summaryrefslogtreecommitdiff
path: root/docs
diff options
context:
space:
mode:
Diffstat (limited to 'docs')
-rw-r--r--docs/FAQ.txt70
-rw-r--r--docs/HACKING.txt5
-rw-r--r--docs/items.txt198
-rw-r--r--docs/packages.txt2
-rw-r--r--docs/progression.txt129
-rw-r--r--docs/sounddev.txt2
6 files changed, 5 insertions, 401 deletions
diff --git a/docs/FAQ.txt b/docs/FAQ.txt
index 178608365..1ef57369a 100644
--- a/docs/FAQ.txt
+++ b/docs/FAQ.txt
@@ -8,63 +8,10 @@ Q: How to get help?
A: The fastest way is to come on our IRC channel. There you can find a lot of
nice people that will help you until you solve your problem.
- Server: irc.freenode.net Channel: #themanaworld.
-
- If you don't like IRC just come to our forums:
-
- http://forums.themanaworld.org.
-
- Ok, do you think forums are evil? Don't worry, send us an e-mail at
- themanaworld-devel@lists.sourceforge.net and you're done. That's not enough?
- No, we don't share our phone numbers! ;P
-
-
-GAME
-
-Q: I always get "Unregistered ID" error message, why?
-
-A: Is the first time you login? Have you registered an account? If not use the
- "Register" button. If you already succesfully connected before, but now
- you're getting this message, please get in touch (see "How to get help").
-
-Q: I always get "Wrong password" but I'm sure I typed it right, why?
-
-A: If is the first time you login be sure you're not adding _M at the end of
- your username. Otherwise just get in touch (see "How to get help").
-
-Q: How can I talk to NPCs?
-
-A: Did you read README? Are you really sure? If not go read it and you'll find
- all the known commands. Or just press F1 in game. If you notice the
- README/ingame help is not up to date/wrong, please report it to the
- developers.
-
-Q: I can't recover HP anymore.
-
-A: Check your inventory, if you've got lots of stuff probably you're
- overweight, try to give away some of them. You get overweight when you're
- carrying 50% of your maximum weight.
-
-
-Git
-
-Q: What's Git?
-
-A: It's a system where is stored the latest development version. It's not
- assured that it's stable, but surely it has the latest updates. (Git version
- is updated quite frequently). If you want to check it out, read this guide
-
- http://wiki.themanaworld.org/index.php/Git
-
+ Server: irc.freenode.net Channel: #manaplus.
DEVELOPMENT
-Q: When will the next version be released?
-
-A: We don't have scheduled releases, but usually a new release is available
- every few months. Check http://themanaworld.org/ for further info.
-
-
Q: How can I contribute?
A: There are a lot of ways:
@@ -72,17 +19,4 @@ A: There are a lot of ways:
- If you're a programmer, an artist or just willing to help in any way, you
can become part of the development team. Join our irc channel:
- #themanaworld @ irc.freenode.net.
-
- There's also a wiki page about how to get involved:
-
- http://wiki.themanaworld.org/index.php/Joining_the_project
-
- - You can donate money. Follow the link on the project page:
-
- http://sourceforge.net/projects/themanaworld/
-
- - You can be a beta tester. Just play The Mana World and report every
- error to the bug tracker or on the forum.
-
- - Play with The Mana World: more players, more fun! Simple as that! ;-)
+ #manaplus @ irc.freenode.net.
diff --git a/docs/HACKING.txt b/docs/HACKING.txt
index ad2f341bb..a4f1d185b 100644
--- a/docs/HACKING.txt
+++ b/docs/HACKING.txt
@@ -1,10 +1,7 @@
----------------------------
-Mana Hacking Guide
+ManaPlus Hacking Guide
----------------------------
-This guide is also available at http://gitorious.org/mana/pages/Hacking
-including more tips about C++ programming in general.
