Age | Commit message (Collapse) | Author | Files | Lines |
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A CharacterData was created as a proxy class in order to allow using the
old serialization method.
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Same thing, but shorter.
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- 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.
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Just seems a bit more organized to me.
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Easier to understand than a std::pair with its 'first' and 'second'
members, and it also provides an implicit constructor so that
AttributeValue is implicitly constructed from a double.
Reviewed-by: Freeyorp
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It was too close from the Position class and it leads to
making the server handle one or another type through the
code. Still bugged me many times while making changes.
Reviewed-by: Jaxad.
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I turned the vector storing character data into a map,
keeping the character's slot.
Fixed a memleak along the way.
Reviewed-by: Crush.
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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