Age | Commit message (Collapse) | Author | Files | Lines |
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This documentation used to be accurate, until Point was merged with the
Position class in commit 8ff3e6674c1d4fc05fc1ba87f42484689fca0879.
Also fixed a typo.
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Also added checks for invalid item and zero amount
Reviewed-by: bjorn.
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This replaces the rather hard to understand event dispatcher with a
probably even harder to understand templated library, but fortunately
we can rely on the available documentation.
Hopefully it will also help with the readability of our code and with
adding additional signals to other classes.
Added libsigc++ to README and Travis CI configuration.
Reviewed-by: Erik Schilling
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Same thing, but shorter.
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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.
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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
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This reverts commit b2741a6c49eafb9f19f9cd6625836d85d31980b3.
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Gender is shared. There is no reason in duplicating code
*Breaks compatbility with old clients*
*Requires clientside patch*
Reviewed-by: Stefan Beller.
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Reviewed-by: bjorn.
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The patch that allowed to use map objects as warp targets broke this.
During run of map initalize mActive was still false. This broke creating
objects (npc, triggers) in atinit.
Reviewed-by: bjorn.
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This patch allows map objects as warp targets.
For use:
- Create object in tiled with type="WARP_DEST"
- Set name to anything you want
- Create usual WARP object
- Leave out the DEST_{X,Y} part
- Add DEST_NAME property with the name of the first object
This requires the game server to parse all maps at startup.
Change is tested.
Reviewed-by: bjorn.
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Reviewed-by: bjorn.
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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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Conflicts:
src/game-server/item.cpp
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Reviewed-by: Stefan Beller.
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Previously each map had its own scope. They got merged now but the atinit
function was forgotten to adapt.
Reviewed-by: bjorn.
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We do not need to calculate derived attributes of the derived attributes
but the base of the derived attribute.
Reviewed-by: bjorn.
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Reviewed-by: bjorn
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The objects of ItemEffectInfo class, which are hold in mDispells
are definitly in mEffects as well, because they are added in
in addEffect as the same pointer.
Reviewed-by: Erik Schilling
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Reviewed-by: bjorn
acked-by: Ablu
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Reviewed-by: Stefan Beller.
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Change is tested.
Mantis: #492.
Reviewed-by: Stefan Beller.
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Prevents clientside desyncs.
Reviewed-by: Stefan Beller.
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Reviewed-by: Ablu.
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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).
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It was forgetting to actually set the Damage::skill member.
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Acked-by: bjorn
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Reviewed-by: bjorn
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Signed-off-by: Stefan Beller <stefanbeller@googlemail.com>
Reviewed-by: Erik Schilling
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Prevents clientside desyncs
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