existing items in the same space.
(using itemborker to set number of items add or remove as a safer way to
manage this.)
- touched up bank dialogue (and incorporated itembroker code)
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2413 282e977c-c81d-0410-88c4-b93c2d0d6712
- add some magic mouth for antioc appearing...
- add the listener for the secret exit (local copy of map was not
updated in initial commit :( )
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2406 282e977c-c81d-0410-88c4-b93c2d0d6712
stairs were accessable without payment. The bridge over the estuary was
not passable (water was no_pass - now passable)
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2400 282e977c-c81d-0410-88c4-b93c2d0d6712
position when making new player, add maps for the market area of Navar
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2391 282e977c-c81d-0410-88c4-b93c2d0d6712
-add reusable script for adding/removing items
-add two new slotmachines
-add an insult generator
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2376 282e977c-c81d-0410-88c4-b93c2d0d6712
(not advising that happen, but the bank class should be as
modular as possible IMHO) and so I did it.
Added README from unlinked with changes
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2357 282e977c-c81d-0410-88c4-b93c2d0d6712
- repair some of the elevation damage around scorn due to map changes
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2354 282e977c-c81d-0410-88c4-b93c2d0d6712
Bank now uses imperials (1000 gold) for withdrawls and can do enchanges
of currency to platinum. Added a cleanup routine in the
python_remove script to delete account when players quit.
A transaction fee was implemented for deposits (default 5%)
requires use of new arch "imperial" (bank notes with no
intrinsic value)
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2350 282e977c-c81d-0410-88c4-b93c2d0d6712
are not 'autojoining' type. For some reason these walls do not retain
some of their properties (e.g. blocks view). The code should probably
also be tweeked to handle single arch wall objects better (or at least
for simple walls - escape the wall joining routine and not to send out
all those log errors for non-existant arches).
Walls for random maps should not have smoothing either...
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2335 282e977c-c81d-0410-88c4-b93c2d0d6712
styles. (modifications to the random door code is required to work this
- patch forthcoming)
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2333 282e977c-c81d-0410-88c4-b93c2d0d6712
and a wall file for making hedge mazes
tweek some existing styles
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2332 282e977c-c81d-0410-88c4-b93c2d0d6712
backport elevation from old maps and assign some elevations based on
ground type (groan).
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2323 282e977c-c81d-0410-88c4-b93c2d0d6712
- Hopefully there will be less bumping and more room now.
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2321 282e977c-c81d-0410-88c4-b93c2d0d6712
- extended map to make some room for a couple new classes in future
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2294 282e977c-c81d-0410-88c4-b93c2d0d6712
script and removing the part if the seen command that hands out players
IP addresses to other players.
git-svn-id: svn://svn.code.sf.net/p/crossfire/code/trunk/maps@2269 282e977c-c81d-0410-88c4-b93c2d0d6712