This orb allows its users to throw lightninb balls just like real Reapers do
Balls would act as intelligent time-delayed grenades, on both players (in pvp)
and in PvE vs mobs. Their amount depends on M.Atk but item usable even by
entirely nonmagic entities at somewhat reduced efficiency (less lightning balls).
This lands luxury teapot (NPC). It is part of lore for CRC 2026 event.
Lore wise, bad guy would steal this precious masterpiece and this sets
players for pursuit - so they try to track down bad guy and once they
find him in hideout, and defeat him, teapot would be returned to
Celestia - and in fact placed on display on her table.
Idea is that in MMORPG you can not just tell story but also SHOW it.
So fabled teapot stolen by bad guy would be shown. Could be also turned
into item as well if needed - form factor is good for items as well.
Special kudos:
* Reid for pixeling luxury teapot image.
* Rill for overall coodrination around this.
There's no easy way to download the artifact of the last successful
*job* when there has been a more recent successful pipeline with the job
in question skipped (as it is manual). Thus:
1) limit the job to the master4old branch
2) modify CI config to keep the branches identical
**** ml/clientdata!211
SPM = Simple Package Manager, 4144's NIH
It's broken and fixing it isn't worth the effort https://git.themanaworld.org/mana/spm/-/jobs/196781
* Apparently unzip -u still prompts
* Hating Docker caching didn't get me anywhere, so I'll try loving it
* Bandage docker caching
* Switch older manaplus to deb pkgs, too
* wget --retry-on-host-error is an unknown option? Probably too old wget
* Instead of updating the deb builder at the same time, just use its
distro
**** ml/clientdata!208
Approved-by: Jesusalva Jesusalva <jesusalva@tmw2.org>
...corresponding to oldest supported packet version (24).
* There's no need to have two script files, really (for now).
* Apply new updates from "Complain if client log is not found"
* Deduplicate further + touch up the script a tad
* Okay, manaplus needs updating for changes to "libdownload"
* Oops, forgot to revert the actual manaplus job
This reverts commit 25fbf2d068737d8e2970a89794e0bfb961ffae82.
* Split the job out
* Un-hardcode
* Print version, too
* Hardcode for testing purposes %%R
* Update job name - this will probably break because branch is different,
probably in downloadlib, but let's see
* Update (downdate?) log file names
* Match builder OS
Squash this job, too
**** ml/clientdata!185
Golden Warlord = 10%
Golden Plate = 5%
These are available from Chronos, but no one would have known why to even bother with them before other than style.
Approved-by: Hello TMW <hello@themanaworld.org>
Reviewed-by: Hello TMW <hello@themanaworld.org>
- on 016-1 the entire mountain from ground2 layer had a copy in fringe layer i erased it from fringe layer, it became visible with the help of a tortuga
- 030-1 used an tile set that was modified to work on an other map and so a map bug occurred so i restored the old tiles and moved the new tiles to an other place on the tileset and applied tileset changes to 081-1
Approved-by: Hello TMW <hello@themanaworld.org>
I don't know at what step the previous pictures turned into indexed last time, I repeated it now the same way and it became RGBA like it should, size went up though but pngcheck does not complain anymore. I think I don't looked into the pipeline that time since it was always failing at that time.
Approved-by: Thorbjørn Lindeijer <bjorn@lindeijer.nl>
- changed all of poppys maps to use external tilesets
- 081-1 fixed a patch of snow in the wrong layer bug and added tiles in ground layer so if other map views are used backdrop does not shine through ground anymore
- created some tilesets in the process which are not used atm
It been talked many times on IRC, forums and so on as idea but haven't gone far due to
lack of item graphics and lack of my skills around items. However, yesterday Wellvin
authored arrows bundle graphics that is enough for me - and I did the rest.
This is also dubs as preparatory step to make swamp more appealing for archers.
(Enchanters are meant to drop this item, its subject for other MRs)
How this works:
* There's now item called "Arrows Bundle" that meant to be dropped some mobs.
* Upon use it "unbundled", bundle item removed and random # of random arrows type given.
(so its a bit of gambling what particular bundle will be)
NB:
* Also see serverdata!907 to actually make it in effect.
* I tested whole thing on local and it works as expected.
* At some point later item should be added as drop to at least Enchanters.
Co-authored-by: Wellvin
Tested-by: Hello=)
Approved-by: Thorbjørn Lindeijer <bjorn@lindeijer.nl>
There's typo in Thorn arrows description. Its weight 1g, not 12 (I rechecked vs server's db).