-
With multiple coders working on the same source files, there needs to be a
standard specifying how code is written down. Not doing so can cause quite some
annoyance for certain coders and easily creates more version conflicts than
diff --git a/docs/items.txt b/docs/items.txt
deleted file mode 100644
index 19c6b10cc..000000000
--- a/docs/items.txt
+++ /dev/null
@@ -1,198 +0,0 @@
--------------------------------
-THE MANA WORLD INVENTORY SYSTEM
--------------------------------
-
-1. INTRODUCTION
-2. DATABASE
-3. INVENTORY
-4. EQUIPMENT
-5. IMPLEMENTATION
-6. SPECIAL ITEMS
-7. PROTOCOL
-
-An item will have the following properties:
-
-C means info is used only by the client
-S means info is used only by the server
-C&S means info is used by both
-
-- id (C&S) -> unsigned int
-
- a positive integer uniquely identifying an item.
-
-- image (C) -> unsigned int
-
- used if same images are used for different items.
- Maybe we need more image ids to tell which image (bigger one) to show in
- equipment window or when equipping items in weapon slot.
-
-- name (C) -> char[30]
-
- to be shown in inventory.
-
-- description (C) -> char[100]
-
- a brief description shown in shops, or in the inventory
-
-- type (S) -> unsigned char
-
- server uses it to check if is an item or an equipment and send the
- appropriate packet.
-
- * USABLE_ITEM (food, potions, ...)
- * EQUIPMENT_ITEM (weapons, armors, ...)
- * SLOT_ITEM (cards, materias, summoned beings, ...)
- * SLOTTED_ITEM (bags, small chests, ...)
-
-- identify (S) -> unsigned char
-
- The server will check this flag if the items can be identified by the
- player.
-
- * IDENTIFIED no need to identify the item
- * IDENTIFY_ITEM you can identify it by using a special item
- * IDENTIFY_MAGIC you can identify it by using a particular spell
- * BLACKSMITH needs a blacksmith to be identified
- * WIZARD needs a wizard to be identified (enchanted items)
- * ANCIENT_BLACKSMITH
- * ANCIENT_WIZARD
- * NOT_IDENTIFIABLE reserved for future use
-
-- weight (C&S) -> unsigned short
-
- Used by server to calculate if the being can carry more items. The client
- uses it to display the information to the player.
-
-- # of slots (C&S) -> unsigned char
-
- If this field is greater than 0 it means this one is a slotted item.
- (Probably we can remove SLOTTED_ITEM from the type enumeration)
- For example a bag will have 4 slots, while a chest about 10.
-
-- script (S) -> probably a file name to reference the script file
- or class or name of class object
-
- Script to be executed when item is used/equipped. Events include:
-
- onPickup(Being b) The item is picked up by being b
- onDrop(Being b) The item is dropped by being b
- onUse(Being b) The item is used by being b
- onUseWith(Being b, Object o) The item is used with object o by being b
- onEquip(Being b) The item is equipped by being b
-
-
-3. INVENTORY
-
-Inventory will contain any kind of weapons including non equipped items and
-slotted items. Every being will have a variable number of slots to store items.
-For example a maggot won't have any slot, while players could have a number of
-slots depending on his strength. A pet could have one slot used to add a bag and
-help the player carrying items.
-
-Hammerbear says: I think here we should go all the way with weight approach and
-not have a slot limit. The same could be used for container items, that simply
-have a contents that can hold a certain total weight. Places where slots are
-then used is for equipment, where each slot maps onto a certain body part, and
-possibly certain slotted items that have slots that can only hold a certain
-type of item.
-
-
-4. EQUIPMENT
-
-Every being will have a variable number of slots to equip items. For a human
-player we will have the following slots:
-
-* 0 body
-* 1 hair
- 2 head (hat, helmet, etc.)
- 3 neck (necklace)
- 4 torso (body armour)
- 5 right hand (weapons)
- 6 left hand (shield, only available with no or one-handed weapon)
- (ammunition, only available with certain weapons)
- 7 left ring finger
- 8 right ring finger
- 9 legs (pants)
- 10 feet (shoes)
-
-These slots will composite to form the character graphic. The order of the
-composition is not the same in each direction and some slots do not contribute
-to the final graphic. Draw order for each direction:
-
- left 0, 1, 2, 10, 9, 5, 4, 6
- right 0, 1, 2, 10, 9, 6, 4, 5
- up 0, 1, 2, 10, 9, 5, 6, 4
- down 0, 1, 2, 10, 9, 4, 6, 5
-
-*) These slots are not under player control, but are merely used by the engine
-so be able to change this as part of the same system.
