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author | Philipp Sehmisch <tmw@crushnet.org> | 2008-01-07 22:07:10 +0000 |
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committer | Philipp Sehmisch <tmw@crushnet.org> | 2008-01-07 22:07:10 +0000 |
commit | c1d99cc23ca3108c74ad897c9a3485701aae1220 (patch) | |
tree | 013ad38134d92df7b4f3d55c9b36b6c047b68d70 /src/game-server/itemmanager.cpp | |
parent | ab00efb5c42b32a497fd56103dff7cc97b309ca8 (diff) | |
download | manaserv-c1d99cc23ca3108c74ad897c9a3485701aae1220.tar.gz manaserv-c1d99cc23ca3108c74ad897c9a3485701aae1220.tar.xz manaserv-c1d99cc23ca3108c74ad897c9a3485701aae1220.zip |
Implemented some of the game mechanics we decided to use. The clients now only receive attribute change messages when the attribute actually changed. Left the HP mechanics as they are for now (although I consider them flawed).
Diffstat (limited to 'src/game-server/itemmanager.cpp')
-rw-r--r-- | src/game-server/itemmanager.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game-server/itemmanager.cpp b/src/game-server/itemmanager.cpp index 02eee7d..5748617 100644 --- a/src/game-server/itemmanager.cpp +++ b/src/game-server/itemmanager.cpp @@ -112,9 +112,10 @@ void ItemManager::reload() ItemModifiers modifiers; modifiers.setValue(MOD_WEAPON_TYPE, XML::getProperty(node, "weapon_type", 0)); modifiers.setValue(MOD_WEAPON_RANGE, XML::getProperty(node, "range", 0)); - modifiers.setValue(MOD_WEAPON_DAMAGE, XML::getProperty(node, "attack", 0)); modifiers.setValue(MOD_ELEMENT_TYPE, XML::getProperty(node, "element", 0)); modifiers.setValue(MOD_LIFETIME, XML::getProperty(node, "lifetime", 0) * 10); + modifiers.setAttributeValue(BASE_ATTR_PHY_ATK_MIN, XML::getProperty(node, "attack-min", 0)); + modifiers.setAttributeValue(BASE_ATTR_PHY_ATK_DELTA, XML::getProperty(node, "attack-delta", 0)); modifiers.setAttributeValue(BASE_ATTR_HP, XML::getProperty(node, "hp", 0)); modifiers.setAttributeValue(BASE_ATTR_PHY_RES, XML::getProperty(node, "defense", 0)); modifiers.setAttributeValue(CHAR_ATTR_STRENGTH, XML::getProperty(node, "strength", 0)); |