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* Merged the example client and server dataThorbjørn Lindeijer2012-02-25167-3067/+0
| | | | | | | | | It's easier to just talk about world data and to modify it as a whole. If there is really a need to separate it, a project can still choose to do that (and in whatever suitable way). There is no need to enforce this separation or to do it in our example. Reviewed-by: Erik Schilling
* Added a way to specify the min and max attributes values.Yohann Ferreira2012-02-021-22/+135
| | | | | | | | | This can now be done in attributes.xml through the minimum and maximum attribute parameters. I also changed the AttributeInfo struct as requested by bjorn. Reviewed-by: Erik Schilling, Thorbjørn Lindeijer
* Made all beings capable of having a genderErik Schilling2012-01-021-0/+1
| | | | Reviewed-by: o11c, bjorn, Bertram.
* Added the background parameter values to the equip.xml file.Yohann Ferreira2011-11-131-10/+10
| | | | Reviewed-by: Thorbjorn Lindeijer
* Added a default skill id getter in the skill manager.Yohann Ferreira2011-09-281-1/+1
| | | | | | I also added a link to the skillmanager object in its header file. This will later be used to get info from elsewhere than the server main loop.
* Fixed the items.xml fileYohann Ferreira2011-09-281-14/+17
| | | | | | | The file is now setting the correct attack for the given weapons. I also updated the auto attack parameter to correspond the ones needed in the code.
* As requested, changed the trigger 'existence' to 'in-inventory'.Yohann Ferreira2011-08-301-9/+9
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* Merge branch 'equipment-fix'Yohann Ferreira2011-08-301-10/+29
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| * Synced the equip.xml file to the latest changes.Yohann Ferreira2011-08-301-10/+29
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* | Merge branch 'equipment-fix' of github.com:Bertram25/manaservYohann Ferreira2011-08-2514-10/+413
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| * Added boots and pants to play with on the test map.Yohann Ferreira2011-08-1912-10/+362
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| * Used the client base to make a final bugfix on the server code.Yohann Ferreira2011-08-194-1/+45
| | | | | | | | | | | | | | | | | | Made the server handle only one slot type requirement since it's irrelevant to have more anyway. Plus, it simplifies the code for both equipping/unequipping. I also added a dagger to show how equipping/unequipping is working.
| * Reworked the way equip slot info are loaded in a more logical way.Yohann Ferreira2011-07-271-9/+16
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* | Updated specials.xml to better illustrate the features which are currentlyunknown2011-08-251-3/+4
|/ | | | | | | | working and expected by the server to be known by the client. Note: I would like to get rid of specials.xml on the client side and make the gameserver provide all information relevant for the players character at runtime to allow for proceduarally generated specials.
* Allow monsters to drop multiple itemsStefan Dombrowski2011-05-261-25/+20
| | | | | | | Before at most one item was droped and the sum of all probablilites was limited to 100%. Also in the example data drops are changed to existing items.
* Changed the <being-effects> tag to <effects>.Yohann Ferreira2011-05-011-2/+2
| | | | | Effects aren't applied only on beings. Hence the former tag name was irrelevant.
* Renamed the mana-status-effects.xml to status-effects.xmlYohann Ferreira2011-05-011-0/+0
| | | | | In fact, the client never prefixed that file. Hence, the server doesn't have to.
* Changed the server to look for the skills.xml file.Yohann Ferreira2011-05-011-0/+0
| | | | | This, instead of the mana-skills.xml file, to follow latest client changes.
* Added a simple crafting systemPhilipp Sehmisch2011-04-273-0/+10
| | | | | | | | | | | | | | | | | | | | | | | | A client can craft something using the @craft command. The command needs a list of item names and amounts. The gameserver checks if the character has these items in the inventory and then passes the list together with the character handle to the lua script function on_craft in the script file scripts/crafting.lua. This function can then be used to evaluate if the list is a valid crafting combination and when this is the case take or give items. Implemented two example crafting scripts there, one which enforces exact item order and amount and one which doesn't. Both are disabled per default and one needs to be enabled by uncommenting a line. Also gave the player group permission to use the @craft command in permissions.xml and added two new items (wood and iron) required for the example crafting combination. Resolves: #333 Reviewed-by: bcs86, Bertram
* Implemented scriptable effects on item use and dispell.Yohann Ferreira2011-04-191-3/+6
| | | | Reviewed-by: Thorbjorn.