-
-
-5. IMPLEMENTATION
-
-Since both client and server will only need to store item ids, inventory and
-equipment can be easily coded as unsigned int arrays. The only problem is
-about slotted items. They for sure can't store another slotted item, but it's
-hard to represent them as an int. Probably a more complex structure is needed.
-
-struct ITEM_HOLDER {
- int id;
- int quantity;
- ITEM_HOLDER *item;
-}
-
-ITEM_HOLDER inventory[number_of_slots];
-ITEM_HOLDER equipment[number_of_slots];
-
-If item is not NULL it will reference an array of items stored in the slotted
-item.
-
-How to limit the quantity of items? We could have a fixed number of slots in the
-inventory. In one slot you can store only items with the same id (except slotted
-items which need separate slots). When you pick up/receive a new item, total
-weigth you can carry is checked if the item can be stored.
-
-
-6. SPECIAL ITEMS
-
-A special case is represented by arrow holder. Possible solutions:
-
- - Equipment will have a special slot where you can equip only arrows
- (or stones)
-
- - Item with one slot
-
- - Arrows can be simply stored in inventory
-
- - Arrow holder has special slot for items of type "arrow" that can hold up
- to a certain maximum number of arrows.
-
-Weapons can store a limited number of items in their slots. In this kind of
-slots you can store materia, demons or arrows. Some examples, with XML test
-cases based on 4th solution above.
-
- * Arrow holder = max 100 arrows (1 slot)
-
- <item name="Medium quiver" ...>
- <slot type="arrow" max="100"/>
- </item>
-
- * Sword of chaos = max 1 materia + 2 demons (2 slot)
-
- <item name="Sword of chaos" ...>
- <slot type="materia" max="1"/>
- <slot type="demon" max="2"/>
- </item>
-
- * Bag that can hold 5 kg of arbitrary stuff (container).
-
- <item name="Leather bag" weight="1" ... capacity="5"/>
-
- The rationale of being able to carry 5 kg of stuff at the cost of only
- 1 kg is that the bag helps you carry the stuff by providing a convenient
- way to hold it.
-
-
-7. PROTOCOL
-
-To be defined.
diff --git a/docs/packages.txt b/docs/packages.txt
index b46502414..779b9eb6b 100644
--- a/docs/packages.txt
+++ b/docs/packages.txt
@@ -1,5 +1,5 @@
-----------------------------
-MANA PACKAGE SYSTEM
+MANAPLUS PACKAGE SYSTEM
-----------------------------
1. INTRODUCTION
diff --git a/docs/progression.txt b/docs/progression.txt
deleted file mode 100644
index a25cf11fd..000000000
--- a/docs/progression.txt
+++ /dev/null
@@ -1,129 +0,0 @@
------------------------------------
-THE MANA WORLD PLAYER'S PROGRESSION
------------------------------------
-
-1. PLAYER'S STATS
-2. PLAYER'S STATUS
-3. AN ATTACK PROCESS
-4. LEVELS
-
-1. PLAYER'S STATS
-
-Strength : The Strength determines how much a player will physically damage
- an enemy.
-
-Vitality : The Vitality deals with the player's HP, and damage resistance.
-
-Agility : The Agility determines the attacks frequency of a player, and
- the ability to escape attacks from an encounter.
-
-Intelligence : The Intelligence determines how many MP a player can have, how
- many abilities he can master, and how strong his magic attacks
- can be.
-
-Spirit : The Spirit deals with the player's magic resistance, and also
- with magic effectiveness.
-
-Luck : The Player's Luck determines the player's evades, how he can
- deals critical attacks, and a little bit with the hit
- percentage.
-
-A Player has got 11 points to distribute to each stat before beginning at
-level 1. A Stat must have at least 1 point given to it. The Player earns 1
-point for each level he reaches.
