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	<id>https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bertram</id>
	<title>The Mana World - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bertram"/>
	<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/wiki/Special:Contributions/Bertram"/>
	<updated>2026-05-06T02:16:00Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=18323</id>
		<title>Servers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=18323"/>
		<updated>2011-04-11T08:55:19Z</updated>

		<summary type="html">&lt;p&gt;Bertram: Fixed clients version to correspond the current available versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
When you set up your own TMW server and want it to be open for public playing feel free to add it here. To create your own server read [[Setting up a server]]. All servers/projects on this page work with the official client. Servers/Projects listed on [[forks]] are incompatible with the official TMW client, though they are based on it. &lt;br /&gt;
&lt;br /&gt;
== TmwAthena servers for 0.5.x clients ==&lt;br /&gt;
These servers run on eAthena. You can connect to them with the official client from the [http://themanaworld.org/downloads download page].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Security Warning:&#039;&#039; Do not use the same username and password on two different servers. The server admins can read all of them in clear text and nothing stops them from trying them on other servers. It happened a lot in the past that users of the official server got â€œhackedâ€ because they ignored this important precaution.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Official server ===&lt;br /&gt;
&lt;br /&gt;
The official public server of The Mana World project. &lt;br /&gt;
&lt;br /&gt;
* Hostname: server.themanaworld.org&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: Platyna, GHP (Group Holding Power)&lt;br /&gt;
* Language: English in public&lt;br /&gt;
* Chat: #themanaworld on irc.themanaworld.org&lt;br /&gt;
* Website: [http://www.themanaworld.org themanaworld.org]&lt;br /&gt;
&lt;br /&gt;
===The Alternate World===&lt;br /&gt;
&lt;br /&gt;
A server with different rules and original content. Stable.&lt;br /&gt;
&lt;br /&gt;
* Hostname: server.thealternateworld.org&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: DarkWind&lt;br /&gt;
* Language: Multi-lingual, English is helpful&lt;br /&gt;
* Chat: #thealternateworld on irc.freenode.net&lt;br /&gt;
* Website: [http://www.thealternateworld.org thealternateworld.org]&lt;br /&gt;
&lt;br /&gt;
===The Mana World Brasil===&lt;br /&gt;
&lt;br /&gt;
A server with new content. NPCs speak Portuguese.&lt;br /&gt;
&lt;br /&gt;
* Hostname: server.themanaworld.com.br&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: Katsuo&lt;br /&gt;
* Language: Portuguese or English in public&lt;br /&gt;
* Chat: #tmw-br or irc.themanaworld.org&lt;br /&gt;
* Website: [http://www.themanaworld.com.br themanaworld.com.br]&lt;br /&gt;
&lt;br /&gt;
===German TMW / Deutsches TMW===&lt;br /&gt;
&lt;br /&gt;
A server with new content.  NPCs speak German.&lt;br /&gt;
&lt;br /&gt;
* Hostname: server.germantmw.de&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: [[User:jak1|jak1]], [[User:GoNzO|GoNzO]]&lt;br /&gt;
* Language: German in puplic (other language private)&lt;br /&gt;
* Chat: Minichat on Website.&lt;br /&gt;
* IRC: irc.freenode.net #germantmw&lt;br /&gt;
* Website: [http://germantmw.de germantmw.de]&lt;br /&gt;
&lt;br /&gt;
===Auldsbel Server===&lt;br /&gt;
&lt;br /&gt;
A server with some minor game changes.&lt;br /&gt;
&lt;br /&gt;
* Hostname: auldsbel.dyndns.org&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: [[http://wiki.themanaworld.org/index.php/User:Tarq Tarq]]&lt;br /&gt;
* Language: English&lt;br /&gt;
* Chat: No&lt;br /&gt;
* Website: [http://auldsbel.dyndns.org/ http://auldsbel.dyndns.org/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- offline 2001-02-12 ===Manians Online===&lt;br /&gt;
&lt;br /&gt;
A server with new content and new Maps.&lt;br /&gt;
&lt;br /&gt;
* Hostname: tmw-manians.no-ip.org&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: Shannon A.K.A *-*ninja*-*&lt;br /&gt;
* Language: English&lt;br /&gt;
* Website: [http://manians.webs.com/ http://manians.webs.com/]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Joey&#039;s Server===&lt;br /&gt;
&lt;br /&gt;
A brand new server with, at the moment, original content. Giving away lots of rare items! &lt;br /&gt;
* Hostname: joeytmw.dyndns-server.com&lt;br /&gt;
* Language: English&lt;br /&gt;
* Port: 6901&lt;br /&gt;
* Administration: Joey A.K.A The Master&lt;br /&gt;
* Times Online: Weekdays 4 pm-10 pm, Weekends 7 or 8 am-10 pm&lt;br /&gt;
&lt;br /&gt;
===J Triggs Mana World Server===&lt;br /&gt;
&lt;br /&gt;
A brand new server with, a warp npc in Tulimshar, also if you have the right number visit Andra and get 2 items free!&lt;br /&gt;
*Hostname: jtriggsmanaworldserver.dyndns.org&lt;br /&gt;
*Language: English&lt;br /&gt;
*Port: 6901&lt;br /&gt;
*Administration: J Triggs&lt;br /&gt;
*Online: Pretty much 24/7&lt;br /&gt;
*Website: http://jtriggsmanaworldserver.webs.com&lt;br /&gt;
*note this server might be changing its name and URL of website and Host!&lt;br /&gt;
&lt;br /&gt;
===The Other Worlds===&lt;br /&gt;
&lt;br /&gt;
A new server with new content being developed and some new quests and items.&lt;br /&gt;
* Hostname: theotherworlds.dyndns.org&lt;br /&gt;
* Language: English&lt;br /&gt;
* Port: 6901&lt;br /&gt;
* Online: Downtimes are occasional but it should normally be up.&lt;br /&gt;
* Administration: A list can be found in the news.&lt;br /&gt;
* Contact: Contact Anonymous!!! on the forums or Nahem ingame for any problems.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== ManaServ servers for 1.0 clients ==&lt;br /&gt;
&lt;br /&gt;
You can connect to these servers with a client compiled from source when using the ManaServ build target. Note that ManaServ is still in development and doesn&#039;t offer real gameplay yet. As a player you will have much more fun on an eAthena server.&lt;br /&gt;
&lt;br /&gt;
=== Official test server ===&lt;br /&gt;
&lt;br /&gt;
The semi-official test server for the new server &amp;lt;code&amp;gt;manaserv&amp;lt;/code&amp;gt;. The server runs in debug mode and backtraces are automatically sent by email when it crashes, after which the server is restarted.&lt;br /&gt;
&lt;br /&gt;
* Hostname: testing.themanaworld.org&lt;br /&gt;
* Port: 9601 UDP&lt;br /&gt;
* Administration: [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
&lt;br /&gt;
=== Invertika server ===&lt;br /&gt;
&lt;br /&gt;
A German fork of TMW based on Manaserv with a completely new game world. The server is in beta status. Downtimes are possible but rare.&lt;br /&gt;
&lt;br /&gt;
* Hostname: server.invertika.org&lt;br /&gt;
* Port: 9601 UDP&lt;br /&gt;
* Website: http://invertika.org&lt;br /&gt;
* Administration: [[User:Seeseekey|seeseekey]]&lt;br /&gt;
&lt;br /&gt;
=== Whispers of Avalon test server (WOA) ===&lt;br /&gt;
&lt;br /&gt;
Test server for WOA featuring completely new content &lt;br /&gt;
&lt;br /&gt;
* Hostname: server.whispersofavalon.com:9601&lt;br /&gt;
* Port: 9601 UDP&lt;br /&gt;
* Website: http://whispersofavalon.com/&lt;br /&gt;
* Administration: [[User:Jaxad0127|Jaxad0127]]&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Bertram&amp;diff=15251</id>
		<title>User:Bertram</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Bertram&amp;diff=15251"/>
		<updated>2010-08-03T10:06:18Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Created a repositories cartography */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is mostly used to WIP work and coordination purpose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can be outdated and can change without further notice. (You&#039;ll be warned.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Overall Roadmaps=&lt;br /&gt;
&lt;br /&gt;
Here are the main roadmap components that *should* be completed (IMHO) before the ManaServ release:&lt;br /&gt;
&lt;br /&gt;
- Both Mantis roadmaps:&lt;br /&gt;
* http://bugs.manasource.org/roadmap_page.php&lt;br /&gt;
* http://mantis.themanaworld.org/roadmap_page.php&lt;br /&gt;
- Crush todo list:&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/User:Crush/TMWServTodo&lt;br /&gt;
- CR1 graphics (to indeed bring something worthy with all that shiny stuff):&lt;br /&gt;
* http://forums.themanaworld.org/viewtopic.php?p=77207#p77207&lt;br /&gt;
&lt;br /&gt;
=Repositories cartography=&lt;br /&gt;
&lt;br /&gt;
Since we&#039;ve starting to have a billion different git repo for the mana/tmw client binary, server, data. Each used on different goals, I added here &lt;br /&gt;
simple cartography of every git repositories to actually get an idea about what is stored where.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! GIT repository&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#FFAAAA&amp;quot; | Development&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mana client&#039;&#039;&#039; (Development clone) &amp;lt;br /&amp;gt; http://gitorious.org/~bertram/mana/mana-attributes-system-test&lt;br /&gt;
| This repository stores the client sources. It is used to test highly experimental new features and POCs. Once the code here is mature enough, it goes to the mana:master repository.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv server&#039;&#039;&#039; (Development clone) &amp;lt;br /&amp;gt; http://gitorious.org/~bertram/mana/manaserv-attributes-system-test&lt;br /&gt;
| This repository stores the new server sources. It is used to test highly experimental new features and POCs. Once the code here is mature enough, it goes to the manaserv:master repository.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mana client development data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/+tmw-admins/tmw/client-dev&lt;br /&gt;
| The client data stored here are used for highly experimental purpose with the new Manaserv server. Once they&#039;ll get mature enough, they will be used to bring out the content release 1 at the time of writing this section.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv server development data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/+tmw-admins/tmw/server-dev&lt;br /&gt;
| The server data stored here are used for highly experimental purpose with the new Manaserv server. Once they&#039;ll get mature enough, they will be used to bring out the content release 1 at the time of writing this section.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AABBFF&amp;quot; | Testing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mana Client&#039;&#039;&#039; (Master branch) &amp;lt;br /&amp;gt; http://gitorious.org/mana/mana&lt;br /&gt;
| This is the main branch of the mana client development, and thus, is the most active repository. New small features and minor refactorings are added here directly. Bigger changes go through the development clones.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv server&#039;&#039;&#039; (Master branch)&amp;lt;br /&amp;gt; http://gitorious.org/mana/manaserv&lt;br /&gt;
| This is the main branch of the mana server development, and thus, is the most active repository. New small features and minor refactorings are added here directly. Bigger changes go through the development clones.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv server data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmwserv-data/mainline&lt;br /&gt;
| This is the currently server data testing repository for manaserv. It&#039;s also stored as a reference of files used to how configure it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TmwAthena server testing data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/+tmw-developers/tmw-eathena-data/testing&lt;br /&gt;
| This repository stores the data used by the TmwAthena server currently in use for future content release.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AAFFAA&amp;quot; | Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mana Client&#039;&#039;&#039; (Production branch) &amp;lt;br /&amp;gt; http://gitorious.org/mana/mana/commits/1.0&lt;br /&gt;
| At the time of writing this section, the current production branch is the 1.0, but it will be upgraded to a new one whenever the 1.0 release is done. Only bugfixes and show-stoppers are allowed here.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv Server&#039;&#039;&#039; (Production branch)&lt;br /&gt;
| No repositories are used for production now since the new server isn&#039;t enough mature now to get a production release. Let&#039;s hope it will change soon :)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TmwAthena server data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmw-eathena-data/mainline&lt;br /&gt;
| This repository stores the data used by the TmwAthena server currently in use in production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TMW client data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmwdata/mainline&lt;br /&gt;
| This repository stores the client data currently used by everyone playing the game. Small additions not forcefully yet online can be added, but it&#039;s quite in sync most of the time.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TMW client branding data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmw/tmw&lt;br /&gt;
| Here are stored the files used to actually shape the mana client into a TMW specific client. Custom branding and gui files usually go there.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AAAAAA&amp;quot; | Tools&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tiled&#039;&#039;&#039; (Working) &amp;lt;br /&amp;gt; http://gitorious.org/tiled/tiled-qt&lt;br /&gt;
| Tool used to create maps for both servers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fairy Glow&#039;&#039;&#039; (Alpha) &amp;lt;br /&amp;gt; http://gitorious.org/fairy-glow/fairy-glow&lt;br /&gt;
| This tool will be used to create particle effects. Since this is still more a fresh start than a real project, you can use this (older) project instead for testing purpose: http://gitorious.org/fairy-glow/particled-igneus&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AAAAAA&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artists repository&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmwart/mainline&lt;br /&gt;
| This repository is used to store the original files, templates, etc, everything used to actually get content into the game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Music repository&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmw/music&lt;br /&gt;
| This repository is used to store the music files used in-game.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Multi-level maps related specifications =&lt;br /&gt;
&lt;br /&gt;
This part aims to bring a finished version the multi-level maps and everything related to 2D layer rendering, called action layers previously.&lt;br /&gt;
Most of the text is inspired by the original pages and is trying to complete the initial effort, here:&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Map_layers_proposal&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Action_layers&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Improvement_of_the_collision_layer_system&lt;br /&gt;
&lt;br /&gt;
Some part can already be finished and some may not, the aim is also to gather that kind of specifications in one page.&lt;br /&gt;
&lt;br /&gt;
== Multi-level maps ==&lt;br /&gt;
&lt;br /&gt;
As in the first Map layer proposal, multi-levelled maps should be supported (under Manaserv 1.1 or 2.0). In order to know the map current level of a layer, we make use of the collision layer which will be considered as the last layer of a level.&lt;br /&gt;
The map reader will then be able to increment the level of the layers next to it:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Map Layer&lt;br /&gt;
! Level&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ...&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Collision)&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Fringe)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Collision)&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Fringe)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As told [http://wiki.themanaworld.org/index.php/Improvement_of_the_collision_layer_system here], the &#039;collision&#039; layer&lt;br /&gt;
should handle more than one collision type. This was copy pasted from the previous page with some slight modifications:&lt;br /&gt;
&lt;br /&gt;
== The Monster Problem ==&lt;br /&gt;
&lt;br /&gt;
  Another important collision tile type we need is a tile that blocks only monsters.&lt;br /&gt;
  This would come in handy to prevent narrow passages and bridges to get clogged with monsters.&lt;br /&gt;
  Another good example this could be used for are portal areas, like the cave entrance.&lt;br /&gt;
  The entrance of the cave from the inside is crowded with red slimes and black scorpions sometimes as it is now.&lt;br /&gt;
  I don&#039;t think these tiles should block the creatures in a normal way.&lt;br /&gt;
  They should block them as long as they haven&#039;t been attacked.&lt;br /&gt;
  The monsters should follow players who hit them.&lt;br /&gt;
  So basically these tiles should not be picked as a target for roaming monsters:&lt;br /&gt;
  &lt;br /&gt;
  This image could be used very conveniently: [[Image:Nomonsters.png]]&lt;br /&gt;
&lt;br /&gt;
== Fences and firing problems ==&lt;br /&gt;
&lt;br /&gt;
  [[Image:Collision_demo_1_bad.png]]&lt;br /&gt;
  &lt;br /&gt;
  The archer on this picture is separated from the enemies.&lt;br /&gt;
  He shouldn&#039;t be able to hit the right enemy with an arrow because there is a cavewall in the way he can&#039;t shoot through.&lt;br /&gt;
  But there is no reason why he shouldn&#039;t be able to shoot an arrow over the unwalkable pond to hit the left enemy.&lt;br /&gt;
  To give mappers the possibility to mark areas that are blocking movement but not ranged attacks&lt;br /&gt;
  I suggest the &amp;quot;Not walkable but shootable&amp;quot; tile.&lt;br /&gt;
  &lt;br /&gt;
  [[Image:Collision_demo_1_good.png]]&lt;br /&gt;