* Show a way to make monsters speak at spawn time.Yohann Ferreira2011-03-091-0/+1
| | | | | | | | | | | | | | Even when events are inserted before game state update time, the monsters don't speak since they still don't have an id (-1). As I thought that reworking the mapcomposite engine for that particular point was ineffective, here is another working way to make monsters speak at spawn time by using the schedule_in function with 0.3 second (or 3 ticks). Resolves: Mana-Mantis #205. Reviewed-by: Thorbjorn.
* Changed stroll radius to pixels in monsters.xmlYohann Ferreira2011-02-231-3/+3
| | | | | To simply follow the documentation. Monsters behaviour is a bit less strange now.
* Update barbers and hair display.Yohann Ferreira2011-02-2015-88/+14
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* Added a merchant and a blacksmith on the template map.Yohann Ferreira2011-02-152-6/+17
| | | | | | They're both using a fully working merchant lua function. Resolves: Mana-mantis #295.
* Added first visible npcs and play with them a bit.Yohann Ferreira2011-01-314-0/+19
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* Added the missing Magical dodge monster property.Yohann Ferreira2011-01-301-1/+1
| | | | Now this can be loaded with the 'magic-evade' xml tag.
* Made the monsters' attributes compute fine again.Yohann Ferreira2011-01-301-8/+8
| | | | | | As a consequence, the monsters can spawn again. Reviewed-by: Freeyorp.
* Updates to the example data.Yohann Ferreira2011-01-2740-6/+760
| | | | | | | - Fixed monsters Id. - Added collision layer to the desert map. - Added a few simple NPCs on the map (They still need a sprite.) - Added player and hairstyles sprites files and definition in items.xml.
* Add collisions to the template map.Yohann Ferreira2011-01-272-2/+10
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* Added new example files needed to start a more complete feature-showing map.Yohann Ferreira2010-12-30108-1/+1660
| | | | | | | | | | | I also replaced certain files with newer version, just as the items.xml file. And I started to split test npcs from the tmwserv repository into reusable pieces. Big but trivial. Part of the Mana-Mantis issue: #231.
* Updated the attributes.xml file with a more up-to-date version.Yohann Ferreira2010-12-291-12/+10
| | | | Trivial fix.
* Added an empty npcs.xml file to the client dataThorbjørn Lindeijer2010-10-261-0/+10
| | | | Needed for the Mana client to reach the character selection dialog.
* Added example equip.xmlPhilipp Sehmisch2010-10-231-0/+12
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* Converted CRLF to LF in attributes.xmlThorbjørn Lindeijer2010-09-181-82/+82
| | | | Somebody needs to check his core.autocrlf setting.
* Upgraded the attributes.xml example to something actually usable.Yohann Ferreira2010-09-161-38/+82
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* Added an example attributes.xmlThorbjørn Lindeijer2010-09-121-0/+38
| | | | | Copied from bertram-experimental-mana-data and updated to new element names.
* Added an empty mana-status-effect.xml to the exampleThorbjørn Lindeijer2010-08-221-0/+3
| | | | Avoids an error message.
* Copied basic Lua libs back from tmwserv-data and added dummy dataThorbjørn Lindeijer2010-05-304-0/+24
| | | | | | | The dummy data is currently mostly empty data though, so still nothing to see as far as the example content is concerned. Reviewed-by: Bertram
* Changed and split up the default location for loading dataThorbjørn Lindeijer2010-05-161-0/+12
Instead of loading data from a 'data' directory in the current working directory, the server now uses clientDataPath and serverDataPath as specified in the configuration. This removes the need to set up symbolic links in order to merge these two types of data. The default values point to example/clientdata and example/serverdata, where a minimal example world can be developed to make setting up an initial server quick and easy. The XML::Document convenience class was copied over from the client. Also, the ResourceManager is now shared between both servers, since the account client is reading items.xml. Reviewed-by: Jared Adams