| Commit message (Collapse) | Author | Age | Files | Lines |
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Just seems a bit more organized to me.
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AT_TY -> StackableType
TY_ST -> Stackable
TY_NST -> NonStackable
TY_NSTB -> NonStackableBonus
AME_TY -> ModifierEffectType
AME_MULT -> Multiplicative
AME_ADD -> Additive
Got rid of related documentation, which is now stating the obvious.
Also renamed many related variables.
Reviewed-by: Freeyorp
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A bunch of variables that were continuously requested from the
configuration are now members of the AccountHandler.
Reviewed-by: Freeyorp
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Nicer style.
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This reverts commit b2209cbe93aa12dcd4e4e3b9a7cd8b13ed5713e9.
Money should be handled through attributes, not magic numbers.
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- At character's attributes recalculation when necessary.
- In the lua scripting functions.
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Reviewed-by: CodyMartin.
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Also made random code format clean-ups.
Resolves: Mana-Mantis #217
Reviewed-by: Jaxad0127.
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Attribute system:
Structure is no longer completely hardcoded. Attributes and structure is
defined by new xml file (defaulting to stats.xml)
Structure defines non-base modifications to an attribute, to be used by
modifiers from items, effects, etc.
Calculating the base value for core attributes is still done in C++ (and for
such fundamental elements the only reason I can think of to do it any other
way is perhaps being able to quickly change scripts without a compile could be
useful for testing, but such things are a low priority anyway)
Item structure:
Modifiers are now through triggers rather than single events. This also
removes hardcoded types - an item could be both able to be equipped and be
able to be activated.
Item activation no longer consumes by default, this must be specified by the
property <consumes /> inside the trigger.
Currently only attribute modifications, autoattacks, and consumes are defined
as effects, but stubs for others do exist. Autoattacks are currently
non-functional, and this should be rectified with some urgency.
Auto Attacks:
AutoAttacks are now separate entities, though not fully complete, nor fully
integrated with all beings yet. Integration with the Character class is
urgent, integration with other Being children less so.
When fully integrated this will allow for multiple autoattacks, through
equipping multiple items with this as an equip effect or even through other
means if needed.
Equipment structure:
As ItemClass types are no longer hardcoded, so too are equip types. An item
have multiple ways to be equipped across multiple equipment slots with any
number in each slot. Character maximums are global but configurable.
Miscellaneous:
Speed, money, and weight are now attributes.
Some managers have been changed into classes such that their associated
classes can have them as friends, to avoid (ab)use of public accessors.
The serialise procedure should also be set as a friend of Character (both in
the account- and game- server) as well; having public accessors returning
iterators is simply ridiculous.
Some start for such cleanups have been made, but this is not the primary focus
here. Significant work will need to be done before this is resolved
completely, but the start is there.
BuySell::registerPlayerItems() has been completely disabled temporarily. The
previous function iterated through equipment, yet in the context I think it is
intended to fill items? I have been unable to update this function to fit the
modifications made to the Inventory/Equipment/Possessions, as I am unsure what
exactly what it should be doing.
ItemClass::mSpriteId was previously unused, so had been removed, but I
notice that it was used when transmitting equipment to nearby clients.
Experimentation showed that this value was never set to anything other than
0, and so has been left out of the ItemManager rewrite.
I am not entirely sure what is happening here, but it should be worth looking
into at a later time, as I am not sure how equipment appearences would be sent
otherwise.
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dfc6875e - doesn't work out the way I planned.
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using the permission manager in the account-server.
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Also updated the headers to refer to the GPL by URL instead of
suggesting to contact the FSF by snail mail, as per the latest
GPL usage instructions.
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per second.
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defines.h, and removing some overheading along the way.
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* Removed unsigned/signed warning by just using signed integers.
* Made AccountHandler message handler functions members again instead
of static functions.
* Renamed 'computer' to 'client' since that is a less confusing name.
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current pos
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restarted
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This is to allow for skill IDs >255
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It should be noted that Jax still needs to update the client
Level calulation seems broken now too
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Fix for mysql backend (again)
Lua modification for integer and string ask with NPC, and closing fix.
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Also renamed Object to Actor, to make it sound a little less generic.
Cleans up a bit the rather big hierarchy of different object types we
have.
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Server side modification for making the three steps trade working.
For tmwserv
Some trade related protocol modification too.
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transgender hairstyle content update.
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This upgrade will be the first, we provide database installation scripts
and update scripts to upgrade from the previous version. For more details
about database upgrades see
http://wiki.themanaworld.org/index.php/Upgrade_Database and feel free to
comment.
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The game server buffers all changes made to a character in a sync buffer.
The buffer is sent to the account server if the buffer contains more then
20 message, reaches size of 1kb or at least every 10 seconds.
ATM Character attributes, corr points and attribute points and skills are
synchronized. TODO: items, location, money...
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The server now warns instead of spawning dead monsters. Since I threw
the spawning code around a bit, I hope I didn't break it.
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version to account server during registration and gets notified if the version is up-to-date or outdated to prevent inconsistencies.
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PGMSG_USE_SPECIAL)
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come at a later date)
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