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<title>manaserv.git/src/game-server, branch abilities</title>
<subtitle>Unnamed repository; edit this file 'description' to name the repository.</subtitle>
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<entry>
<title>fixed on being inform message</title>
<updated>2013-05-12T09:25:24+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-05-12T09:25:24+00:00</published>
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<entry>
<title>Fixed setting name of monsters</title>
<updated>2013-05-11T21:31:16+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-05-05T12:20:12+00:00</published>
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<entry>
<title>Added tick argument to the monster update callback</title>
<updated>2013-05-11T21:31:16+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-05-05T08:34:59+00:00</published>
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<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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<entry>
<title>Added get_monster_classes() bind</title>
<updated>2013-05-11T21:31:15+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-05-04T07:49:30+00:00</published>
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<id>7e88a973c00bd96af1288399a4e6dab207e8683c</id>
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It returns all monster classes in a id-&gt;monsterclass table.
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It returns all monster classes in a id-&gt;monsterclass table.
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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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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.
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</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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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] Inform other players about ability uses</title>
<updated>2013-05-08T12:02:51+00:00</updated>
<author>
<name>Erik Schilling</name>
<email>ablu.erikschilling@googlemail.com</email>
</author>
<published>2013-04-24T13:42:23+00:00</published>
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<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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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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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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