&lt;br /&gt;
N.B. : &amp;quot;Not walkable but shootable&amp;quot; -&amp;gt; And also flyable and why not jumpable tiles.&lt;br /&gt;
&lt;br /&gt;
The same goes for fences. It should be doable to fire through windows, fences and so other things, even if the shooter isn&#039;t on the same level than the victim.&lt;br /&gt;
&lt;br /&gt;
The image showing a red cross and a blue bow could be used very conveniently for this purpose.&lt;br /&gt;
&lt;br /&gt;
== Beings&#039; level changes handling ==&lt;br /&gt;
&lt;br /&gt;
The level changes can be handled using a special collision tile setting to which level the being is on when walking on it.&lt;br /&gt;
When making the map, the &#039;change level&#039; collision tile will have to be set on both collision layers of each concerned levels.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;level&#039;&#039;&#039; tile integer property will have to tell on which level the player is when walking on the tile.&lt;br /&gt;
&lt;br /&gt;
Technically, a Level 1 collision tile or group of tiles will always have to be next to another level -1 or +1 group of tile, to permit the level switch in both direction.&lt;br /&gt;
&lt;br /&gt;
== Handling the path steepness ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Stairdemo.png|right]]&lt;br /&gt;
Another good idea given in the collision layer improvement, is to handle the walking upstairs effect and similar effect while walking on something looking steep.&lt;br /&gt;
&lt;br /&gt;
In a 2d world, it is hard to handle a z coordinate without starting to handle real 3d objects calculation.&lt;br /&gt;
The effects used in SoM for instance are really ingenious as they don&#039;t use any 3d calculation and still handle stairs nicefully:&lt;br /&gt;
&lt;br /&gt;
When a character is walking on something looking steep, its speed will be decreased to show the inclination.&lt;br /&gt;
A tile should be able to get an &#039;&#039;&#039;inclination&#039;&#039;&#039; integer property which would be used to show how steep is the current tile.&lt;br /&gt;
Also, a &#039;&#039;&#039;steepness_direction&#039;&#039;&#039; could be used to make the engine know if the slope vertical or horizontal, and then decrease speed &lt;br /&gt;
only for x, y coord value changes, or both.&lt;br /&gt;
&lt;br /&gt;
These two tiles properties would suffice for stairs going north or south, for instance.&lt;br /&gt;
&lt;br /&gt;
But there is a third effect missing when going upstairs while actually moving left or right:&lt;br /&gt;
Give the illusion that the being is actually moving &#039;&#039;&#039;up&#039;&#039;&#039;stairs, for instance.&lt;br /&gt;
&lt;br /&gt;
Make use of the z coord to show how high is a character would lead to problems with mapping higher levels, as we&#039;d need to offset the current coord&lt;br /&gt;
and it would be a mess.&lt;br /&gt;
&lt;br /&gt;
The simpler solution is to give the illusion of moving up as the being is actually moving diagonally instead.&lt;br /&gt;
Two special collision tiles could be then used to force {north-east;south-west} and {south-east;north-west} being movements when&lt;br /&gt;
it&#039;s trying to move left or right.&lt;br /&gt;
&lt;br /&gt;
This, combined with the above two tiles properties would lead to an illusion of moving to another map level without requiring to do so yet.&lt;br /&gt;
No offset would have to be done on coordinates as the being is simply moving on the same layer, and level so far.&lt;br /&gt;
&lt;br /&gt;
== How to combine levels and steepness? ==&lt;br /&gt;
&lt;br /&gt;
When a being has reached what looks like the upper part of your stairs, you&#039;ll then be able to make the level switch, for instance before adding a bridge.&lt;br /&gt;
&lt;br /&gt;
The error where I lost myself also was to try directly to combine both steepness and level switching in one tile. I should be feasible, but certainly harder&lt;br /&gt;
and less understandable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Main rendering z-order ==&lt;br /&gt;
&lt;br /&gt;
Now, &#039;&#039;&#039;for each map level one after another&#039;&#039;&#039;, the engine will have to render the world in the following order:&lt;br /&gt;
&lt;br /&gt;
* Every non fringe layers (First map layer, until fringe layer - 1)&lt;br /&gt;
&lt;br /&gt;
Then before drawing the fringe layer:&lt;br /&gt;
Every being should be sorted by y value, the precedence given below is for beings with the same y coord pixel-wise value:&lt;br /&gt;
* Draw floor items&lt;br /&gt;
* Draw monsters&lt;br /&gt;
* Draw NPCs&lt;br /&gt;
* Draw Players&lt;br /&gt;
* Draw Localplayer&lt;br /&gt;
&lt;br /&gt;
and at last:&lt;br /&gt;
* Draw Fringe tiles&lt;br /&gt;
and then:&lt;br /&gt;
* Draw every layers between fringe + 1 and collision -1.&lt;br /&gt;
&lt;br /&gt;
As told above, if a layer after the collision exists, it will be taken into account with level + 1.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
* Finally, after every map levels, draw ambient layers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This z-order rendering doesn&#039;t take particle effects into account yet because I didn&#039;t want to mix subjects. See below to get a more descriptive order including particle effects.&lt;br /&gt;
&lt;br /&gt;
== Particles z-order ==&lt;br /&gt;
&lt;br /&gt;
The particle effects are an important part of a living world.&lt;br /&gt;
There are two main types of particle effects : The static ones and the ones linked to a being or an item.&lt;br /&gt;
&lt;br /&gt;
Common effects are usually meant to surround a being, and then the particle effect should be divided into two parts:&lt;br /&gt;
- The part behind the being.&lt;br /&gt;
- The part in front of it.&lt;br /&gt;
&lt;br /&gt;
By default, the bottom part should be drawn just before the beings itself, and the above part just after it.&lt;br /&gt;
&lt;br /&gt;
There are also particle effect that should always be, for many reasons, behind or in front of a specific layer.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;z-placement&#039;&#039;&#039; string value or such should be handled in the particle-effects.xml files in order to tell before or after which layer,&lt;br /&gt;
the effect should be drawn.&lt;br /&gt;
&amp;quot;Below-Beings&amp;quot;, &amp;quot;Above-Beings&amp;quot;, &amp;quot;Below-Fringe&amp;quot;, &amp;quot;Above-Fringe&amp;quot;, &amp;quot;Below-Collision&amp;quot;, &amp;quot;Above-Collision&amp;quot;, &amp;quot;Above-Ambient&amp;quot; would be useful values.&lt;br /&gt;
&lt;br /&gt;
These flag would handle effects drawn at the same map level than a given being&#039;s ones.&lt;br /&gt;
&lt;br /&gt;
For static effects, not linked to some being, a &#039;&#039;&#039;maplevel&#039;&#039;&#039; integer value should be given in combination with the above property. defaulted to 1.&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Bertram&amp;diff=15250</id>
		<title>User:Bertram</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Bertram&amp;diff=15250"/>
		<updated>2010-08-03T09:59:47Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Repositories cartography */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is mostly used to WIP work and coordination purpose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can be outdated and can change without further notice. (You&#039;ll be warned.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Overall Roadmaps=&lt;br /&gt;
&lt;br /&gt;
Here are the main roadmap components that *should* be completed (IMHO) before the ManaServ release:&lt;br /&gt;
&lt;br /&gt;
- Both Mantis roadmaps:&lt;br /&gt;
* http://bugs.manasource.org/roadmap_page.php&lt;br /&gt;
* http://mantis.themanaworld.org/roadmap_page.php&lt;br /&gt;
- Crush todo list:&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/User:Crush/TMWServTodo&lt;br /&gt;
- CR1 graphics (to indeed bring something worthy with all that shiny stuff):&lt;br /&gt;
* http://forums.themanaworld.org/viewtopic.php?p=77207#p77207&lt;br /&gt;
&lt;br /&gt;
=Repositories cartography=&lt;br /&gt;
&lt;br /&gt;
Since we&#039;ve starting to have a billion different git repo for the mana/tmw client binary, server, data. Each used on different goals, I added here &lt;br /&gt;
simple cartography of every git repositories to actually get an idea about what is stored where.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! GIT repository&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#FFAAAA&amp;quot; | Development&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mana client&#039;&#039;&#039; (Development clone) &amp;lt;br /&amp;gt; http://gitorious.org/~bertram/mana/mana-attributes-system-test&lt;br /&gt;
| This repository stores the client sources. It is used to test highly experimental new features and POCs. Once the code here is mature enough, it goes to the mana:master repository.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv server&#039;&#039;&#039; (Development clone) &amp;lt;br /&amp;gt; http://gitorious.org/~bertram/mana/manaserv-attributes-system-test&lt;br /&gt;
| This repository stores the new server sources. It is used to test highly experimental new features and POCs. Once the code here is mature enough, it goes to the manaserv:master repository.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AABBFF&amp;quot; | Testing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mana Client&#039;&#039;&#039; (Master branch) &amp;lt;br /&amp;gt; http://gitorious.org/mana/mana&lt;br /&gt;
| This is the main branch of the mana client development, and thus, is the most active repository. New small features and minor refactorings are added here directly. Bigger changes go through the development clones.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv server&#039;&#039;&#039; (Master branch)&amp;lt;br /&amp;gt; http://gitorious.org/mana/manaserv&lt;br /&gt;
| This is the main branch of the mana server development, and thus, is the most active repository. New small features and minor refactorings are added here directly. Bigger changes go through the development clones.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv server data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmwserv-data/mainline&lt;br /&gt;
| This is the currently server data testing repository for manaserv. It&#039;s also stored as a reference of files used to how configure it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TmwAthena server testing data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/+tmw-developers/tmw-eathena-data/testing&lt;br /&gt;
| This repository stores the data used by the TmwAthena server currently in use for future content release.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AAFFAA&amp;quot; | Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mana Client&#039;&#039;&#039; (Production branch) &amp;lt;br /&amp;gt; http://gitorious.org/mana/mana/commits/1.0&lt;br /&gt;
| At the time of writing this section, the current production branch is the 1.0, but it will be upgraded to a new one whenever the 1.0 release is done. Only bugfixes and showstoppers are allowed here.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv Server&#039;&#039;&#039; (Production branch)&lt;br /&gt;
| No repositories are used for production now since the new server isn&#039;t enough mature now to get a production release. Let&#039;s hope it will change soon :)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TmwAthena server data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmw-eathena-data/mainline&lt;br /&gt;
| This repository stores the data used by the TmwAthena server currently in use in production.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;TMW client data&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmwdata/mainline&lt;br /&gt;
| This repository stores the client data currently used by everyone playing the game. Small additions not forcefully yet online can be added, but it&#039;s quite in sync most of the time.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AAAAAA&amp;quot; | Tools&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tiled&#039;&#039;&#039; (Working) &amp;lt;br /&amp;gt; http://gitorious.org/tiled/tiled-qt&lt;br /&gt;
| Tool used to create maps for both servers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fairy Glow&#039;&#039;&#039; (Alpha) &amp;lt;br /&amp;gt; http://gitorious.org/fairy-glow/fairy-glow&lt;br /&gt;
| This tool will be used to create particle effects. Since this is still more a fresh start than a real project, you can use this (older) project instead for testing purpose: http://gitorious.org/fairy-glow/particled-igneus&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AAAAAA&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Artists repository&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmwart/mainline&lt;br /&gt;
| This repository is used to store the original files, templates, etc, everything used to actually get content into the game.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Music repository&#039;&#039;&#039; &amp;lt;br /&amp;gt; http://gitorious.org/tmw/music&lt;br /&gt;
| This repository is used to store the music files used in-game.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Multi-level maps related specifications =&lt;br /&gt;
&lt;br /&gt;
This part aims to bring a finished version the multi-level maps and everything related to 2D layer rendering, called action layers previously.&lt;br /&gt;
Most of the text is inspired by the original pages and is trying to complete the initial effort, here:&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Map_layers_proposal&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Action_layers&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Improvement_of_the_collision_layer_system&lt;br /&gt;
&lt;br /&gt;
Some part can already be finished and some may not, the aim is also to gather that kind of specifications in one page.&lt;br /&gt;
&lt;br /&gt;
== Multi-level maps ==&lt;br /&gt;
&lt;br /&gt;
As in the first Map layer proposal, multi-levelled maps should be supported (under Manaserv 1.1 or 2.0). In order to know the map current level of a layer, we make use of the collision layer which will be considered as the last layer of a level.&lt;br /&gt;
The map reader will then be able to increment the level of the layers next to it:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Map Layer&lt;br /&gt;
! Level&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ...&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Collision)&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Fringe)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Collision)&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Fringe)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As told [http://wiki.themanaworld.org/index.php/Improvement_of_the_collision_layer_system here], the &#039;collision&#039; layer&lt;br /&gt;
should handle more than one collision type. This was copy pasted from the previous page with some slight modifications:&lt;br /&gt;
&lt;br /&gt;
== The Monster Problem ==&lt;br /&gt;
&lt;br /&gt;
  Another important collision tile type we need is a tile that blocks only monsters.&lt;br /&gt;
  This would come in handy to prevent narrow passages and bridges to get clogged with monsters.&lt;br /&gt;
  Another good example this could be used for are portal areas, like the cave entrance.&lt;br /&gt;
  The entrance of the cave from the inside is crowded with red slimes and black scorpions sometimes as it is now.&lt;br /&gt;
  I don&#039;t think these tiles should block the creatures in a normal way.&lt;br /&gt;
  They should block them as long as they haven&#039;t been attacked.&lt;br /&gt;
  The monsters should follow players who hit them.&lt;br /&gt;
  So basically these tiles should not be picked as a target for roaming monsters:&lt;br /&gt;
  &lt;br /&gt;
  This image could be used very conveniently: [[Image:Nomonsters.png]]&lt;br /&gt;
&lt;br /&gt;
== Fences and firing problems ==&lt;br /&gt;
&lt;br /&gt;
  [[Image:Collision_demo_1_bad.png]]&lt;br /&gt;
  &lt;br /&gt;
  The archer on this picture is separated from the enemies.&lt;br /&gt;
  He shouldn&#039;t be able to hit the right enemy with an arrow because there is a cavewall in the way he can&#039;t shoot through.&lt;br /&gt;
  But there is no reason why he shouldn&#039;t be able to shoot an arrow over the unwalkable pond to hit the left enemy.&lt;br /&gt;
  To give mappers the possibility to mark areas that are blocking movement but not ranged attacks&lt;br /&gt;
  I suggest the &amp;quot;Not walkable but shootable&amp;quot; tile.&lt;br /&gt;
  &lt;br /&gt;
  [[Image:Collision_demo_1_good.png]]&lt;br /&gt;
&lt;br /&gt;
N.B. : &amp;quot;Not walkable but shootable&amp;quot; -&amp;gt; And also flyable and why not jumpable tiles.&lt;br /&gt;
&lt;br /&gt;
The same goes for fences. It should be doable to fire through windows, fences and so other things, even if the shooter isn&#039;t on the same level than the victim.&lt;br /&gt;
&lt;br /&gt;
The image showing a red cross and a blue bow could be used very conveniently for this purpose.&lt;br /&gt;
&lt;br /&gt;
== Beings&#039; level changes handling ==&lt;br /&gt;
&lt;br /&gt;
The level changes can be handled using a special collision tile setting to which level the being is on when walking on it.&lt;br /&gt;
When making the map, the &#039;change level&#039; collision tile will have to be set on both collision layers of each concerned levels.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;level&#039;&#039;&#039; tile integer property will have to tell on which level the player is when walking on the tile.&lt;br /&gt;
&lt;br /&gt;
Technically, a Level 1 collision tile or group of tiles will always have to be next to another level -1 or +1 group of tile, to permit the level switch in both direction.&lt;br /&gt;
&lt;br /&gt;
== Handling the path steepness ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Stairdemo.png|right]]&lt;br /&gt;
Another good idea given in the collision layer improvement, is to handle the walking upstairs effect and similar effect while walking on something looking steep.&lt;br /&gt;
&lt;br /&gt;
In a 2d world, it is hard to handle a z coordinate without starting to handle real 3d objects calculation.&lt;br /&gt;
