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<title>manaserv.git/example, branch abilities</title>
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<entry>
<title>Readded Entity:damage as lua function</title>
<updated>2013-05-12T09:30:59+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-05-12T09:30:59+00:00</published>
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</entry>
<entry>
<title>Added a first very basic monster ai version</title>
<updated>2013-05-12T07:58:12+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-05-05T08:35:36+00:00</published>
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The ai is similar to the old c++ version. Only the target searching is
executed every 10 ticks only now to prevent performance issues with too
many lua calls.
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The ai is similar to the old c++ version. Only the target searching is
executed every 10 ticks only now to prevent performance issues with too
many lua calls.
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</content>
</entry>
<entry>
<title>Removed the hardcoded monster AI</title>
<updated>2013-05-11T21:31:16+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-05-05T08:31:57+00:00</published>
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<pre>
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</entry>
<entry>
<title>[Abilities] Added abilities to monsters</title>
<updated>2013-05-11T21:31:14+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-05-07T22:06:32+00:00</published>
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Monsters can now either receive abilities at lifetime via scripts, or
via the &lt;ability&gt; node in the monsters node.
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Monsters can now either receive abilities at lifetime via scripts, or
via the &lt;ability&gt; node in the monsters node.
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</entry>
<entry>
<title>[Abilities] Removed the old autoattack system</title>
<updated>2013-05-08T12:02:51+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-04-27T19:09:23+00:00</published>
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<content type='text'>
As a side effect i had to remove the monster attack AI for now. I will
readd this as next thing.
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As a side effect i had to remove the monster attack AI for now. I will
readd this as next thing.
</pre>
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</content>
</entry>
<entry>
<title>[Abilities] Added a add_hit_taken bind</title>
<updated>2013-05-08T12:02:51+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-04-27T16:11:13+00:00</published>
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<content type='text'>
This allows to display hit messages in the client for abilities
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This allows to display hit messages in the client for abilities
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</entry>
<entry>
<title>[Abilities] Made a first example attack ability</title>
<updated>2013-05-08T12:02:51+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-04-27T16:09:51+00:00</published>
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<pre>
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</entry>
<entry>
<title>[Abilities] Added a useaction to the gamedata</title>
<updated>2013-05-08T12:02:51+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-04-24T13:45:03+00:00</published>
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Only required clientside.
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Only required clientside.
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</entry>
<entry>
<title>[Abilities] Added support for a global cooldown</title>
<updated>2013-05-08T12:02:51+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-04-23T21:36:09+00:00</published>
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<content type='text'>
Each ability can now define a cooldown that prevents the player from
using other abilities for a while. The time of this cooldown can be set
to any attribute. The modified value of the attribute is the value of
the cooldown in game ticks. The cooldown will be automatically started
if the ability has `autoconsume` set to true. Otherwise a script has to
call entity:cooldown_ability(ability).
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<pre>
Each ability can now define a cooldown that prevents the player from
using other abilities for a while. The time of this cooldown can be set
to any attribute. The modified value of the attribute is the value of
the cooldown in game ticks. The cooldown will be automatically started
if the ability has `autoconsume` set to true. Otherwise a script has to
call entity:cooldown_ability(ability).
</pre>
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</content>
</entry>
<entry>
<title>[Abilities] Added a autoconsume option</title>
<updated>2013-05-08T12:02:51+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-04-22T07:21:01+00:00</published>
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You do not need to reset the mana in the scripts if you do not want to.
We will need this for attacks later since those do not nessecary have a
script.
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<pre>
You do not need to reset the mana in the scripts if you do not want to.
We will need this for attacks later since those do not nessecary have a
script.
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