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path: root/src/common/defines.h
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2013-08-26Readded level handlingErik Schilling1-1/+3
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.
2013-04-29Single xml solutionPrzemysław Grzywacz1-7/+1
Mana-mantis: #506.
2013-02-24Added possibility to reserve mapsErik Schilling1-0/+12
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.
2013-01-08Work on (Auto)Attack system.Erik Schilling1-9/+40
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 Schilling1-1/+1
2012-02-02Added a way to specify the min and max attributes values.Yohann Ferreira1-32/+0
This can now be done in attributes.xml through the minimum and maximum attribute parameters. I also changed the AttributeInfo struct as requested by bjorn. Reviewed-by: Erik Schilling, Thorbjørn Lindeijer
2012-01-02Made all beings capable of having a genderErik Schilling1-0/+2
Reviewed-by: o11c, bjorn, Bertram.
2011-09-28Started to fix the autoattack system.Yohann Ferreira1-0/+11
I simply made the default autoattack look for the default skill and add exp to it when killing monsters. Now the player can earn xp again even if it's not well handled between two logins.
2011-03-20Moved defines.h and manaserv_protocol.h into 'common'Thorbjørn Lindeijer1-0/+207
Just seems a bit more organized to me.