The effects used in SoM for instance are really ingenious as they don&#039;t use any 3d calculation and still handle stairs nicefully:&lt;br /&gt;
&lt;br /&gt;
When a character is walking on something looking steep, its speed will be decreased to show the inclination.&lt;br /&gt;
A tile should be able to get an &#039;&#039;&#039;inclination&#039;&#039;&#039; integer property which would be used to show how steep is the current tile.&lt;br /&gt;
Also, a &#039;&#039;&#039;steepness_direction&#039;&#039;&#039; could be used to make the engine know if the slope vertical or horizontal, and then decrease speed &lt;br /&gt;
only for x, y coord value changes, or both.&lt;br /&gt;
&lt;br /&gt;
These two tiles properties would suffice for stairs going north or south, for instance.&lt;br /&gt;
&lt;br /&gt;
But there is a third effect missing when going upstairs while actually moving left or right:&lt;br /&gt;
Give the illusion that the being is actually moving &#039;&#039;&#039;up&#039;&#039;&#039;stairs, for instance.&lt;br /&gt;
&lt;br /&gt;
Make use of the z coord to show how high is a character would lead to problems with mapping higher levels, as we&#039;d need to offset the current coord&lt;br /&gt;
and it would be a mess.&lt;br /&gt;
&lt;br /&gt;
The simpler solution is to give the illusion of moving up as the being is actually moving diagonally instead.&lt;br /&gt;
Two special collision tiles could be then used to force {north-east;south-west} and {south-east;north-west} being movements when&lt;br /&gt;
it&#039;s trying to move left or right.&lt;br /&gt;
&lt;br /&gt;
This, combined with the above two tiles properties would lead to an illusion of moving to another map level without requiring to do so yet.&lt;br /&gt;
No offset would have to be done on coordinates as the being is simply moving on the same layer, and level so far.&lt;br /&gt;
&lt;br /&gt;
== How to combine levels and steepness? ==&lt;br /&gt;
&lt;br /&gt;
When a being has reached what looks like the upper part of your stairs, you&#039;ll then be able to make the level switch, for instance before adding a bridge.&lt;br /&gt;
&lt;br /&gt;
The error where I lost myself also was to try directly to combine both steepness and level switching in one tile. I should be feasible, but certainly harder&lt;br /&gt;
and less understandable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Main rendering z-order ==&lt;br /&gt;
&lt;br /&gt;
Now, &#039;&#039;&#039;for each map level one after another&#039;&#039;&#039;, the engine will have to render the world in the following order:&lt;br /&gt;
&lt;br /&gt;
* Every non fringe layers (First map layer, until fringe layer - 1)&lt;br /&gt;
&lt;br /&gt;
Then before drawing the fringe layer:&lt;br /&gt;
Every being should be sorted by y value, the precedence given below is for beings with the same y coord pixel-wise value:&lt;br /&gt;
* Draw floor items&lt;br /&gt;
* Draw monsters&lt;br /&gt;
* Draw NPCs&lt;br /&gt;
* Draw Players&lt;br /&gt;
* Draw Localplayer&lt;br /&gt;
&lt;br /&gt;
and at last:&lt;br /&gt;
* Draw Fringe tiles&lt;br /&gt;
and then:&lt;br /&gt;
* Draw every layers between fringe + 1 and collision -1.&lt;br /&gt;
&lt;br /&gt;
As told above, if a layer after the collision exists, it will be taken into account with level + 1.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
* Finally, after every map levels, draw ambient layers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This z-order rendering doesn&#039;t take particle effects into account yet because I didn&#039;t want to mix subjects. See below to get a more descriptive order including particle effects.&lt;br /&gt;
&lt;br /&gt;
== Particles z-order ==&lt;br /&gt;
&lt;br /&gt;
The particle effects are an important part of a living world.&lt;br /&gt;
There are two main types of particle effects : The static ones and the ones linked to a being or an item.&lt;br /&gt;
&lt;br /&gt;
Common effects are usually meant to surround a being, and then the particle effect should be divided into two parts:&lt;br /&gt;
- The part behind the being.&lt;br /&gt;
- The part in front of it.&lt;br /&gt;
&lt;br /&gt;
By default, the bottom part should be drawn just before the beings itself, and the above part just after it.&lt;br /&gt;
&lt;br /&gt;
There are also particle effect that should always be, for many reasons, behind or in front of a specific layer.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;z-placement&#039;&#039;&#039; string value or such should be handled in the particle-effects.xml files in order to tell before or after which layer,&lt;br /&gt;
the effect should be drawn.&lt;br /&gt;
&amp;quot;Below-Beings&amp;quot;, &amp;quot;Above-Beings&amp;quot;, &amp;quot;Below-Fringe&amp;quot;, &amp;quot;Above-Fringe&amp;quot;, &amp;quot;Below-Collision&amp;quot;, &amp;quot;Above-Collision&amp;quot;, &amp;quot;Above-Ambient&amp;quot; would be useful values.&lt;br /&gt;
&lt;br /&gt;
These flag would handle effects drawn at the same map level than a given being&#039;s ones.&lt;br /&gt;
&lt;br /&gt;
For static effects, not linked to some being, a &#039;&#039;&#039;maplevel&#039;&#039;&#039; integer value should be given in combination with the above property. defaulted to 1.&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Bertram&amp;diff=15249</id>
		<title>User:Bertram</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Bertram&amp;diff=15249"/>
		<updated>2010-08-03T09:45:52Z</updated>

		<summary type="html">&lt;p&gt;Bertram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is mostly used to WIP work and coordination purpose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It can be outdated and can change without further notice. (You&#039;ll be warned.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Overall Roadmaps=&lt;br /&gt;
&lt;br /&gt;
Here are the main roadmap components that *should* be completed (IMHO) before the ManaServ release:&lt;br /&gt;
&lt;br /&gt;
- Both Mantis roadmaps:&lt;br /&gt;
* http://bugs.manasource.org/roadmap_page.php&lt;br /&gt;
* http://mantis.themanaworld.org/roadmap_page.php&lt;br /&gt;
- Crush todo list:&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/User:Crush/TMWServTodo&lt;br /&gt;
- CR1 graphics (to indeed bring something worthy with all that shiny stuff):&lt;br /&gt;
* http://forums.themanaworld.org/viewtopic.php?p=77207#p77207&lt;br /&gt;
&lt;br /&gt;
=Repositories cartography=&lt;br /&gt;
&lt;br /&gt;
Since we&#039;ve starting to have a billion different git repo for the mana/tmw client binary, server, data. Each used on different goals, I added here &lt;br /&gt;
simple cartography of every git repositories to actually get an idea about what is stored where.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! GIT repository&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#FFAAAA&amp;quot; | Development&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mana client&#039;&#039;&#039; (Development clone) &amp;lt;br /&amp;gt; http://gitorious.org/~bertram/mana/mana-attributes-system-test&lt;br /&gt;
| This repository stores the client sources. It is used to test highly experimental new features and POCs. Once the code here is mature enough, it goes to the mana:master repository.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv server&#039;&#039;&#039; (Development clone) &amp;lt;br /&amp;gt; http://gitorious.org/~bertram/mana/manaserv-attributes-system-test&lt;br /&gt;
| This repository stores the new server sources. It is used to test highly experimental new features and POCs. Once the code here is mature enough, it goes to the manaserv:master repository.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AABBFF&amp;quot; | Testing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mana Client&#039;&#039;&#039; (Master branch) &amp;lt;br /&amp;gt; http://gitorious.org/mana/mana&lt;br /&gt;
| This is the main branch of the mana client development, and thus, is the most active repository. New small features and minor refactorings are added here directly. Bigger changes go through the development clones.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv server&#039;&#039;&#039; (Master branch)&amp;lt;br /&amp;gt; http://gitorious.org/mana/manaserv&lt;br /&gt;
| This is the main branch of the mana server development, and thus, is the most active repository. New small features and minor refactorings are added here directly. Bigger changes go through the development clones.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AAFFAA&amp;quot; | Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mana Client&#039;&#039;&#039; (Production branch) &amp;lt;br /&amp;gt; http://gitorious.org/mana/mana/commits/1.0&lt;br /&gt;
| At the time of writing this section, the current production branch is the 1.0, but it will be upgraded to a new one whenever the 1.0 release is done. Only bugfixes and showstoppers are allowed here.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manaserv Server&#039;&#039;&#039; (Production branch)&lt;br /&gt;
| No repositories are used for production now since the new server isn&#039;t enough mature now to get a production release. Let&#039;s hope it will change soon :)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#AAAAAA&amp;quot; | Tools&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tiled&#039;&#039;&#039; (Working) &amp;lt;br /&amp;gt; http://gitorious.org/tiled/tiled-qt&lt;br /&gt;
| Tool used to create maps for both servers.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fairy Glow&#039;&#039;&#039; (Alpha) &amp;lt;br /&amp;gt; http://gitorious.org/fairy-glow/fairy-glow&lt;br /&gt;
| This tool will be used to create particle effects. Since this is still more a fresh start than a real project, you can use this (older) project instead for testing purpose: http://gitorious.org/fairy-glow/particled-igneus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Multi-level maps related specifications =&lt;br /&gt;
&lt;br /&gt;
This part aims to bring a finished version the multi-level maps and everything related to 2D layer rendering, called action layers previously.&lt;br /&gt;
Most of the text is inspired by the original pages and is trying to complete the initial effort, here:&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Map_layers_proposal&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Action_layers&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Improvement_of_the_collision_layer_system&lt;br /&gt;
&lt;br /&gt;
Some part can already be finished and some may not, the aim is also to gather that kind of specifications in one page.&lt;br /&gt;
&lt;br /&gt;
== Multi-level maps ==&lt;br /&gt;
&lt;br /&gt;
As in the first Map layer proposal, multi-levelled maps should be supported (under Manaserv 1.1 or 2.0). In order to know the map current level of a layer, we make use of the collision layer which will be considered as the last layer of a level.&lt;br /&gt;
The map reader will then be able to increment the level of the layers next to it:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Map Layer&lt;br /&gt;
! Level&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ...&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Collision)&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Fringe)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Collision)&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Fringe)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As told [http://wiki.themanaworld.org/index.php/Improvement_of_the_collision_layer_system here], the &#039;collision&#039; layer&lt;br /&gt;
should handle more than one collision type. This was copy pasted from the previous page with some slight modifications:&lt;br /&gt;
&lt;br /&gt;
== The Monster Problem ==&lt;br /&gt;
&lt;br /&gt;
  Another important collision tile type we need is a tile that blocks only monsters.&lt;br /&gt;
  This would come in handy to prevent narrow passages and bridges to get clogged with monsters.&lt;br /&gt;
  Another good example this could be used for are portal areas, like the cave entrance.&lt;br /&gt;
  The entrance of the cave from the inside is crowded with red slimes and black scorpions sometimes as it is now.&lt;br /&gt;
  I don&#039;t think these tiles should block the creatures in a normal way.&lt;br /&gt;
  They should block them as long as they haven&#039;t been attacked.&lt;br /&gt;
  The monsters should follow players who hit them.&lt;br /&gt;
  So basically these tiles should not be picked as a target for roaming monsters:&lt;br /&gt;
  &lt;br /&gt;
  This image could be used very conveniently: [[Image:Nomonsters.png]]&lt;br /&gt;
&lt;br /&gt;
== Fences and firing problems ==&lt;br /&gt;
&lt;br /&gt;
  [[Image:Collision_demo_1_bad.png]]&lt;br /&gt;
  &lt;br /&gt;
  The archer on this picture is separated from the enemies.&lt;br /&gt;
  He shouldn&#039;t be able to hit the right enemy with an arrow because there is a cavewall in the way he can&#039;t shoot through.&lt;br /&gt;
  But there is no reason why he shouldn&#039;t be able to shoot an arrow over the unwalkable pond to hit the left enemy.&lt;br /&gt;
  To give mappers the possibility to mark areas that are blocking movement but not ranged attacks&lt;br /&gt;
  I suggest the &amp;quot;Not walkable but shootable&amp;quot; tile.&lt;br /&gt;
  &lt;br /&gt;
  [[Image:Collision_demo_1_good.png]]&lt;br /&gt;
&lt;br /&gt;
N.B. : &amp;quot;Not walkable but shootable&amp;quot; -&amp;gt; And also flyable and why not jumpable tiles.&lt;br /&gt;
&lt;br /&gt;
The same goes for fences. It should be doable to fire through windows, fences and so other things, even if the shooter isn&#039;t on the same level than the victim.&lt;br /&gt;
&lt;br /&gt;
The image showing a red cross and a blue bow could be used very conveniently for this purpose.&lt;br /&gt;
&lt;br /&gt;
== Beings&#039; level changes handling ==&lt;br /&gt;
&lt;br /&gt;
The level changes can be handled using a special collision tile setting to which level the being is on when walking on it.&lt;br /&gt;
When making the map, the &#039;change level&#039; collision tile will have to be set on both collision layers of each concerned levels.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;level&#039;&#039;&#039; tile integer property will have to tell on which level the player is when walking on the tile.&lt;br /&gt;
&lt;br /&gt;
Technically, a Level 1 collision tile or group of tiles will always have to be next to another level -1 or +1 group of tile, to permit the level switch in both direction.&lt;br /&gt;
&lt;br /&gt;
== Handling the path steepness ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Stairdemo.png|right]]&lt;br /&gt;
Another good idea given in the collision layer improvement, is to handle the walking upstairs effect and similar effect while walking on something looking steep.&lt;br /&gt;
&lt;br /&gt;
In a 2d world, it is hard to handle a z coordinate without starting to handle real 3d objects calculation.&lt;br /&gt;
The effects used in SoM for instance are really ingenious as they don&#039;t use any 3d calculation and still handle stairs nicefully:&lt;br /&gt;
&lt;br /&gt;
When a character is walking on something looking steep, its speed will be decreased to show the inclination.&lt;br /&gt;
A tile should be able to get an &#039;&#039;&#039;inclination&#039;&#039;&#039; integer property which would be used to show how steep is the current tile.&lt;br /&gt;
Also, a &#039;&#039;&#039;steepness_direction&#039;&#039;&#039; could be used to make the engine know if the slope vertical or horizontal, and then decrease speed &lt;br /&gt;
only for x, y coord value changes, or both.&lt;br /&gt;
&lt;br /&gt;
These two tiles properties would suffice for stairs going north or south, for instance.&lt;br /&gt;
&lt;br /&gt;
But there is a third effect missing when going upstairs while actually moving left or right:&lt;br /&gt;
Give the illusion that the being is actually moving &#039;&#039;&#039;up&#039;&#039;&#039;stairs, for instance.&lt;br /&gt;
&lt;br /&gt;
Make use of the z coord to show how high is a character would lead to problems with mapping higher levels, as we&#039;d need to offset the current coord&lt;br /&gt;
and it would be a mess.&lt;br /&gt;
&lt;br /&gt;
The simpler solution is to give the illusion of moving up as the being is actually moving diagonally instead.&lt;br /&gt;
Two special collision tiles could be then used to force {north-east;south-west} and {south-east;north-west} being movements when&lt;br /&gt;
it&#039;s trying to move left or right.&lt;br /&gt;
&lt;br /&gt;
This, combined with the above two tiles properties would lead to an illusion of moving to another map level without requiring to do so yet.&lt;br /&gt;
No offset would have to be done on coordinates as the being is simply moving on the same layer, and level so far.&lt;br /&gt;
&lt;br /&gt;
== How to combine levels and steepness? ==&lt;br /&gt;
&lt;br /&gt;
When a being has reached what looks like the upper part of your stairs, you&#039;ll then be able to make the level switch, for instance before adding a bridge.&lt;br /&gt;
&lt;br /&gt;
The error where I lost myself also was to try directly to combine both steepness and level switching in one tile. I should be feasible, but certainly harder&lt;br /&gt;
and less understandable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Main rendering z-order ==&lt;br /&gt;
&lt;br /&gt;
Now, &#039;&#039;&#039;for each map level one after another&#039;&#039;&#039;, the engine will have to render the world in the following order:&lt;br /&gt;
&lt;br /&gt;
* Every non fringe layers (First map layer, until fringe layer - 1)&lt;br /&gt;
&lt;br /&gt;
Then before drawing the fringe layer:&lt;br /&gt;
Every being should be sorted by y value, the precedence given below is for beings with the same y coord pixel-wise value:&lt;br /&gt;
* Draw floor items&lt;br /&gt;
* Draw monsters&lt;br /&gt;
* Draw NPCs&lt;br /&gt;
* Draw Players&lt;br /&gt;
* Draw Localplayer&lt;br /&gt;
&lt;br /&gt;
and at last:&lt;br /&gt;
* Draw Fringe tiles&lt;br /&gt;
and then:&lt;br /&gt;
* Draw every layers between fringe + 1 and collision -1.&lt;br /&gt;
&lt;br /&gt;
As told above, if a layer after the collision exists, it will be taken into account with level + 1.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
