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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-04-19 15:36:18 +0200
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-05-08 14:02:51 +0200
commitec473d0d76e89e606122187ceab61df8a0ab17cf (patch)
treeb873b90f233025aaacbb327614779df05e139e6b /src/account-server
parent7b289c333a6c5735dffa504c8482aee3b648b6cd (diff)
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[Abilities] Made the rechargespeed depending on attributes
This allows a lot more flexibility and makes stuff like magical items a lot easier to implement. We will also use this for the attack system in the future. So a attack (abilitiy) would simply depend on some value like Agility (or a derived attribute from it). Which sets the recharge speed. The recharge speed is the modified value of the attribute per game tick.
Diffstat (limited to 'src/account-server')
-rw-r--r--src/account-server/character.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/account-server/character.h b/src/account-server/character.h
index f59fe23..53443c4 100644
--- a/src/account-server/character.h
+++ b/src/account-server/character.h
@@ -65,7 +65,7 @@ struct AbilityValue
: currentPoints(currentPoints)
{}
- unsigned currentPoints;
+ int currentPoints;
};
struct Status