This issue reported by players: Dryt complained they're allegedly-heavy, ginosuper got idea its typo.
Reported-by: ginosuper, Dryt
Approved-by: Thorbjørn Lindeijer <bjorn@lindeijer.nl>
Utilities:
cat npc/*/_mobs.txt | grep monster | sort | uniq -c | grep -v ' 1 '
cat maps/031-3.tmx | grep 'object id=' | cut -d' ' -f 5- | sort | uniq
-c | grep -v ' 1'
NB: 016-1 has another overlapping MauvePlant spawner that has
unconfigured delay (thus is not a direct duplicate). As changing it
would change game mechanis, it is out of scope for this commit.
NB: One of the 031-1 Bat dupe was probably added in ff1acc14.
I could not extract a reason, and did not look into who/what/why
added the other duplicates.
Digging holes for treasure hunt/gardening, I started with a high npc number to have enough space for normal npcs in front and enough space for more digging hole ground types after (dug out ground, hole, glow and flow are all dyable). The current set contains hole types for sand (desert/beach) and brown ground (woodland/grassland/fields). All pngs are optimized.
Approved-by: Hello TMW <hello@themanaworld.org>
Reviewed-by: Hello TMW <hello@themanaworld.org>
So far the effects referenced by quest XML have been regular effects,
but due to their persistence and on/off nature, using status effects
seems more fitting. Hence, the Mana client will interpret the "effect"
attribute of the "var/effect" elements as a status effect ID instead.
Fortunately the IDs used (45 and 46) were also still available as status
effect IDs.
Also, the quest indicators were implemented using sprites, but the Mana
client does not currently support adding sprites as a result of an
effect. Since this feature appears to be only used for the quest
markers, they have been implemented using a particle effect instead.
Part of mana/mana#62
Rationale: coal golem icon as it is doesn't displays nicely in dark places.
As concrete example, it looks awkward if e.g. there's black map border displayed.
This commit adds outline around coal golem icon so shape can be recognized even
in these circumstances.

includes maps poppy made for some xmas event and some dev meeting place, a jail and a map for the guildbot, not clue yet where the prison can be entered and if event maps should get their backdrop removed and filled with normal tiles but at least everything should be accessible atm so devs/gms can take a stroll. @Ledmitz dont looked if the music those maps are using is included or if it fits.
<br>
<br>
recompressed all pictures to lower size
- clientdata changes for https://git.themanaworld.org/legacy/serverdata/-/merge_requests/862 pngs run through optipng -o7
- renamed legendary-carrot.png to carrot-legendary.png and optimized it with optipng and added partial license since i dont know author that added stars atm and since i copied those stars to the other legendary items i put a ? there as well for now
Approved-by: Hello TMW <hello@themanaworld.org>
For some unknown reasons witch doctor mask looked ugly and distorted
in items window (F4 on self or show items on others) and in client hover
popup showing item data.
I've used item sprite itself to make it looking much better.
Technically I moved some part of pixels from item sprite used to display
player in game world to item image used in dialogs, both images are by
same author, and same license.
As extra perk I've optimized PNG packing and halved its size vs original.
Reported-By: Rill
Approved-by: Thorbjørn Lindeijer <bjorn@lindeijer.nl>
This change removes the `<end/>` tags in the walk anims of the following
monsters:
* Moubootaur
* Ratto
* Tengu
In Mana client, these make the walk animation stop prematurely, after
which the monsters just slide over the floor.
Closes https://git.themanaworld.org/mana/mana/-/issues/96
There is no example for the thermin cave and the related tileset has
been deleted. It probably was never used, but could be restored when
there is still interest in adding a new kind of cave to TMW.
There's also no example for the desert rules unfortunately.
And changed all references to these tilesets to be external.
Also changed some references to the collision tileset to refer to the
external tileset.
Also corrected the parameters on the set_cave.tsx tileset.
Now rules/woodland_example.tmx works again.
Care needs to be taken to only use the automappingconverter after fixing
the tileset references, otherwise it destroys tile layer data.
Pinkies never seemed to belong in ice caves and since bluepar do, I switched them. Now there's an alternative diamond grinding area to a map that had no use and a few bluepar dropping potions shouldn't be an issue now that they are easier to just buy/craft than ever.
