managed on the C++ side as "script threads", which are essentially the same thing. The main purpose is that the server can now know whether any of these long running script interactions are still active, which will probably be useful when adding the ability to reload scripts. Reviewed-by: Erik Schilling
2012-03-05Added @effect commandErik Schilling1-0/+1
Usage: @effect <id> @effect <id> <char> @effect <id> <x> <y> Reviewed-by: Bertram.
2012-03-03Made some global Lua variables localThorbjørn Lindeijer2-47/+46
We have to be careful with introducing globals now that there is only a single Lua state, so we shouldn't use globals unnecessarily. Any variable should be declared 'local' unless there is a reason to make it global. For additional safety we can also think about disallowing the use of globals entirely. This also helps to catch typos in scripts. Reviewed-by: Erik Schilling