Age | Commit message (Collapse) | Author | Files | Lines |
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Did this during trying to understand the code
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Same thing, but shorter.
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* AttributeModifiersEffect::remove was not calling updateMod with the
'value' parameter, causing it to have no effect at all for Stackable
modifiers.
* The cached value of the changed modifier effect was not being
recalculated when removing modifiers, because it started one layer too
high (there's an inconsistency here: AttributeModifiersEffect::add
updates this cached value while AttributeModifiersEffect::remove
doesn't).
Reviewed-by: Erik Schilling
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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
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Attributes that didn't get a value yet are not communicated from account
to game server. This could leave some attributes with uninitialized
(random) values, like the amount of gold or some uncalculated attack
speed bonus.
Defaulting the value to 0 seems to be appropriate for all current cases.
When another default value should be used, it can be specified in
attributes.xml and will be sent from the account server.
Reviewed-by: Stefan Dombrowski
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AT_TY -> StackableType
TY_ST -> Stackable
TY_NST -> NonStackable
TY_NSTB -> NonStackableBonus
AME_TY -> ModifierEffectType
AME_MULT -> Multiplicative
AME_ADD -> Additive
Got rid of related documentation, which is now stating the obvious.
Also renamed many related variables.
Reviewed-by: Freeyorp
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Reviewed-by: Bertram.
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There is no longer any need to send attribute change information for
character or correction point changes to the account server. This is
now handled elsewhere in a dedicated function.
The account server was already doing this but the game server hadn't
been updated. This wasn't causing any major problems since this data
was being sent at the end of the packet.
Update documentation for the functions accordingly.
Also adjust a misplaced opening curly brace in attribute calculation
which could cause modifiers to be applied wrongly in certain cases.
Reviewed-by: Kage
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Attribute system:
Structure is no longer completely hardcoded. Attributes and structure is
defined by new xml file (defaulting to stats.xml)
Structure defines non-base modifications to an attribute, to be used by
modifiers from items, effects, etc.
Calculating the base value for core attributes is still done in C++ (and for
such fundamental elements the only reason I can think of to do it any other
way is perhaps being able to quickly change scripts without a compile could be
useful for testing, but such things are a low priority anyway)
Item structure:
Modifiers are now through triggers rather than single events. This also
removes hardcoded types - an item could be both able to be equipped and be
able to be activated.
Item activation no longer consumes by default, this must be specified by the
property <consumes /> inside the trigger.
Currently only attribute modifications, autoattacks, and consumes are defined
as effects, but stubs for others do exist. Autoattacks are currently
non-functional, and this should be rectified with some urgency.
Auto Attacks:
AutoAttacks are now separate entities, though not fully complete, nor fully
integrated with all beings yet. Integration with the Character class is
urgent, integration with other Being children less so.
When fully integrated this will allow for multiple autoattacks, through
equipping multiple items with this as an equip effect or even through other
means if needed.
Equipment structure:
As ItemClass types are no longer hardcoded, so too are equip types. An item
have multiple ways to be equipped across multiple equipment slots with any
number in each slot. Character maximums are global but configurable.
Miscellaneous:
Speed, money, and weight are now attributes.
Some managers have been changed into classes such that their associated
classes can have them as friends, to avoid (ab)use of public accessors.
The serialise procedure should also be set as a friend of Character (both in
the account- and game- server) as well; having public accessors returning
iterators is simply ridiculous.
Some start for such cleanups have been made, but this is not the primary focus
here. Significant work will need to be done before this is resolved
completely, but the start is there.
BuySell::registerPlayerItems() has been completely disabled temporarily. The
previous function iterated through equipment, yet in the context I think it is
intended to fill items? I have been unable to update this function to fit the
modifications made to the Inventory/Equipment/Possessions, as I am unsure what
exactly what it should be doing.
ItemClass::mSpriteId was previously unused, so had been removed, but I
notice that it was used when transmitting equipment to nearby clients.
Experimentation showed that this value was never set to anything other than
0, and so has been left out of the ItemManager rewrite.
I am not entirely sure what is happening here, but it should be worth looking
into at a later time, as I am not sure how equipment appearences would be sent
otherwise.
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