* Finally, after every map levels, draw ambient layers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This z-order rendering doesn&#039;t take particle effects into account yet because I didn&#039;t want to mix subjects. See below to get a more descriptive order including particle effects.&lt;br /&gt;
&lt;br /&gt;
== Particles z-order ==&lt;br /&gt;
&lt;br /&gt;
The particle effects are an important part of a living world.&lt;br /&gt;
There are two main types of particle effects : The static ones and the ones linked to a being or an item.&lt;br /&gt;
&lt;br /&gt;
Common effects are usually meant to surround a being, and then the particle effect should be divided into two parts:&lt;br /&gt;
- The part behind the being.&lt;br /&gt;
- The part in front of it.&lt;br /&gt;
&lt;br /&gt;
By default, the bottom part should be drawn just before the beings itself, and the above part just after it.&lt;br /&gt;
&lt;br /&gt;
There are also particle effect that should always be, for many reasons, behind or in front of a specific layer.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;z-placement&#039;&#039;&#039; string value or such should be handled in the particle-effects.xml files in order to tell before or after which layer,&lt;br /&gt;
the effect should be drawn.&lt;br /&gt;
&amp;quot;Below-Beings&amp;quot;, &amp;quot;Above-Beings&amp;quot;, &amp;quot;Below-Fringe&amp;quot;, &amp;quot;Above-Fringe&amp;quot;, &amp;quot;Below-Collision&amp;quot;, &amp;quot;Above-Collision&amp;quot;, &amp;quot;Above-Ambient&amp;quot; would be useful values.&lt;br /&gt;
&lt;br /&gt;
These flag would handle effects drawn at the same map level than a given being&#039;s ones.&lt;br /&gt;
&lt;br /&gt;
For static effects, not linked to some being, a &#039;&#039;&#039;maplevel&#039;&#039;&#039; integer value should be given in combination with the above property. defaulted to 1.&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Special_Attacks&amp;diff=15247</id>
		<title>User:Crush/Special Attacks</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Special_Attacks&amp;diff=15247"/>
		<updated>2010-08-02T10:44:14Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Protocol: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Notes for implementing special actions like special attacks, magic or other special actions a player character can perform (emoticons?).&lt;br /&gt;
&lt;br /&gt;
==specials.xml==&lt;br /&gt;
An XML file which maps special action ids to corresponding client-sided effects (particle, sound, sprite animation etc.) and server-sided effects (execute script, inflict damage in an area).&lt;br /&gt;
 &amp;lt;specials&amp;gt;&lt;br /&gt;
  &amp;lt;action id=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  	&amp;lt;particlefx&amp;gt;graphics/particles/heal.particle.xml&amp;lt;/particlefx&amp;gt;&lt;br /&gt;
  	&amp;lt;soundfx&amp;gt;sounds/heal.ogg&amp;lt;/soundfx&amp;gt;&lt;br /&gt;
  	&amp;lt;saytext&amp;gt;HEAL!!&amp;lt;/saytext&amp;gt;&lt;br /&gt;
  	&amp;lt;gameeffect&lt;br /&gt;
  	  area=&amp;quot;point&amp;quot;&lt;br /&gt;
  	  position-forward=&amp;quot;32&amp;quot;&lt;br /&gt;
  	  position-sideways=&amp;quot;0&amp;quot;&lt;br /&gt;
  	  effect-type=&amp;quot;heal&amp;quot;&lt;br /&gt;
  	  effect-factor=&amp;quot;10&amp;quot;&lt;br /&gt;
  	/&amp;gt;&lt;br /&gt;
  &amp;lt;/action&amp;gt;&lt;br /&gt;
  &amp;lt;action id=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  	&amp;lt;particlefx&amp;gt;graphics/particles/firebolt.particle.xml&amp;lt;/particlefx&amp;gt;&lt;br /&gt;
  	&amp;lt;soundfx&amp;gt;sounds/fire.ogg&amp;lt;/soundfx&amp;gt;&lt;br /&gt;
  	&amp;lt;saytext&amp;gt;FIREBOLT!!&amp;lt;/saytext&amp;gt;&lt;br /&gt;
  	&amp;lt;gameeffect&lt;br /&gt;
  	  area=&amp;quot;projectile&amp;quot;&lt;br /&gt;
  	  range=&amp;quot;256&amp;quot;&lt;br /&gt;
  	  effect-type=&amp;quot;damage&amp;quot;&lt;br /&gt;
  	  effect-element=&amp;quot;fire&amp;quot;&lt;br /&gt;
  	  effect-factor=&amp;quot;5&amp;quot;&lt;br /&gt;
  	/&amp;gt;&lt;br /&gt;
  &amp;lt;/action&amp;gt;&lt;br /&gt;
 &amp;lt;/specials&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Protocol:==&lt;br /&gt;
*Client sends &#039;&#039;&#039;PGMSG_ATTACK B direction W type&#039;&#039;&#039; (&amp;quot;type&amp;quot; is the ID number of the special attack. No number is interpreted as a normal attack)&lt;br /&gt;
*Server checks if the character may perform this special action right now.&lt;br /&gt;
*If yes the server does whatever the special action requires it to do (damage beings in attack zone or whatever)&lt;br /&gt;
*Server sends &#039;&#039;&#039;GPMSG_BEING_ATTACK  W being id, B direction, W type&#039;&#039;&#039; to all clients nearby&lt;br /&gt;
*Clients respond with displaying the corresponding effects&lt;br /&gt;
&lt;br /&gt;
  Hi Crush,&lt;br /&gt;
  I can see you change a bit the protocol in here:&lt;br /&gt;
  In those, I can see you&#039;re making the client send the direction, which remains to be dicussed.&lt;br /&gt;
  I can also see that the packets PGMSG_USE_SPECIAL and GPMSG_SPECIAL_STATUS were added.&lt;br /&gt;
  So, which modifications will prevail?&lt;br /&gt;
  Best regards.&lt;br /&gt;
  Bertram, 2 august 2010&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Special_Attacks&amp;diff=15246</id>
		<title>User:Crush/Special Attacks</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Special_Attacks&amp;diff=15246"/>
		<updated>2010-08-02T10:44:07Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Protocol: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Notes for implementing special actions like special attacks, magic or other special actions a player character can perform (emoticons?).&lt;br /&gt;
&lt;br /&gt;
==specials.xml==&lt;br /&gt;
An XML file which maps special action ids to corresponding client-sided effects (particle, sound, sprite animation etc.) and server-sided effects (execute script, inflict damage in an area).&lt;br /&gt;
 &amp;lt;specials&amp;gt;&lt;br /&gt;
  &amp;lt;action id=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  	&amp;lt;particlefx&amp;gt;graphics/particles/heal.particle.xml&amp;lt;/particlefx&amp;gt;&lt;br /&gt;
  	&amp;lt;soundfx&amp;gt;sounds/heal.ogg&amp;lt;/soundfx&amp;gt;&lt;br /&gt;
  	&amp;lt;saytext&amp;gt;HEAL!!&amp;lt;/saytext&amp;gt;&lt;br /&gt;
  	&amp;lt;gameeffect&lt;br /&gt;
  	  area=&amp;quot;point&amp;quot;&lt;br /&gt;
  	  position-forward=&amp;quot;32&amp;quot;&lt;br /&gt;
  	  position-sideways=&amp;quot;0&amp;quot;&lt;br /&gt;
  	  effect-type=&amp;quot;heal&amp;quot;&lt;br /&gt;
  	  effect-factor=&amp;quot;10&amp;quot;&lt;br /&gt;
  	/&amp;gt;&lt;br /&gt;
  &amp;lt;/action&amp;gt;&lt;br /&gt;
  &amp;lt;action id=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
  	&amp;lt;particlefx&amp;gt;graphics/particles/firebolt.particle.xml&amp;lt;/particlefx&amp;gt;&lt;br /&gt;
  	&amp;lt;soundfx&amp;gt;sounds/fire.ogg&amp;lt;/soundfx&amp;gt;&lt;br /&gt;
  	&amp;lt;saytext&amp;gt;FIREBOLT!!&amp;lt;/saytext&amp;gt;&lt;br /&gt;
  	&amp;lt;gameeffect&lt;br /&gt;
  	  area=&amp;quot;projectile&amp;quot;&lt;br /&gt;
  	  range=&amp;quot;256&amp;quot;&lt;br /&gt;
  	  effect-type=&amp;quot;damage&amp;quot;&lt;br /&gt;
  	  effect-element=&amp;quot;fire&amp;quot;&lt;br /&gt;
  	  effect-factor=&amp;quot;5&amp;quot;&lt;br /&gt;
  	/&amp;gt;&lt;br /&gt;
  &amp;lt;/action&amp;gt;&lt;br /&gt;
 &amp;lt;/specials&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Protocol:==&lt;br /&gt;
*Client sends &#039;&#039;&#039;PGMSG_ATTACK B direction W type&#039;&#039;&#039; (&amp;quot;type&amp;quot; is the ID number of the special attack. No number is interpreted as a normal attack)&lt;br /&gt;
*Server checks if the character may perform this special action right now.&lt;br /&gt;
*If yes the server does whatever the special action requires it to do (damage beings in attack zone or whatever)&lt;br /&gt;
*Server sends &#039;&#039;&#039;GPMSG_BEING_ATTACK  W being id, B direction, W type&#039;&#039;&#039; to all clients nearby&lt;br /&gt;
*Clients respond with displaying the corresponding effects&lt;br /&gt;
&lt;br /&gt;
  Hi Crush,&lt;br /&gt;
  I can see you change a bit the protocol in here:&lt;br /&gt;
  In those, I can see you&#039;re making the client send the direction, which remains to be dicussed.&lt;br /&gt;
  I can also see that the packets PGMSG_USE_SPECIAL and GPMSG_SPECIAL_STATUS were added.&lt;br /&gt;
  So, which modifications will prevail?&lt;br /&gt;
  Best regards.&lt;br /&gt;
  Bertramk, 2 august 2010&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15193</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15193"/>
		<updated>2010-06-30T07:06:14Z</updated>

		<summary type="html">&lt;p&gt;Bertram: Small layout fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
&#039;&#039;Depends on adding Hit Per Second new formula in server and in the client.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(We shouldn&#039;t care for TmwAthena AGI problems.)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Change game mechanic formulas to those described on http://doc.manasource.org/manaserv_statistics_system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-NPC trading (Buying and selling support)&lt;br /&gt;
| In progress&lt;br /&gt;
| [http://bugs.manasource.org/view.php?id=101 Mana-Mantis #101]&lt;br /&gt;
[http://bugs.manasource.org/view.php?id=78 Mana-Mantis #78]&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-Player trading&lt;br /&gt;
&#039;&#039;The trade cancellation doesn&#039;t give back the player inventory.&#039;&#039;&lt;br /&gt;
| Mostly working&lt;br /&gt;
| [http://bugs.manasource.org/view.php?id=140 Mana-Mantis #140]&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
&#039;&#039;Repositories:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Client data:&lt;br /&gt;
http://gitorious.org/+tmw-admins/tmw/client-dev&lt;br /&gt;
&lt;br /&gt;
Server data:&lt;br /&gt;
http://gitorious.org/+tmw-admins/tmw/server-dev&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
&#039;&#039;An official branding file + dependencies is yet to be designed.&#039;&#039;&lt;br /&gt;
|In the works. &lt;br /&gt;
|&#039;&#039;Work to be ported in the client data:&#039;&#039;&lt;br /&gt;
http://gitorious.org/+tmw-admins/tmw/client-dev&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
&#039;&#039;The /die command should make the character die at player&#039;s will and help taking care of that kind of problem.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| Done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HP regeneration factor as a map property&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fix characters facing different directions on different players screens after they moved&lt;br /&gt;
|&lt;br /&gt;
|[http://bugs.manasource.org/view.php?id=154 Mana-Mantis #154]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|In the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|Done&lt;br /&gt;
|[http://bugs.manasource.org/view.php?id=2 Mantis #2]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15186</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15186"/>
		<updated>2010-06-28T08:37:47Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Must-have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
&#039;&#039;The player still gets a notification about the skill points obtained after the logn sequence.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
&#039;&#039;Depends on adding Hit Per Second new formula in server and in the client.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(We shouldn&#039;t care for TmwAthena AGI problems.)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Change game mechanic formulas to those described on http://doc.manasource.org/manaserv_statistics_system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-NPC trading (Buying and selling support)&lt;br /&gt;
| In progress&lt;br /&gt;
| [http://bugs.manasource.org/view.php?id=101 Mana-Mantis #101]&lt;br /&gt;
[http://bugs.manasource.org/view.php?id=78 Mana-Mantis #78]&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-Player trading&lt;br /&gt;
&#039;&#039;The trade cancellation doesn&#039;t give back the player inventory.&#039;&#039;&lt;br /&gt;
| Mostly working&lt;br /&gt;
| [http://bugs.manasource.org/view.php?id=140 Mana-Mantis #140]&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
&#039;&#039;Repositories:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Client data:&lt;br /&gt;
http://gitorious.org/+tmw-admins/tmw/client-dev&lt;br /&gt;
&lt;br /&gt;
Server data:&lt;br /&gt;
http://gitorious.org/+tmw-admins/tmw/server-dev&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
&#039;&#039;An official branding file + dependencies is yet to be designed.&#039;&#039;&lt;br /&gt;
|In the works. &lt;br /&gt;
|&#039;&#039;Work to be ported in the client data:&#039;&#039;&lt;br /&gt;
http://gitorious.org/+tmw-admins/tmw/client-dev&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
&#039;&#039;The /die command should make the character die at player&#039;s will and help taking care of that kind of problem.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| Done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HP regeneration factor as a map property&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fix characters facing different directions on different players screens after they moved&lt;br /&gt;
|&lt;br /&gt;
|[http://bugs.manasource.org/view.php?id=154 Mana-Mantis #154]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|In the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|Done&lt;br /&gt;
|[http://bugs.manasource.org/view.php?id=2 Mantis #2]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15185</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15185"/>
		<updated>2010-06-28T08:36:39Z</updated>

		<summary type="html">&lt;p&gt;Bertram: Added details about the issues left, added mantis and GIT references.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
&#039;&#039;The player still gets a notification about the skill points obtained after the logn sequence.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
&#039;&#039;Depends on adding Hit Per Second new formula in server and in the client.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(We shouldn&#039;t care for TmwAthena AGI problems.)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Change game mechanic formulas to those described on http://doc.manasource.org/manaserv_statistics_system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-NPC trading (Buying and selling support)&lt;br /&gt;
| In progress&lt;br /&gt;
| [http://bugs.manasource.org/view.php?id=101 Mana-Mantis #101]&lt;br /&gt;
[http://bugs.manasource.org/view.php?id=78 Mana-Mantis #78]&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-Player trading&lt;br /&gt;
&#039;&#039;The trade cancellation doesn&#039;t give back the player inventory.&#039;&#039;&lt;br /&gt;
| Mostly working&lt;br /&gt;
| [http://bugs.manasource.org/view.php?id=140 Mana-Mantis #140]&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
&#039;&#039;Repositories:&#039;&#039;&lt;br /&gt;
Client data:&lt;br /&gt;
http://gitorious.org/+tmw-admins/tmw/client-dev&lt;br /&gt;
Server data:&lt;br /&gt;
http://gitorious.org/+tmw-admins/tmw/server-dev&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
&#039;&#039;An official branding file + dependencies is yet to be designed.&#039;&#039;&lt;br /&gt;
|In the works. &lt;br /&gt;
|&#039;&#039;Work to be ported in the client data:&#039;&#039;&lt;br /&gt;
http://gitorious.org/+tmw-admins/tmw/client-dev&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
&#039;&#039;The /die command should make the character die at player&#039;s will and help taking care of that kind of problem.&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| Done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HP regeneration factor as a map property&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fix characters facing different directions on different players screens after they moved&lt;br /&gt;
|&lt;br /&gt;
|[http://bugs.manasource.org/view.php?id=154 Mana-Mantis #154]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|In the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|Done&lt;br /&gt;
|[http://bugs.manasource.org/view.php?id=2 Mantis #2]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15184</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15184"/>
		<updated>2010-06-28T08:07:42Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Should-have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
&#039;&#039;Depends on adding Hit Per Second new formula in server and in the client.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(We shouldn&#039;t care for TmwAthena AGI problems.)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Change game mechanic formulas to those described on http://doc.manasource.org/manaserv_statistics_system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-Player and Player-NPC trading&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
&#039;&#039;An official branding file + dependencies is yet to be designed.&#039;&#039;&lt;br /&gt;
|In the works. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| Done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character- and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HP regeneration factor as a map property&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fix characters facing different directions on different players screens after they moved&lt;br /&gt;
|&lt;br /&gt;
|[http://bugs.manasource.org/view.php?id=154 Mana-Mantis #154]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|In the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|Done&lt;br /&gt;
|[http://bugs.manasource.org/view.php?id=2 Mantis #2]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15183</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15183"/>
		<updated>2010-06-28T08:00:02Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Can-have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
