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2012-08-01adjust experience curve.Stefan Beller1-4/+4
2012-08-01Fixed wrong error raising in lua.cppErik Schilling1-2/+2
2012-08-01Fixed removing of unarmed attack when equipping other weaponsErik Schilling1-2/+1
2012-08-01Fixed recalculation of base attributesErik Schilling1-7/+7
2012-08-01Fixed issues with removing attribute modifiersThorbjørn Lindeijer1-4/+5
* 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).
2012-07-31Fixed reading skill from XML attack nodesThorbjørn Lindeijer1-0/+1
It was forgetting to actually set the Damage::skill member.
2012-07-31Correct further int lengthes.Stefan Beller1-2/+2
2012-07-31Merge remote-tracking branch 'mainline/master' into lpc2012Stefan Beller1-2/+1
2012-07-31Gameserver raise attribute: correct integer size.Stefan Beller1-1/+1
2012-07-31Make Attributes modifiable by client again.Stefan Beller1-1/+2
Reviewed-by: bjorn
2012-07-31Fixed SQL syntax error when updating character pointsThorbjørn Lindeijer1-2/+1
Had a comma too much. Reviewed-by: Stefan Beller Reviewed-by: Erik Schilling
2012-07-31fixup modifiable attribute.Stefan Beller1-3/+2
2012-07-31Make Attributes modifiable by client again.Stefan Beller1-1/+3
2012-07-31[UGLY HACK] allows to prevent sending client information about inventory insertErik Schilling1-1/+7
2012-07-31Removed old warnings from chr_inv_change. They are handeled different nowErik Schilling1-2/+1
2012-07-31Made sure in-inventory trigger is called at pickupErik Schilling1-0/+4
2012-07-31Fix Inventory::getNewEquipItemInstance to yield really unique ids.Stefan Beller1-9/+8
Signed-off-by: Stefan Beller <stefanbeller@googlemail.com> Reviewed-by: Erik Schilling
2012-07-31Fix Inventory::getNewEquipItemInstance to yield really unique ids.Stefan Beller1-9/+8
2012-07-30Hacked away the selection of attributes at char creationErik Schilling1-65/+36
All attributes are set to 5 for now
2012-07-28Made the character not colliding with monsters.Erik Schilling1-1/+1
Prevents clientside desyncs
2012-07-22Merge remote-tracking branch 'origin/master' into lpc2012Erik Schilling3-67/+53
2012-07-21Fixed an error message and inlined some one-linersThorbjørn Lindeijer2-30/+29
2012-07-21Removed raiseScriptErrorThorbjørn Lindeijer3-37/+24
It wasn't really adding anything since errors raised using luaL_error are already logged anyway. Reviewed-by: Erik Schilling
2012-07-17Merge branch 'master' into lpc2012Erik Schilling6-13/+168
Conflicts: src/game-server/character.h
2012-07-17Added lua binds for issuing request of quest variable + bind for trying to ↵Erik Schilling4-13/+134
read them The difference to the old chr_get_quest bind is that this allows querying quest vars from non npc functions as well. Change is tested. Reviewed-by: bjorn.
2012-07-17Added script binds to get full monster anger list + drop anger of monstersErik Schilling2-0/+20
Reviewed-by: bjorn.
2012-07-17Added lua bind to send text effect particle to clientsErik Schilling2-0/+14
Change is tested. Reviewed-by: bjorn.
2012-07-17Fixed resistance calculation not damaging the damage handlingErik Schilling1-1/+1
2012-07-17Made chr_get_level capable of retrieving skill levelsErik Schilling1-3/+12
Reviewed-by: bjorn.
2012-07-17Made chr_get_level capable of retrieving skill levelsErik Schilling1-3/+12
Reviewed-by: bjorn.
2012-07-14Fixed the get_beings_in_rectangle function.Erik Schilling1-1/+2
Previously it only used the rectangle iterator which in fact iterated over the beings in the map zones and returned often way higher number of beings compared to the actual rectangle. Change is tested. Reviewed-by: Bjorn.
2012-07-14Fixed the get_beings_in_rectangle function.Erik Schilling1-1/+2
Previously it only used the rectangle iterator which in fact iterated over the beings in the map zones and returned often way higher number of beings compared to the actual rectangle. Change is tested. Reviewed-by: Bjorn.
2012-07-13Fixed the atinit functionErik Schilling2-0/+3
Previously each map had its own scope. They got merged now but the atinit function was forgotten to adapt.
2012-07-11Fixed small bug in attack core. warmup and cooldown was mixedErik Schilling1-2/+4
2012-07-11Made sure the map is set for trigger scriptsErik Schilling2-0/+2
Also unsetted maps after execution of scripts to make finding this mistakes easier. Reviewed-by: bjorn.
2012-07-11Made sure the map is set for trigger scriptsErik Schilling2-0/+2
Also unsetted maps after execution of scripts to make finding this mistakes easier. Reviewed-by: bjorn.
2012-07-10Made kill count script bind capable of taking the monster name as argumentErik Schilling1-2/+2
Reviewed-by: bjorn.
2012-07-10Made kill count script bind capable of taking the monster name as argumentErik Schilling1-2/+2
Reviewed-by: bjorn.
2012-07-08Added bind for setting login callbackErik Schilling4-0/+22
Reviewed-by: bjorn.
2012-07-08Added bind for setting login callbackErik Schilling4-0/+22
Reviewed-by: bjorn.
2012-07-07Added script bind for getting specy id of a monster handleErik Schilling1-0/+12
Reviewed-by: bjorn.
2012-07-07Added script bind for getting specy id of a monster handleErik Schilling1-0/+12
Reviewed-by: bjorn.
2012-07-07Added Vulnerabilities for monstersErik Schilling3-1/+28
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.
2012-07-07Added script binds for getting attack informationErik Schilling2-8/+155
New binds: - Damage: - id - skill - base - delta - cth - element - type - truestrike - range - Attack: - priority - cooldown - warmup - global_cooldown - damage - on_attack - MonsterClass: - attacks - ItemClass: - attacks
2012-07-07Work on (Auto)Attack system.Erik Schilling14-470/+611
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
2012-07-07Rename AutoAttack to AttackErik Schilling10-50/+50
2012-06-22Collisiondetection: Removing commented code.Stefan Beller1-118/+0
Reviewed-by: Ablu
2012-05-25Fixed handling of skillsErik Schilling4-18/+10
- Removed possibility of skills getting mixed with attributes - Made the server sending the level of the current skill on exp change (currently the client could calculate it itself, but it allows more flexibillity in future this way) - Fixed reading of skills out of the database (for some reason the status effects were added as skills) ** Needs clientside patch as well (coming soon) ** Reviewed-by: Bertram.
2012-05-20Removed no longer needed codeErik Schilling2-24/+0
I forgot to remove this during my special cleanup Reviewed-by: bjorn.
2012-05-06Don't send NPC text as fixed-length stringThorbjørn Lindeijer1-3/+2
This is intended to be used only when the string length is known. The client was deriving the length from the remaining amount of data in the message, but that doesn't work in the new 'debug mode' of the protocol. Reviewed-by: Ben Longbons