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Same thing, but shorter.
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Reviewed-by: bjorn
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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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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.
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By default XML::Document will use the ResourceManager to resolve the
file name you pass to it. There is no point in disabling that
functionality only to resolve it manually.
Reviewed-by: Jared Adams
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Easier to understand than a std::pair<unsigned int, unsigned int>, or
functions like getTagFromInfo(unsigned int, unsigned int), which does
not make clear what that "info" actually is.
Now it's simply getTag(const ModifierLocation &location), documenting
itself and also allowing the name to be shorter.
Reviewed-by: Freeyorp
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Keeps the code indentation within reasonable limits and makes the
structure easier to follow.
Reviewed-by: Freeyorp
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SCOPE_TYPES -> ScopeType (plural was confusing)
ATTR_BEING -> BeingScope
ATTR_CHAR -> CharacterScope
ATTR_MOD -> MonsterScope
ATTR_MAX -> MaxScope
AttributeScopes -> AttributeScope
(A single scope seems to include multiple lists of attributes. Seems
wrong to me to name this type in plural form.)
getAttributeInfoForType -> getAttributeScope
(just naming it after what it is actually returning)
Reviewed-by: Freeyorp
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Just seems a bit more organized to me.
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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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A bunch of variables that were continuously requested from the
configuration are now members of the AccountHandler.
Reviewed-by: Freeyorp
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* Rely on the fact that a std::string is empty by default
* Use std::string::empty() rather than comparing to ""
* Construct with std::string() rather than from ""
Reviewed-by: Bertram
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Also added an header to the autoattack.{h,cpp} files.
Big but trivial fix.
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Also fixed a memleak when loading an invalid monster attack.
Resolves: Mana-Mantis #215.
Reviewed-by: Thorbjorn.
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Also made random code format clean-ups.
Resolves: Mana-Mantis #217
Reviewed-by: Jaxad0127.
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Also moved the trim() function into the utils namespace
where it belongs more, and made some random code cleanups.
Reviewed-by: Thorbjorn.
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attributes and attribute respectively.
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I also made it required to start properly since it's now the case.
Reviewed-by: Jaxad0127.
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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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