&#039;&#039;Depends on adding Hit Per Second new formula in server and in the client.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(We shouldn&#039;t care for TmwAthena AGI problems.)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Change game mechanic formulas to those described on http://doc.manasource.org/manaserv_statistics_system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-Player and Player-NPC trading&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| Done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character- and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HP regeneration factor as a map property&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fix characters facing different directions on different players screens after they moved&lt;br /&gt;
|&lt;br /&gt;
|http://bugs.manasource.org/view.php?id=154&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|In the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|Done&lt;br /&gt;
|[http://bugs.manasource.org/view.php?id=2 Mantis #2]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15090</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15090"/>
		<updated>2010-06-01T13:12:15Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Must-have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
&#039;&#039;Depends on adding Hit Per Second new formula in server and in the client.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(We shouldn&#039;t care for TmwAthena AGI problems.)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Change game mechanic formulas to those described on http://doc.manasource.org/manaserv_statistics_system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-Player and Player-NPC trading&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| Done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character- and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HP regeneration factor as a map property&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15088</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15088"/>
		<updated>2010-05-29T17:20:29Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Must-have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Change game mechanic formulas to those described on http://doc.manasource.org/manaserv_statistics_system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-Player and Player-NPC trading&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| Done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character- and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HP regeneration factor as a map property&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15087</id>
		<title>User:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/TMWServTodo&amp;diff=15087"/>
		<updated>2010-05-29T17:20:19Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Must-have */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Things to do before we can start a TMWServ beta&lt;br /&gt;
&lt;br /&gt;
== Must-have ==&lt;br /&gt;
These things must be done before we can dare to invite players to the server.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Movement fixes&lt;br /&gt;
|done&lt;br /&gt;
|{{Mantis|214}}&lt;br /&gt;
|-&lt;br /&gt;
|Secure authentication between servers&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|926}}&lt;br /&gt;
|-&lt;br /&gt;
|Make debug features less visible (walk sparks etc.)&lt;br /&gt;
|Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Attack speed synced with animation&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|366}}&lt;br /&gt;
|-&lt;br /&gt;
|Fix equipping&lt;br /&gt;
|Done&lt;br /&gt;
|{{Mantis|927}}&lt;br /&gt;
|-&lt;br /&gt;
|Change game mechanic formulas to those described on http://doc.manasource.org/manaserv_statistics_system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Working Player-Player and Player-NPC trading&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Content Release 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Should-have ==&lt;br /&gt;
These things would be good to have at the release but we could do without when necessary.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|New Login Sequence&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Proper handling of two one-handed weapons (or disabling it)&lt;br /&gt;
|&lt;br /&gt;
|{{Mantis|205}}&lt;br /&gt;
|-&lt;br /&gt;
|Automatic unstucking of stucked characters (because of broken warps, for example)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Easier server restarting (allow to start servers in any order)&lt;br /&gt;
| Done&lt;br /&gt;
|{{Mantis|25}}&lt;br /&gt;
|-&lt;br /&gt;
|Real-time changes of character- and correction points in status window while distributing them&lt;br /&gt;
(used to work once, most likely another regression during client merge)&lt;br /&gt;
| Done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HP regeneration factor as a map property&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Can-have ==&lt;br /&gt;
These things are not that important for now and should be left for later, but you won&#039;t get yelled at for working on them anyway.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
!Description&lt;br /&gt;
!Status&lt;br /&gt;
!Mantis Issues&lt;br /&gt;
|-&lt;br /&gt;
|Magic system&lt;br /&gt;
|in the works&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Special Attack system&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Customized Equipment&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Support for TMWServ and eAthena in one client binary&lt;br /&gt;
|done&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Crush/TMWServTodo&amp;diff=14891</id>
		<title>User talk:Crush/TMWServTodo</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Crush/TMWServTodo&amp;diff=14891"/>
		<updated>2010-02-16T15:40:58Z</updated>

		<summary type="html">&lt;p&gt;Bertram: New page: Hi Crush,  Automatic unstucking of stucked characters (because of broken warps, for example)  * What kind of cases could have here?   Fix random crashes  * What kind of crashes are you exp...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi Crush,&lt;br /&gt;
&lt;br /&gt;
Automatic unstucking of stucked characters (because of broken warps, for example) &lt;br /&gt;
* What kind of cases could have here?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fix random crashes &lt;br /&gt;
* What kind of crashes are you experimenting?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Support for TMWServ and eAthena in one client binary&lt;br /&gt;
* I think this is in the works, at least if not considered as done?&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Bertram&amp;diff=14877</id>
		<title>User:Bertram</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Bertram&amp;diff=14877"/>
		<updated>2010-02-15T16:50:27Z</updated>

		<summary type="html">&lt;p&gt;Bertram: New page: This page is mostly used to WIP work and coordination purpose.  It can be outdated and can change without further notice. (You&amp;#039;ll be warned.)  =Overall Roadmaps=  Here are the main roadmap...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is mostly used to WIP work and coordination purpose.&lt;br /&gt;
&lt;br /&gt;
It can be outdated and can change without further notice. (You&#039;ll be warned.)&lt;br /&gt;
&lt;br /&gt;
=Overall Roadmaps=&lt;br /&gt;
&lt;br /&gt;
Here are the main roadmap components that *should* be completed (IMHO) before the ManaServ release:&lt;br /&gt;
&lt;br /&gt;
- Both Mantis roadmaps:&lt;br /&gt;
* http://bugs.manasource.org/roadmap_page.php&lt;br /&gt;
* http://mantis.themanaworld.org/roadmap_page.php&lt;br /&gt;
- Crush todo list:&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/User:Crush/TMWServTodo&lt;br /&gt;
- CR1 graphics (to indeed bring something worthy with all that shiny stuff):&lt;br /&gt;
* http://forums.themanaworld.org/viewtopic.php?p=77207#p77207&lt;br /&gt;
&lt;br /&gt;
= Multi-level maps related specifications =&lt;br /&gt;
&lt;br /&gt;
This part aims to bring a finished version the multi-level maps and everything related to 2D layer rendering, called action layers previously.&lt;br /&gt;
Most of the text is inspired by the original pages and is trying to complete the initial effort, here:&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Map_layers_proposal&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Action_layers&lt;br /&gt;
&lt;br /&gt;
* http://wiki.themanaworld.org/index.php/Improvement_of_the_collision_layer_system&lt;br /&gt;
&lt;br /&gt;
Some part can already be finished and some may not, the aim is also to gather that kind of specifications in one page.&lt;br /&gt;
&lt;br /&gt;
== Multi-level maps ==&lt;br /&gt;
&lt;br /&gt;
As in the first Map layer proposal, multi-levelled maps should be supported (under Manaserv 1.1 or 2.0). In order to know the map current level of a layer, we make use of the collision layer which will be considered as the last layer of a level.&lt;br /&gt;
The map reader will then be able to increment the level of the layers next to it:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;float: right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Map Layer&lt;br /&gt;
! Level&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | ...&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9 (Collision)&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 6 (Fringe)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 4 (Collision)&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 2 (Fringe)&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As told [http://wiki.themanaworld.org/index.php/Improvement_of_the_collision_layer_system here], the &#039;collision&#039; layer&lt;br /&gt;
should handle more than one collision type. This was copy pasted from the previous page with some slight modifications:&lt;br /&gt;
&lt;br /&gt;
== The Monster Problem ==&lt;br /&gt;
&lt;br /&gt;
  Another important collision tile type we need is a tile that blocks only monsters.&lt;br /&gt;
  This would come in handy to prevent narrow passages and bridges to get clogged with monsters.&lt;br /&gt;
  Another good example this could be used for are portal areas, like the cave entrance.&lt;br /&gt;
  The entrance of the cave from the inside is crowded with red slimes and black scorpions sometimes as it is now.&lt;br /&gt;
  I don&#039;t think these tiles should block the creatures in a normal way.&lt;br /&gt;
  They should block them as long as they haven&#039;t been attacked.&lt;br /&gt;
  The monsters should follow players who hit them.&lt;br /&gt;
  So basically these tiles should not be picked as a target for roaming monsters:&lt;br /&gt;
  &lt;br /&gt;
  This image could be used very conveniently: [[Image:Nomonsters.png]]&lt;br /&gt;
&lt;br /&gt;
== Fences and firing problems ==&lt;br /&gt;
&lt;br /&gt;
  [[Image:Collision_demo_1_bad.png]]&lt;br /&gt;
  &lt;br /&gt;
  The archer on this picture is separated from the enemies.&lt;br /&gt;
  He shouldn&#039;t be able to hit the right enemy with an arrow because there is a cavewall in the way he can&#039;t shoot through.&lt;br /&gt;
  But there is no reason why he shouldn&#039;t be able to shoot an arrow over the unwalkable pond to hit the left enemy.&lt;br /&gt;
  To give mappers the possibility to mark areas that are blocking movement but not ranged attacks&lt;br /&gt;
  I suggest the &amp;quot;Not walkable but shootable&amp;quot; tile.&lt;br /&gt;
  &lt;br /&gt;
  [[Image:Collision_demo_1_good.png]]&lt;br /&gt;
&lt;br /&gt;
N.B. : &amp;quot;Not walkable but shootable&amp;quot; -&amp;gt; And also flyable and why not jumpable tiles.&lt;br /&gt;
&lt;br /&gt;
The same goes for fences. It should be doable to fire through windows, fences and so other things, even if the shooter isn&#039;t on the same level than the victim.&lt;br /&gt;
&lt;br /&gt;
The image showing a red cross and a blue bow could be used very conveniently for this purpose.&lt;br /&gt;
&lt;br /&gt;
== Beings&#039; level changes handling ==&lt;br /&gt;
&lt;br /&gt;
The level changes can be handled using a special collision tile setting to which level the being is on when walking on it.&lt;br /&gt;
When making the map, the &#039;change level&#039; collision tile will have to be set on both collision layers of each concerned levels.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;level&#039;&#039;&#039; tile integer property will have to tell on which level the player is when walking on the tile.&lt;br /&gt;
&lt;br /&gt;
Technically, a Level 1 collision tile or group of tiles will always have to be next to another level -1 or +1 group of tile, to permit the level switch in both direction.&lt;br /&gt;
&lt;br /&gt;
== Handling the path steepness ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Stairdemo.png|right]]&lt;br /&gt;
Another good idea given in the collision layer improvement, is to handle the walking upstairs effect and similar effect while walking on something looking steep.&lt;br /&gt;
&lt;br /&gt;
In a 2d world, it is hard to handle a z coordinate without starting to handle real 3d objects calculation.&lt;br /&gt;
The effects used in SoM for instance are really ingenious as they don&#039;t use any 3d calculation and still handle stairs nicefully:&lt;br /&gt;
&lt;br /&gt;
When a character is walking on something looking steep, its speed will be decreased to show the inclination.&lt;br /&gt;
A tile should be able to get an &#039;&#039;&#039;inclination&#039;&#039;&#039; integer property which would be used to show how steep is the current tile.&lt;br /&gt;
Also, a &#039;&#039;&#039;steepness_direction&#039;&#039;&#039; could be used to make the engine know if the slope vertical or horizontal, and then decrease speed &lt;br /&gt;
only for x, y coord value changes, or both.&lt;br /&gt;
&lt;br /&gt;
These two tiles properties would suffice for stairs going north or south, for instance.&lt;br /&gt;
&lt;br /&gt;
But there is a third effect missing when going upstairs while actually moving left or right:&lt;br /&gt;
Give the illusion that the being is actually moving &#039;&#039;&#039;up&#039;&#039;&#039;stairs, for instance.&lt;br /&gt;
&lt;br /&gt;
Make use of the z coord to show how high is a character would lead to problems with mapping higher levels, as we&#039;d need to offset the current coord&lt;br /&gt;
and it would be a mess.&lt;br /&gt;
&lt;br /&gt;
The simpler solution is to give the illusion of moving up as the being is actually moving diagonally instead.&lt;br /&gt;
Two special collision tiles could be then used to force {north-east;south-west} and {south-east;north-west} being movements when&lt;br /&gt;
it&#039;s trying to move left or right.&lt;br /&gt;
&lt;br /&gt;
This, combined with the above two tiles properties would lead to an illusion of moving to another map level without requiring to do so yet.&lt;br /&gt;
No offset would have to be done on coordinates as the being is simply moving on the same layer, and level so far.&lt;br /&gt;
&lt;br /&gt;
== How to combine levels and steepness? ==&lt;br /&gt;
&lt;br /&gt;
When a being has reached what looks like the upper part of your stairs, you&#039;ll then be able to make the level switch, for instance before adding a bridge.&lt;br /&gt;
&lt;br /&gt;
The error where I lost myself also was to try directly to combine both steepness and level switching in one tile. I should be feasible, but certainly harder&lt;br /&gt;
and less understandable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Main rendering z-order ==&lt;br /&gt;
&lt;br /&gt;
Now, &#039;&#039;&#039;for each map level one after another&#039;&#039;&#039;, the engine will have to render the world in the following order:&lt;br /&gt;
&lt;br /&gt;
* Every non fringe layers (First map layer, until fringe layer - 1)&lt;br /&gt;
&lt;br /&gt;
Then before drawing the fringe layer:&lt;br /&gt;
Every being should be sorted by y value, the precedence given below is for beings with the same y coord pixel-wise value:&lt;br /&gt;
* Draw floor items&lt;br /&gt;
* Draw monsters&lt;br /&gt;
* Draw NPCs&lt;br /&gt;
* Draw Players&lt;br /&gt;
* Draw Localplayer&lt;br /&gt;
&lt;br /&gt;
and at last:&lt;br /&gt;
* Draw Fringe tiles&lt;br /&gt;
and then:&lt;br /&gt;
* Draw every layers between fringe + 1 and collision -1.&lt;br /&gt;
&lt;br /&gt;
As told above, if a layer after the collision exists, it will be taken into account with level + 1.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
* Finally, after every map levels, draw ambient layers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; This z-order rendering doesn&#039;t take particle effects into account yet because I didn&#039;t want to mix subjects. See below to get a more descriptive order including particle effects.&lt;br /&gt;
&lt;br /&gt;
== Particles z-order ==&lt;br /&gt;
&lt;br /&gt;
The particle effects are an important part of a living world.&lt;br /&gt;
There are two main types of particle effects : The static ones and the ones linked to a being or an item.&lt;br /&gt;
&lt;br /&gt;
Common effects are usually meant to surround a being, and then the particle effect should be divided into two parts:&lt;br /&gt;
- The part behind the being.&lt;br /&gt;
- The part in front of it.&lt;br /&gt;
&lt;br /&gt;
By default, the bottom part should be drawn just before the beings itself, and the above part just after it.&lt;br /&gt;
&lt;br /&gt;
There are also particle effect that should always be, for many reasons, behind or in front of a specific layer.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;z-placement&#039;&#039;&#039; string value or such should be handled in the particle-effects.xml files in order to tell before or after which layer,&lt;br /&gt;
the effect should be drawn.&lt;br /&gt;
&amp;quot;Below-Beings&amp;quot;, &amp;quot;Above-Beings&amp;quot;, &amp;quot;Below-Fringe&amp;quot;, &amp;quot;Above-Fringe&amp;quot;, &amp;quot;Below-Collision&amp;quot;, &amp;quot;Above-Collision&amp;quot;, &amp;quot;Above-Ambient&amp;quot; would be useful values.&lt;br /&gt;
&lt;br /&gt;
These flag would handle effects drawn at the same map level than a given being&#039;s ones.&lt;br /&gt;
&lt;br /&gt;
For static effects, not linked to some being, a &#039;&#039;&#039;maplevel&#039;&#039;&#039; integer value should be given in combination with the above property. defaulted to 1.&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=12873</id>
		<title>Development:Mapping Tutorial</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=12873"/>
