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The function is named mana.chr_get_gender. It returns 0 for male
and 1 for female. libmana-constants.lua defines the variables
GENDER_MALE and GENDER_FEMALE with these values. Also made the
banker NPC refer to the gender of the player character.
Reviewed-by: Jaxad0127
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This reverts commit b2209cbe93aa12dcd4e4e3b9a7cd8b13ed5713e9.
Money should be handled through attributes, not magic numbers.
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- At character's attributes recalculation when necessary.
- In the lua scripting functions.
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Now this can be loaded with the 'magic-evade' xml tag.
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As a consequence, the monsters can spawn again.
Reviewed-by: Freeyorp.
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This way, any kind of external service can know about the running
state of each servers, even if only the account server is
updating the statistics because:
1. When the account server is running, each <gameserver> tag is
a running game server. Otherwise, it's not listed.
2. Whenever the account server stops running, the stat file
isn't updated anymore and so the <heartbeat> tag isn't.
3. Game servers without any contact with an account server will
try to reconnect to the account server and kick out every players
so they aren't considered as running in that case.
Reviewed-by: Crush.
Resolves: Mana-mantis #270.
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Yeah, I know Jaxad, we're not releasing but as agreed with
Thorbjorn, the protocol is incompatible even when moving, so
better get rid of old clients early.
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Reviewed-by: Cody.
Resolves: Mana-Mantis #284.
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This saves a bit of cpu and make use of pixel points where
tile points where used before and could lead to discrepancies.
Reviewed-by: Thorbjorn.
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As the protocol version isn't something the maintainers should
set, I removed the net_clientVersion irrelevant option, replaced
by the corresponding define PROTOCOL_VERSION
in the manaserv_protocol.h file.
A corresponding change in the client will be made.
N.B.: Now, the Enet version is also reported in the log.
Reviewed-by: Jaxad.
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The default argument values had no effect, because they are
not in the declaration.
Updating the codeblock project, because protocol.h had been renamed.
Reviewed-by: Bertram
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The server was actually using the bitmask enum while the the client
still sent another one, creating discrepancies.
A second problem is that the being direction was not properly
initialized and not updated while it was moving.
Reviewed-by: Jaxad.
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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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Reviewed-by: CodyMartin.
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We've got DEFAULT_TILE_LENGTH in defines.h for that.
Trivial fix.
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Trivial.
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Trivial.
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Trivial fix.
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Trivial.
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Trivial fix.
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Resolves: Mana-Mantis #278.
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Trivial fix.
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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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The @log command is the equivalent to tmwAthena's @l. It allows to log
a text as a transaction for documentation purpose.
The @logsay command works like @t on tmwAthena. It says something in
public chat while also logging it as a separate trasaction.
Reviewed-by: Thorbjorn
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@kick disconnects the client connection of a character. The new error-
code 11 (ERRMSG_ADMINISTRATIVE_LOGOFF) is not supported by the client
yet. It will show a generic "The connection to server was lost" message
instead.
@kill kills the character by setting its HP to 0.
Added @kick transaction code I forgot in last commit. Considering that
this was just minutes ago I think that noone updated his database yet.
So I don't think that a new database version is justified for this.
Reviewed-by: Bertram
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The @mute, @goto, @attribute and @announce commands now logs transactions
to the database.
Added new transaction codes to database. I've preliminarily added a lot
of codes for not yet supported commands so that we needn't do a database
update with every single commit which implements one.
Also using the equivalent "say" helper function in place of the
"GameState::sayTo" method in the command handler.
Reviewed-by: Kage
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The @die chat command kills the evoking character by setting its hit
points to 0. The example permissions.xml assigns it to the "tester"
rights group and not "players" because server admins who are not aware
of this command might run into trouble when they assume that players
don't have a method to teleport to their spawn point voluntarily.
Resolves: mantis ticket #192
Reviewed-by: Jaxad0127
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Resolves: Mana-mantis #269.
Reviewed-by: Jaxad0127.
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(Readable in the log with debug level.)
Reviewed-by: Jaxad0127.
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Reviewed-by: Jaxad0127.
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Changes:
============================================================
For the account server:
------------------------------------------------------------
Old -> New
------------------------------------------------------------
net_accountServerAddress,
net_listenHost -> net_accountHost
net_accountServerPort -> net_accountListenToClientPort
net_accountServerPort +1 -> net_accountListenToGamePort
For the game server:
------------------------------------------------------------
Old -> New
------------------------------------------------------------
net_gameServerAddress -> net_gameHost
net_gameServerPort -> net_gameListenToClientPort
For the chat server:
------------------------------------------------------------
Old -> New
------------------------------------------------------------
-> net_chatHost
net_accountServerPort + 2 -> net_chatListenToClientPort
Special fallback feature, as requested by Freeyorp:
When the net_accountListenToClientPort (default to 9601)
is set, the 3 others ports will automatically offset from it,
if they're not set, following this rule:
net_accountListenToGamePort = net_accountListenToClientPort + 1
net_chatListenToClientPort = net_accountListenToClientPort + 2
net_gameListenToClientPort = net_accountListenToClientPort + 3
Resolves: Mana-Mantis #216.
Reviewed-by: Jaxad0127.
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Reviewed-by: Jaxad0127.
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It now takes length into consideration.
Reviewed-by: Chuck Miller
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Trivial fix, so no review.
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the public one.
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Instead, let's use the actual rule: Id > 0.
Trivial fix.
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Trivial also.
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Trivial.
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Since it's what is done for the other files in the project.
Trivial fix.
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Reviewed-by: Bertram
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Reviewed-by: Bertram
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Reviewed-by: Bertram
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@warp no longer takes a character. @charwarp was added to handle
that ('#' still means the player). Both can take a map name,
map id (preceded by '#') or '#' for the player's current map.
Logging of warp commands now logs destination map and player
warped (for @charwarp).
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Reviewed-by: CodyMartin.
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Trivial fix.
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