- added 3 yellow super slime spots to 018-3 (1x2 slimes, 2x 1 slime)
- removed rattos from 029-2
- moved respawn points of mogguns and bats on 019-3 to 0,0 now they appear on map (just saw this when looking for slime spots idk if it was moved to prevent mobs from spawning but then again removing them completely would have been better but since this cave always looked so strangely empty i think its good to reactivate them)
- added 7 yellow super slime spots to 012-4 (7x2 slimes)
- added 1 yellow super slime spot to 032-3 (1x2 slimes)
- added 4 blue super slime spots to 031-3 (2x1 slime)
- added 1 blue super slime to whole 019-4
- added 1 blue super slime spot spanning all blue slime spots to 046-3 (1x2 slimes)
- added 1 blue super slime spot spanning all blue slime spots of the bottom left cave to 047-3 (1x2 slimes)
- added 1 yellow super slime spot to 055-3 (1x2 slimes)
- added 2 yellow super slime spot spanning each across all yellow slime spots of their cave part to 011-6 (1x2 slimes, 1x5 slimes)
- added 4 yellow super slime to whole 009-3
- added 1 yellow super slime spot to 006-3 (1x1 slime)
- added 2 green super slime spots to 001-1 (2x2 slimes)
- added 1 green super slime spot to 003-4 (1x7 slimes)
- added 4 green super slime to whole 043-1
- added 1 red super slime spot to 009-3 (1x7 slimes)
- added 1 green super slime spot to 006-1 (1x2 slimes)
- added 1 green super slime spot to 021-3 (1x1 slime)
- added 1 red super slime spot to 055-3 (1x2 slimes)
- added 1 red super slime spot to 043-3 (1x3 slimes)
- added 1 green super slime spot to 043-3 (1x1 slime)
- added 2 red super slime spots to 018-3 (1x2 slimes, 1x3 slimes)
- added 3 red super slime spots to 018-1 (1x1 slime, 2x2 slimes)
- added 2 red super slime spots to 013-3 (1x2 slimes, 1x5 slimes)
- added 4 red super slime spots to 006-3 (4x1 slime)
- added 1 yellow super slime spot spanning all yellow slime spots to 002-5 (1x2 slimes)
- added 5 red super slime spots to 012-4 (3x4 slimes, 2x3 slimes)
- added 3 golden skull spots to 006-3 (2x2 skulls, 1x3 skulls)
- added BlackSteelShield
- added BlackKnightHelm
- added BlackRoseHat (this one is not like the others since it gets created from BlackRoses)
All those black armors may need a outlined version to be better visible on black skins but that's a task for an other day.
****
The Red Bone's particle emitters were huge and blocking a lot of action. Most of this came from the larger black smoke/fog. After fine tuning it over too much time, I finally made it like it was but without the steroids. You can now see it starts at the head as it always had. It's now the same, but smaller when mob is still and almost hair-like when in motion. You can test locally for yourself, if you wish to comment: .../mana/updates/updates.themanaworld.org/legacy/local/graphics/particles/necroblast.particle.xml
****
I just commented it out for now, in case a rollback is needed or the code is useful for other hats. Oddly, this code does not work on other hats I tried, like Terranite Helmet, Assassin Mask or any other full head covering.
****
Added defense in description and other corrections vs DB. Note that some items are still unobtainable and need DB changes before changing here and adding to game. Also made description format more legible without the need to horizontally scroll.
****
- on 009-2 some object where in over1 layer but with high hats one appeared over the hat (beer on first table) so i moved them to ground3 layer
- on 012-1 whole street was in fringe layer that made tortugas vanish behind the tiles every two rows (strangly only tortugas they may have the exact size to trigger that behavior) I also fixed many walls and overlayers where beheader looked through the ground
****
- corrected Setzer and Hitchhiker's Towel to be in sync with server
- when looking at towels i saw that they are still say cooldown is 20 min so i corrected this too right away
****
You can see the full discussion here: [text](https://forums.themanaworld.org/viewtopic.php?t=21455)
Makes Hurnscald indoors silent, town square with bird ambience, town music moved to outside fence, mining camp is silent and map before the moor changed to adjacent east map music to avoid changing tracks for such a short duration on the way to the Graveyard.
The purpose is to make the hangout areas a bit more quiet, in hopes of baiting more people to enable music.
****
This reverts part of the following commits:
* 8b687b477f
* a86e94c1a5
* 044cb648a5
It does not appear to be enough yet, though. Need to debug why emotes are still not showing.
This also adds back the `settings.xml` file, so Mana client can drop its "compatibility fallback".
****
Co-authored-by: Jesusaves <jesusalva@themanaworld.org>
Approved-by: Jesusalva Jesusalva <jesusalva@themanaworld.org>