		<updated>2009-07-29T07:38:11Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Ambient effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
Making maps for The Mana World is not a task that requires a lot of knowledge but is a very good way to become creative and help the game to become more attractive. But getting started can be a little frustrating. Here is a guide that will help you to learn how to make maps.&lt;br /&gt;
&lt;br /&gt;
=== Folders ===&lt;br /&gt;
You need to use a certain folder structure when mapping for TMW:&lt;br /&gt;
*(some folder)&lt;br /&gt;
**graphics&lt;br /&gt;
***tiles&lt;br /&gt;
****(the tilesets you want)&lt;br /&gt;
**maps&lt;br /&gt;
***(your map goes here)&lt;br /&gt;
&lt;br /&gt;
=== How to get Tiled ===&lt;br /&gt;
The map editor we are using is called Tiled. You can find it at http://mapeditor.org/.&lt;br /&gt;
&lt;br /&gt;
Tiled is a java application. That means it runs on every system that has a Java Runtime Environment. However, you need the latest Java Runtime Environment installed on your system. You can download it at http://www.java.com/getjava/.&lt;br /&gt;
&lt;br /&gt;
To start Tiled, just click the &#039;&#039;Start Now!&#039;&#039; link on mapeditor.org or download Tiled and open &#039;&#039;tiled.jar&#039;&#039; with the &#039;&#039;java&#039;&#039; binary in your java folder with the additional parameter &#039;&#039;-jar&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Setting up the data files ===&lt;br /&gt;
&lt;br /&gt;
To create a map, you will first need some graphics, as well as existing maps to use for reference.&lt;br /&gt;
&lt;br /&gt;
You can get all the files in the right directory structure by cloning the &amp;quot;tmwdata&amp;quot; project from our [[Git Repository]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use the data files that are downloaded while playing the game.  When you downloaded TMW as an installer packet, all map graphics were downloaded at the start of TMW from the update server and stored in the subfolder &amp;quot;\.tmw\updates&amp;quot; of your home directory as zip archives. Unpack these into the &amp;quot;data&amp;quot; subfolder of your TMW installation.&lt;br /&gt;
&lt;br /&gt;
=== Setting up Tiled for making TMW Maps ===&lt;br /&gt;
&lt;br /&gt;
Tiled is a map editor that isn&#039;t made specifically for TMW. That means it has a lot of options and settings we don&#039;t need. &lt;br /&gt;
[[Image:Maptutorial_Newmap.png|right|Settings for a new tmw map]]&lt;br /&gt;
To create a new map, press File-&amp;gt;New. Use the following settings:&lt;br /&gt;
&lt;br /&gt;
* Map Type: Orthogonal&lt;br /&gt;
* Tile Size: 32x32&lt;br /&gt;
* Tile Spacing: 0&lt;br /&gt;
* Map Size: Should be at least 60x60 but not larger than 200x200 (although the theoretical maximum is much higher). A 20 tile border around the outside of every map is needed ([[Map development/Border|diagram]]). Additionally, a 20 tile border is recommended between rooms for indoor maps; this is to prevent more than one room from showing at a time on the client.&lt;br /&gt;
** In the Argaes woodland, outdoor maps should be 150x120, including the 20 tile border.&lt;br /&gt;
&lt;br /&gt;
=== Importing tilesets ===&lt;br /&gt;
[[Image:Maptutorial_Newtileset.png|right|Settings for importing a tileset]]&lt;br /&gt;
Now you have to choose the tilesets you want to use on the map. To import a tileset, select Tilesets-&amp;gt;New Tileset and set the following options:&lt;br /&gt;
&lt;br /&gt;
* Name: (doesn&#039;t matter, but it helps if it&#039;s descriptive)&lt;br /&gt;
* Tile width: 32&lt;br /&gt;
* Tile height: 32 (64 for _x2 tilesets and 96 for _x3 tilesets. [[#Over_sized_tiles|see below]])&lt;br /&gt;
* Reference tileset image: checked&lt;br /&gt;
* Tile spacing: 0&lt;br /&gt;
* Use transparent color: unchecked&lt;br /&gt;
&lt;br /&gt;
Now push the browse button and browse to the subfolder graphics/tiles/ in your TMW folder. Here you will find all tilesets that are used by TMW; they are saved as PNG graphics. Select the one you want to use for your map.&lt;br /&gt;
&lt;br /&gt;
Please only import the tilesets you want to use. Don&#039;t forget to import the Tileset &amp;quot;Collision.png&amp;quot;, too. It has a very important purpose that will be explained later.&lt;br /&gt;
&lt;br /&gt;
=== Starting to map ===&lt;br /&gt;
Now you can finally start to map. To place tiles on the map, select the pen tool from the toolbox to the left. Then select a tile from the tile palette. Now you can place the tiles on the map. Please, always take notice of what layer you are drawing on, because the layers play different roles:&lt;br /&gt;
*Use a layer beneath the &amp;quot;Fringe&amp;quot; layer for tiles without transparency. The layers beneath fringe have to be filled completely before you can call the map finished. When there are partially transparent tiles without completely opaque tiles on a layer below, strange graphic bugs will appear in the empty area.&lt;br /&gt;
*The &amp;quot;Fringe&amp;quot; Layer itself is for oversized tiles which have to be drawn in front of or behind moving objects, depending on their location. This sorting takes up CPU, making the game run slower. Thus, you should only use this layer for the tiles which have to use it.&lt;br /&gt;
*Layers above the &amp;quot;Fringe&amp;quot; layer are always drawn over the map sprites. It should be used for objects which are meant to look as if they are far above the game area. Keep in mind that there are also monsters which are larger than player characters.&lt;br /&gt;
*The &amp;quot;Collision&amp;quot; Layer isn&#039;t displayed in the game. It contains information about which parts of the map are walkable and which aren&#039;t. Don&#039;t put any tiles on this layer except for the red collision tiles from the collision tileset.&lt;br /&gt;
&lt;br /&gt;
When you are finished with your map, you have to determine which tiles are walkable and which aren&#039;t. To do so, mark all tiles you want to be blocked with the red squares from the collision tileset on the collision layer. Be careful that even if a tile is not reachable, but is walkable, the server can spawn monsters there which can not be killed by the players because they can&#039;t reach them. This will eventually lead to all monsters accumulating in the unreachable area until there are no monsters left in the reachable areas. &lt;br /&gt;
&lt;br /&gt;
You can check if you did this properly by saving the map, zooming out until the entire map is visible, hiding all layers except for the collision layer, and then using the flood fill tool with the cross tile on the empty area. Any tiles which are still unmarked are not reachable by the players.&lt;br /&gt;
&lt;br /&gt;
Be aware that you need a border of about 20 tiles in every direction that should not be walkable, but should be designed properly ([[Map development/Border|diagram]]). Portals to other maps should only be some tiles wide. (You can&#039;t define the portals with Tiled, by the way. Leave this to the server administrators. The same applies to monster population, NPCs and other interactive objects.)&lt;br /&gt;
&lt;br /&gt;
=== Testing your map ===&lt;br /&gt;
&lt;br /&gt;
To test your map, you have to replace one of the maps in your TMW folder (in the sub folder data/maps). When you start the game and go to the map you replaced you will see your new map. You will see monsters and other players on the map, but don&#039;t worry-- the other players still see their version of the map, and they won&#039;t see you walk through walls. Just ignore them while you explore your map.&lt;br /&gt;
&lt;br /&gt;
Sometimes your changed map is overridden by a new version of the map in the updates. In that case, you won&#039;t see any changes when you change or even remove a map. When you encounter this problem, either skip the update loading by starting tmw with the parameter &amp;quot;-u&amp;quot;, or delete the file you want to change in all the zip archives you find in the subfolder /updates/.&lt;br /&gt;
&lt;br /&gt;
== Intermediate topics ==&lt;br /&gt;
&lt;br /&gt;
=== Over sized tiles ===&lt;br /&gt;
&lt;br /&gt;
You might have noticed the tilesets ending with _x2.png or _x3.png in the tmw folder containing objects that are two or three tiles high. The new version of Tiled allows you to place them with one click. The TMW graphic engine recognizes these oversized tiles when they are placed on the object layer, and automatically draws sprites in front of them when they are south of them and behind them when they are north of them. When importing a _x2 tileset, set the tile height to 64; when importing a _x3 tileset, set it to 96. You should never put an oversized tile on any layer but the object layer.&lt;br /&gt;
&lt;br /&gt;
=== The Stamp ===&lt;br /&gt;
&lt;br /&gt;
The Stamp Feature is a powerful feature of Tiled that is hard to find but can save a lot of time. It allows you to do quick copy/pasting of a part of a layer. This allows you to draw objects consisting of multiple tiles very quick. Just select the pen tool, press the right mouse button, and drag the mouse over the tiles you want to copy. Now you can draw the whole square of tiles over and over again with a single left click. To return to the normal drawing mode, just select the pen tool again or choose a tile from the tile palette.&lt;br /&gt;
&lt;br /&gt;
=== Making two maps with a fluent transition ===&lt;br /&gt;
&lt;br /&gt;
When you create an outdoor map, it is most likely supposed to be adjacent to an existing map. In this case, the transmission from one map to the other should be as seamless as possible. This can only be reached when the border areas of both maps are identical. Unfortunately, Tiled can&#039;t copy/paste between different maps (well, it is possible, but it only works correctly when both maps use exactly the same tilesets in exactly the same order), so we developed a command-line based program called TMXcopy for this task. You can find the sourcecode on the GIT repository in the folder http://gitorious.org/tmw/mainline/trees/master/tools/tmxcopy . A compiled windows binary can be found at http://www.crushnet.org/TempFiles/tmw/tmxcopy.zip .&lt;br /&gt;
&lt;br /&gt;
An introduction on how to use this program is described in its [http://gitorious.org/tmw/mainline/blobs/HEAD/tools/tmxcopy/readme.txt readme file].&lt;br /&gt;
&lt;br /&gt;
To create a map adjacent to an existing one, you should:&lt;br /&gt;
# Create the new map as described above, and save it.&lt;br /&gt;
# Use TMXcopy to copy the border area of the old map to the opposite side of the new map. The area should have the double width of the unwalkable area.&lt;br /&gt;
# Open the new map and check if the copying worked correctly. Then modify the lower three layers of the copied area to fit into your map. While doing so, you should focus on the half of the new area that is inside the walkable area of your map. The half that lies in the border zone of your map should not be modified too much because it is part of the old map.&lt;br /&gt;
# Use TMXCopy to copy the new area from the new map back to the old map.&lt;br /&gt;
# Update the collision layers on both maps.&lt;br /&gt;
&lt;br /&gt;
Now the border area should be visually identical on both maps. The only difference should be that the unwalkable areas are switched. When sending the map to the team, remember to include the new version of the old map.&lt;br /&gt;
&lt;br /&gt;
=== Ambient effects ===&lt;br /&gt;
[[Image:Maptutorial_Overlayproperties.png|right|Example for 3 independent scrolling overlays]]&lt;br /&gt;
Ambient Effects are a new feature in TMW 0.0.21. They are transparent graphics that will be drawn over your map. All these graphics can scroll independent. They can be used to create a variety of special effects like weather, darkness etc.&lt;br /&gt;
&lt;br /&gt;
To add overlays to your map open your map with Tiled and click Map-&amp;gt;Properties to open the map properties dialog. The dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map. Pressing enter after entering each key and value helps... sometimes. &lt;br /&gt;
&lt;br /&gt;
First you have to choose an image. Do so by adding a key &#039;&#039;overlay0image&#039;&#039; and set its value to the path of the image that you want to use relative to the data directory. For the spotlight effect for example enter &#039;&#039;/graphics/images/ambient/spotlight.png&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
When you want the image to move permanently add the new keys &#039;&#039;overlay0scrollX&#039;&#039; and &#039;&#039;overlay0scrollY&#039;&#039; followed by a number (can be a decimal value). &#039;&#039;overlay0scrollX&#039;&#039; determines the scroll speed to the right (negative values mean scrolling to the left) and &#039;&#039;overlay0scrollY&#039;&#039; the scroll speed down (negative values mean up). both values are in pixels per frame. &lt;br /&gt;
&lt;br /&gt;
You can also define a &#039;&#039;overlay0parallax&#039;&#039; parameter. This parameter affects how much the overlay scrolls when the screen scrolls. A value of 1.0 means that the overlay will stay relative to the ground when the screen scrolls. A value of 0.0 means that the overlay stays relative to the &amp;quot;camera&amp;quot; and is not affected by scrolling. It is a decimal value so you can set it to values between 1 and 0 to create the three dimensional illusion of a layer between the &amp;quot;camera&amp;quot; and the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bertram Edit:&#039;&#039;&lt;br /&gt;
The &#039;&#039;keepratio&#039;&#039; parameter has been added the 2009/07/27:&lt;br /&gt;
&lt;br /&gt;
When using overlays at different resolutions, some would become disproportioned (for instance, the halo in cave maps that had to fill the screen repeated it self in higher resolution than 800x600.). That why, the keepratio parameter has been added: It will scaled up or down the image based on the current resolution.&lt;br /&gt;
&lt;br /&gt;
Remember that the scaling factor is based on the default 800x600 resolution, so new overlay images are to be fitted for that resolution to make this parameter work.&lt;br /&gt;
(The image scaling in 1024x768 resolution mode, for instance, will be calculated this way: New Image Width = image-width / 800 * 1024, New Image Height = image-height / 600 * 768).&lt;br /&gt;
&lt;br /&gt;
To add this parameter to your overlay configuration, you&#039;ll have to define the &#039;&#039;overlay0keepratio&#039;&#039; to the &#039;&#039;true&#039;&#039; value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;End of edit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can create any number of independent overlay graphics. To define a 2nd one create keys with 1 instead of 0, for a 3rd one 2, and so on. For instance &#039;&#039;overlay2parallax&#039;&#039; for the third overlay parallax value.&lt;br /&gt;
&lt;br /&gt;
The overlays won&#039;t appear in Tiled. They will only appear in the game.&lt;br /&gt;
&lt;br /&gt;
When it doesn&#039;t work please check that all key names are written correctly (they are cAsEsEnSiTiVe) and that the numbers of the overlays are consecutive starting from 0.&lt;br /&gt;
&lt;br /&gt;
When you want to create overlay images yourself (transparent 32bit png graphics of any size) please don&#039;t forget to make them transparent with your image manipulation program. Otherwise the player won&#039;t be able to see the map under it. An opacity of 50% should be the absolute maximum. When you want to create effects that are not meant to obstruct the players view use an opacity between 10% and 20%.&lt;br /&gt;
&lt;br /&gt;
=== Particle effects ===&lt;br /&gt;
&lt;br /&gt;
Check out the article about the [[Particle engine]] for a description about how to add particle effects to your map and how to create new particle effects when the effect you need doesn&#039;t exist yet.&lt;br /&gt;
&lt;br /&gt;
=== Animated tiles ===&lt;br /&gt;
To make a type of tiles animated go to Tilesets-&amp;gt;Tileset Manager. Then select the tileset with the tile and all of its animation frames (they have to be on one tileset) and click on the icon with a pencil on a piece of paper (the tooltip reads &amp;quot;Edit...&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Select the tile you want to be animated on the list to the left. You should see a table on the right with two columns named &amp;quot;Name&amp;quot; and &amp;quot;Value&amp;quot;. You have to describe the animation of the tile in this table. Here an example for a 3-phase animation:&lt;br /&gt;
&lt;br /&gt;
 NAME              VALUE&lt;br /&gt;
 animation-frame0  0&lt;br /&gt;
 animation-delay0  100&lt;br /&gt;
 animation-frame1  16&lt;br /&gt;
 animation-delay1  100&lt;br /&gt;
 animation-frame2  48&lt;br /&gt;
 animation-delay2  100&lt;br /&gt;
&lt;br /&gt;
animation-frameX is the Tile number (as shown in the list on the left) and animation-delayX is how long it is shown (100 is equal to one second).&lt;br /&gt;
&lt;br /&gt;
The animation does not show up in Tiled.&lt;br /&gt;
&lt;br /&gt;
== Creating a Minimap ==&lt;br /&gt;
&lt;br /&gt;
The Creation of a minimap is a task that requires an image manipulation software that supports multiple layers and the PNG format (we recommend [http://www.gimp.org GIMP]). When you are not familiar with using one you should ask one of the artists to create a minimap for your map. When you want to create your own minimap then you should exactly follow the following steps to ensure to stay in style with the rest of the minimaps:&lt;br /&gt;
#Open your map with tiled, zoom out until the whole map is visible and use the &amp;quot;save as image&amp;quot; option.&lt;br /&gt;
#Open the image with your image manipulation program.&lt;br /&gt;
#Resize it so that one pixel represents one tile. When your map is for example 160x100 tiles large (including border zone) your picture should be 160x100 pixels large.&lt;br /&gt;
#Create a new transparent layer over the existing one.&lt;br /&gt;
#Select the pencil tool with a brush size of 1x1 pixel and with the color #000000 (pure black). Anti aliasing should be deactivated when available.&lt;br /&gt;
#Now draw lines on the new layer along the following map features:&lt;br /&gt;
#*Cliffs and walls (lower and upper edge)&lt;br /&gt;
#*River/lake shores&lt;br /&gt;