-
-
-2. PLAYER'S STATUS
-
-HP : Hit Points. How much a player can be hit before dying.
- HP = (3 * Vitality) + Strength + Level
-
-MP : Magic Points. Used by Spells, or Special Skills.
- MP = 2 * Intelligence + Spirit
-
-Attack : The Attack tells how much exactly the player will reduce the
- opponent's HP, minus its defense and extra protection.
- Attack = 3 * Strength + Luck
-
-Defense : The Defense will reduce the HP damage taken by an opponent.
- Defense = 2 * Vitality + Agility + Luck
-
-Magic Attack : Same but for the might of your spells.
- Magic Attack = 3 * Intelligence + Spirit
-
-Magic Defense : Same but for the defense against magic skills and spells.
- Magic Defense = 3 * Spirit + Luck
-
-Hit (%) : Indicate the chance a player has to hit an opponent. The Score
- is in percentage.
- Hit = ((3 * Luck + 2 * Agility + Intelligence) / 6) * 10
- (Max : 125 %)
-
-Evade (%) : Indicate the chance a player has to evade an opponent's hit.
- The score is in percentage.
- Evade = ((3 * Luck + Spirit + Vitality )/5) (Max : 75 %)
-
-
-3. AN ATTACK PROCESS
-
-An attack process is quite simple :
-The Hit(%) of the attacker is taken, minus the evade of the opponent.
-A random score is taken by the server and if it's less than the Attacker's Hit
-modified, the attacker actually hits the opponent.
-N.B. : A magic attack never miss if it isn't based on status changing.
-For instance, a fire ball always touches the opponent.
-
-Then, the attack plus the its modifiers (weapons attack upgrade, items bonus,
-...) minus the opponent defense (plus bonus) is taken to reduce the opponent
-HP.
-
-
-4. LEVELS
-
-The XP-For-The-Next-Level of a player is calculated with his/her class number.
-Cf. Class Number for more information. Higher is the class, higher is the class
-number.
-
-Minimum XP For This Level = Level^3 + ClassNumber * Level.
-XP For Next Level = (Level + 1)^3 + ClassNumber * (Niveau + 1).
-
-To be of a level, a player must have an actual XP which is between minimum and
-xp for next level.
-N.B. : A player earns 1 stat point for each level he reaches.
-
-
-5. JOB POINTS
-
-Job Points are used to get skill points, that can be used to learned and
-reinforce special skills, which can be acquired by being of certain classes.
-
-Job points are obtained by job leveling.
-!! : Changing the class of a character reset to the job level of the character
- the last time he was of that class. It can be zero if the player has never
- been of this class!
-
-Job level : 20 + 2^Level + Level.
-
-6. CLASSES
-
-A player can be one of mutiple classes ; A wizard is different from a archer,
-and can't held the same weapons, armors, etc... A score is associated with each
-class defining how hard it is to level for a player. Also, special skills can
-be learned from each classes, by giving them skill points, earned by gaining
-job points.
-
-Classes --- Class Nr -- Skill Associated ------------------- Conditions -------
-
-Beginner 16 Sitting (JobLvl : 4)
-Apprentice 17 Fire Ball, Ice Needles (JobLvl : 4) Beginner Lvl:10
-Archer 17 Hard Shot, Line Shot (JL:5) Beginner Lvl:10
-Peon 17 Double Hit, Hard Hit(JL:5) Beginner Lvl:10
-...
-
-
-7. NOTES
-
-Every of these notes have to be discussed, if you have any feedback,
-suggestions, updates, commit or tell them at:
-
-address: irc://irc.freenode.net channel: #themanaworld
diff --git a/docs/sounddev.txt b/docs/sounddev.txt
index 149150bab..08a5ea80f 100644
--- a/docs/sounddev.txt
+++ b/docs/sounddev.txt
@@ -1,5 +1,5 @@
--------------------------------
-THE MANA WORLD SOUND DEVELOPMENT
+THE MANAPLUS SOUND DEVELOPMENT
--------------------------------
1. INTRODUCTION