#*Roads (both sides of the road as single lines)&lt;br /&gt;
#*The border of any other large map structure that you feel should be on the map&lt;br /&gt;
#Trees or other objects can be represented by single pixels with 50% alpha transparency when there are so many that they affect the game play on the map.&lt;br /&gt;
#When you are finished remove the background layer. Now only the black lines should be visible&lt;br /&gt;
#Resize the image so the sides are half (50%) as long. You should use the best image filtering method available (cubic filtering in GIMP).&lt;br /&gt;
#Save your finished minimap as a PNG image with 32bit color depth and alpha transparency as *your_tmw_folder*/data/graphics/minimaps/*mapname*.png. &lt;br /&gt;
#Open your map with Tiled, click Map-&amp;gt;Properties in the menu bar and add a new property with the key &amp;quot;minimap&amp;quot; and the value &amp;quot;/graphics/minimaps/*mapname*.png&amp;quot;. The properties dialog is a little bit buggy in the current version of Tiled, so make sure that the property has really been set before you save the map.&lt;br /&gt;
#Send us both the map and the minimap image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While this is indeed exactly the way I also created the earlier cave and desert minimaps, I am not entirely happy with this method. Mostly because the final result is a really tiny image, without the ability to easily make versions of it on other scales. I would therefore suggest we try to create future minimaps in vector format using Inkscape. The technique would be similar, placing a scaled down version of the map in the background and drawing black lines on top. The result should however be an image that can take any scale. This would allow us both to put more detail in the minimap for larger scales, and to include a zooming feature (or similar) in the game so that notes and other marks can be placed on the map with higher precision.&#039;&#039; --[[User:BjÃ¸rn|BjÃ¸rn]] 16:04, 16 August 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Sending the map to the dev team ==&lt;br /&gt;
&lt;br /&gt;
There are many ways to send us your map so we can include it in the next release.&lt;br /&gt;
;E-Mail: Mail your map to the developers mailing list themanaworld-devel@lists.sourceforge.net. Before you can do so you have to subscribe to it. This is a precaution against spam. You can do so on https://lists.sourceforge.net/lists/listinfo/themanaworld-devel&lt;br /&gt;
;IRC: Join our [irc://irc.freenode.net/themanaworld IRC Channel]. When you are not familiar with irc you can find a guide in this [http://forums.themanaworld.org/viewtopic.php?t=747 Forum Thread]. When you are in the channel ask a developer if you can send him your map using DCC or upload your map to a webspace or one click hoster and give us the link.&lt;br /&gt;
;Forum: Upload your map to any webspace or one click hoster. An overview graphic (can be created with Tileds &amp;quot;Save as Image&amp;quot; feature) would be nice, too. Visit our [http://forums.themanaworld.org/viewforum.php?f=9 Forum] and register a new account. Then open a new thread, introduce yourself and post a link to your map. &lt;br /&gt;
&lt;br /&gt;
Please understand that we will most likely have some details we would like to have changed before we release your map. so please check back or leave some information how to contact you.&lt;br /&gt;
&lt;br /&gt;
== Hints for good mapping ==&lt;br /&gt;
&lt;br /&gt;
* Before you start with a map you should have a loose idea of the layout. Making a sketch of the map on a piece of paper can be very useful.&lt;br /&gt;
* Try to avoid choke points like bridges, mountain passes or corridors that are only one tile wide. They can be blocked very easily.&lt;br /&gt;
* Don&#039;t put too many similar objects on one screen. Very eye catching tiles should only be used sparingly. Try to break up large areas with the same tile over and over again by throwing in some objects.&lt;br /&gt;
* Avoid regular patterns in natural environments. Trees usually don&#039;t grow in grid patterns. Rivers, mountain ridges or corridors in caves should never be completely straight.&lt;br /&gt;
* Don&#039;t map too functional. Give the players something to look at, even when it hasn&#039;t got any relevance for the gameplay.&lt;br /&gt;
* But keep the playability in mind.&lt;br /&gt;
&lt;br /&gt;
{|-&lt;br /&gt;
| A bad mapping style:&lt;br /&gt;
| A better mapping style:&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Badmap.png]]&lt;br /&gt;
| [[Image:Goodmap.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9901</id>
		<title>Classic:Item Reference</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9901"/>
		<updated>2008-08-16T23:51:32Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Head Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items last updated on June 5, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Template:Item Reference Page}}&lt;br /&gt;
&lt;br /&gt;
For your quick reference, here&#039;s the items that have been added in the last 6 months. Click on the title to see all of the items in its category:&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Health Items|Health Items]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | SP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-apple.png]]&lt;br /&gt;
| Apple&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [535]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25 GP&amp;lt;br&amp;gt;5 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A healthy apple.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cake.png]]&lt;br /&gt;
| Cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [513]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +15 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20 GP&amp;lt;br&amp;gt;15 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A slice of cake.&lt;br /&gt;
| Buyable (Barkeeper)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candy.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [510]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sugar-free candy.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candycane.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [506]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| Tasty candy cane.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cherrycake.png]]&lt;br /&gt;
| Cherry cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [519]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +35 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;50 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A nice cherry cake.&lt;br /&gt;
| Frequently dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-chocolatebar.png]]&lt;br /&gt;
| Chocolate bar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [509]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;20 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A chocolate bar made of finest chocolate.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-gingerbreadman.png]]&lt;br /&gt;
| Ginger bread man&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [512]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +25 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| ?&lt;br /&gt;
| Obtainable with Monster Points (Ishi).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orange.png]]&lt;br /&gt;
| Orange&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [657]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +60 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 12 GP&amp;lt;br&amp;gt;6 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| A juicy orange.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orangecupcake.png]]&lt;br /&gt;
| Orange cupcake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [534]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 SP&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;45 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A very soft orange cupcake.&lt;br /&gt;
| Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-roastedmaggot.png]]&lt;br /&gt;
| Roasted Maggot&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [533]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +150 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;55 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| Maggot roasted on fire.&lt;br /&gt;
| Frequently dropped (Maggots, Bats)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascake.png]]&lt;br /&gt;
| Xmas cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [508]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sweet Xmas cake.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascandycane.png]]&lt;br /&gt;
| Xmas candy cane&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [514]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| ?&lt;br /&gt;
| Obtainable with Monster Points (Ishi).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Status Items|Status Items]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/1-Handed Weapons|1-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/2-Handed Weapons|2-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Ammo|Ammo]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Weapon-arrow-arrow.png]]&lt;br /&gt;
| Arrow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1199]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 3 GP&amp;lt;br&amp;gt;1 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A standard arrow.&lt;br /&gt;
| Buyable (Alan&#039;s apprentice, Ishyah)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Weapon-arrow-iron.png]]&lt;br /&gt;
| Iron arrow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [529]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5 GP&amp;lt;br&amp;gt;2 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A hard arrow made of iron.&lt;br /&gt;
| Buyable (Bracco, Alan&#039;s apprentice)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Head Armor|Head Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboyblack.png]]&lt;br /&gt;
| Black Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [644]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A black cowboy hat with shinny buckles.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-bunnyears.png]]&lt;br /&gt;
| Bunny Ears&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1214]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| A headband with plush bunny ears.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cap.png]]&lt;br /&gt;
| Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [654]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A hat with a peak to shield your eyes from the sun.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crown.png]]&lt;br /&gt;
| Crown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [646]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| A jewel embossed crown fit for any ruler.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crusadehelm.png]]&lt;br /&gt;
| Crusade Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [639]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| Start your own crusade&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-devcap.png]]&lt;br /&gt;
| Developers Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [647]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A cap which identifies you as a developer.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-knighthelm.png]]&lt;br /&gt;
| Knight&#039;s Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [637]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Helmet with two small wings on it&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-infantryhelm.png]]&lt;br /&gt;
| Infantry Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [638]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 15000 GP&amp;lt;br&amp;gt;1500 gp&lt;br /&gt;
| For soldiers and guards&lt;br /&gt;
| Rarely Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-serf.png]]&lt;br /&gt;
| Serf Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [656]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A simple hat made from cloth.&lt;br /&gt;
| Buyable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-warlordhelm.png]]&lt;br /&gt;
| Warlord Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [636]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 30000 GP&amp;lt;br&amp;gt;3000 gp&lt;br /&gt;
| Worn by great warriors&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboywhite.png]]&lt;br /&gt;
| White Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [643]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A white cowboy hat with a band.&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Leg Armor|Leg Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-legs-chaps.png]]&lt;br /&gt;
| Jeans Chaps&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [642]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| Jeans with snake skin chaps.&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Chest Armor|Chest Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-lightplatemailgold.png]]&lt;br /&gt;
| Golden Platemail&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [645]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 9999000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| A plate mail made from gold which can only be afforded by the richest of the richest.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplate.png]]&lt;br /&gt;
| Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [658]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 100000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Strong and decorative armor.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplategold.png]]&lt;br /&gt;
| Golden Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [659]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500000 GP&amp;lt;br&amp;gt;3500 gp&lt;br /&gt;
| Strong and decorative armor made from gold.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Foot Armor|Foot Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-feet-furboots.png]]&lt;br /&gt;
| Fur Boots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [655]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;600 gp&lt;br /&gt;
| A pair of warm winter boots.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Arm Armor|Gloves]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Miscellaneous|Other]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-red.png]]&lt;br /&gt;
| Red Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1208]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A red easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-green.png]]&lt;br /&gt;
| Green Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1209]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A green easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-blue.png]]&lt;br /&gt;
| Blue Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1210]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A blue easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-yellow.png]]&lt;br /&gt;
| Yellow Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1211]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A yellow easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-pink.png]]&lt;br /&gt;
| Pink Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1212]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A pink easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-teal.png]]&lt;br /&gt;
| Teal Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1213]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A teal easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-ironore.png]]&lt;br /&gt;
| Iron Ore&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [640]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A lump of Iron Ore.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-snakeskin.png]]&lt;br /&gt;
| Snake Skin&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [641]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| The skin of a slain snake.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-fabric.png]]&lt;br /&gt;
| Cotton Cloth&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [660]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A piece of cotton cloth.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9900</id>
		<title>Classic:Item Reference</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9900"/>
		<updated>2008-08-16T23:45:43Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items last updated on June 5, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Template:Item Reference Page}}&lt;br /&gt;
&lt;br /&gt;
For your quick reference, here&#039;s the items that have been added in the last 6 months. Click on the title to see all of the items in its category:&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Health Items|Health Items]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | SP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-apple.png]]&lt;br /&gt;
| Apple&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [535]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25 GP&amp;lt;br&amp;gt;5 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A healthy apple.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cake.png]]&lt;br /&gt;
| Cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [513]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +15 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20 GP&amp;lt;br&amp;gt;15 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A slice of cake.&lt;br /&gt;
| Buyable (Barkeeper)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candy.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [510]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sugar-free candy.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candycane.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [506]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| Tasty candy cane.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cherrycake.png]]&lt;br /&gt;
| Cherry cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [519]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +35 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;50 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A nice cherry cake.&lt;br /&gt;
| Frequently dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-chocolatebar.png]]&lt;br /&gt;
| Chocolate bar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [509]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;20 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A chocolate bar made of finest chocolate.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-gingerbreadman.png]]&lt;br /&gt;
| Ginger bread man&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [512]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +25 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| ?&lt;br /&gt;
| Obtainable with Monster Points (Ishi).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orange.png]]&lt;br /&gt;
| Orange&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [657]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +60 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 12 GP&amp;lt;br&amp;gt;6 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| A juicy orange.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orangecupcake.png]]&lt;br /&gt;
| Orange cupcake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [534]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 SP&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;45 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A very soft orange cupcake.&lt;br /&gt;
| Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-roastedmaggot.png]]&lt;br /&gt;
| Roasted Maggot&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [533]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +150 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;55 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| Maggot roasted on fire.&lt;br /&gt;
| Frequently dropped (Maggots, Bats)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascake.png]]&lt;br /&gt;
| Xmas cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [508]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sweet Xmas cake.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascandycane.png]]&lt;br /&gt;
| Xmas candy cane&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [514]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| ?&lt;br /&gt;
| Obtainable with Monster Points (Ishi).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Status Items|Status Items]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/1-Handed Weapons|1-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/2-Handed Weapons|2-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Ammo|Ammo]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Weapon-arrow-arrow.png]]&lt;br /&gt;
| Arrow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1199]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 3 GP&amp;lt;br&amp;gt;1 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A standard arrow.&lt;br /&gt;
| Buyable (Alan&#039;s apprentice, Ishyah)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Weapon-arrow-iron.png]]&lt;br /&gt;
| Iron arrow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [529]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5 GP&amp;lt;br&amp;gt;2 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A hard arrow made of iron.&lt;br /&gt;
| Buyable (Bracco, Alan&#039;s apprentice)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Head Armor|Head Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-serf.png]]&lt;br /&gt;
| Serf Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [656]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A simple hat made from cloth.&lt;br /&gt;
| Buyable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crown.png]]&lt;br /&gt;
| Crown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [646]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| A jewel embossed crown fit for any ruler.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-devcap.png]]&lt;br /&gt;
| Developers Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [647]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A cap which identifies you as a developer.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cap.png]]&lt;br /&gt;
| Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [654]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A hat with a peak to shield your eyes from the sun.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboywhite.png]]&lt;br /&gt;
| White Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [643]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A white cowboy hat with a band.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboyblack.png]]&lt;br /&gt;
| Black Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [644]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A black cowboy hat with shinny buckles.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-bunnyears.png]]&lt;br /&gt;
| Bunny Ears&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1214]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| A headband with plush bunny ears.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-infantryhelm.png]]&lt;br /&gt;
| A Infantry Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [638]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 15000 GP&amp;lt;br&amp;gt;1500 gp&lt;br /&gt;
| For soldiers and guards&lt;br /&gt;
| Rarely Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-knighthelm.png]]&lt;br /&gt;
| A Knight&#039;s Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [637]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Helmet with two small wings on it&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crusadehelm.png]]&lt;br /&gt;
| A Crusade Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [639]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| Start your own crusade&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-warlordhelm.png]]&lt;br /&gt;
| A Warlord Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [636]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 30000 GP&amp;lt;br&amp;gt;3000 gp&lt;br /&gt;
| Worn by great warriors&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Leg Armor|Leg Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-legs-chaps.png]]&lt;br /&gt;
| Jeans Chaps&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [642]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| Jeans with snake skin chaps.&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Chest Armor|Chest Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-lightplatemailgold.png]]&lt;br /&gt;
| Golden Platemail&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [645]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 9999000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| A plate mail made from gold which can only be afforded by the richest of the richest.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplate.png]]&lt;br /&gt;
| Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [658]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 100000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Strong and decorative armor.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplategold.png]]&lt;br /&gt;
| Golden Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [659]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500000 GP&amp;lt;br&amp;gt;3500 gp&lt;br /&gt;
| Strong and decorative armor made from gold.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Foot Armor|Foot Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-feet-furboots.png]]&lt;br /&gt;
| Fur Boots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [655]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;600 gp&lt;br /&gt;
| A pair of warm winter boots.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Arm Armor|Gloves]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Miscellaneous|Other]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-red.png]]&lt;br /&gt;
| Red Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1208]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A red easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-green.png]]&lt;br /&gt;
| Green Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1209]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A green easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-blue.png]]&lt;br /&gt;
| Blue Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1210]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A blue easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-yellow.png]]&lt;br /&gt;
| Yellow Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1211]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A yellow easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-pink.png]]&lt;br /&gt;
| Pink Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1212]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A pink easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-teal.png]]&lt;br /&gt;
| Teal Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1213]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A teal easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-ironore.png]]&lt;br /&gt;
| Iron Ore&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [640]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A lump of Iron Ore.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-snakeskin.png]]&lt;br /&gt;
| Snake Skin&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [641]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| The skin of a slain snake.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-fabric.png]]&lt;br /&gt;
| Cotton Cloth&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [660]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A piece of cotton cloth.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9899</id>
		<title>Classic:Item Reference</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9899"/>
		<updated>2008-08-16T23:44:27Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Health Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items last updated on June 5, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Template:Item Reference Page}}&lt;br /&gt;
&lt;br /&gt;
For your quick reference, here&#039;s the items that have been added in the last 6 months. Click on the title to see all of the items in its category:&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Health Items|Health Items]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | SP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-apple.png]]&lt;br /&gt;
| Apple&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [535]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25 GP&amp;lt;br&amp;gt;5 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A healthy apple.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cake.png]]&lt;br /&gt;
| Cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [513]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +15 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20 GP&amp;lt;br&amp;gt;15 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A slice of cake.&lt;br /&gt;
| Buyable (Barkeeper)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candy.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [510]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sugar-free candy.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candycane.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [506]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| Tasty candy cane.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cherrycake.png]]&lt;br /&gt;
| Cherry cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [519]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +35 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;50 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A nice cherry cake.&lt;br /&gt;
| Frequently dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-chocolatebar.png]]&lt;br /&gt;
| Chocolate bar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [509]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;20 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A chocolate bar made of finest chocolate.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-gingerbreadman.png]]&lt;br /&gt;
| Ginger bread man&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [512]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +25 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| ?&lt;br /&gt;
| Obtainable with Monster Points (Ishi).&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orange.png]]&lt;br /&gt;
| Orange&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [657]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +60 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 12 GP&amp;lt;br&amp;gt;6 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| A juicy orange.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orangecupcake.png]]&lt;br /&gt;
| Orange cupcake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [534]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 SP&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;45 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A very soft orange cupcake.&lt;br /&gt;
| Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-roastedmaggot.png]]&lt;br /&gt;
| Roasted Maggot&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [533]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +150 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;55 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| Maggot roasted on fire.&lt;br /&gt;
| Frequently dropped (Maggots, Bats)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascake.png]]&lt;br /&gt;
| Xmas cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [508]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sweet Xmas cake.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascandycane.png]]&lt;br /&gt;
| Xmas candy cane&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [514]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| ?&lt;br /&gt;
| Obtainable with Monster Points (Ishi).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Status Items|Status Items]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/1-Handed Weapons|1-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/2-Handed Weapons|2-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Ammo|Ammo]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Weapon-arrow-arrow.png]]&lt;br /&gt;
| Arrow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1199]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 3 GP&amp;lt;br&amp;gt;1 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A standard arrow.&lt;br /&gt;
| Buyable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Weapon-arrow-iron.png]]&lt;br /&gt;
| Iron arrow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [529]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5 GP&amp;lt;br&amp;gt;2 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A hard arrow made of iron.&lt;br /&gt;
| Buyable (Bracco)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Head Armor|Head Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-serf.png]]&lt;br /&gt;
| Serf Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [656]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A simple hat made from cloth.&lt;br /&gt;
| Buyable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crown.png]]&lt;br /&gt;
| Crown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [646]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| A jewel embossed crown fit for any ruler.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-devcap.png]]&lt;br /&gt;
| Developers Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [647]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A cap which identifies you as a developer.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cap.png]]&lt;br /&gt;
| Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [654]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A hat with a peak to shield your eyes from the sun.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboywhite.png]]&lt;br /&gt;
| White Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [643]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A white cowboy hat with a band.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboyblack.png]]&lt;br /&gt;
| Black Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [644]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A black cowboy hat with shinny buckles.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-bunnyears.png]]&lt;br /&gt;
| Bunny Ears&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1214]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| A headband with plush bunny ears.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-infantryhelm.png]]&lt;br /&gt;
| A Infantry Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [638]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 15000 GP&amp;lt;br&amp;gt;1500 gp&lt;br /&gt;
| For soldiers and guards&lt;br /&gt;
| Rarely Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-knighthelm.png]]&lt;br /&gt;
| A Knight&#039;s Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [637]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Helmet with two small wings on it&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crusadehelm.png]]&lt;br /&gt;
| A Crusade Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [639]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| Start your own crusade&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-warlordhelm.png]]&lt;br /&gt;
| A Warlord Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [636]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 30000 GP&amp;lt;br&amp;gt;3000 gp&lt;br /&gt;
| Worn by great warriors&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Leg Armor|Leg Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-legs-chaps.png]]&lt;br /&gt;
| Jeans Chaps&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [642]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| Jeans with snake skin chaps.&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Chest Armor|Chest Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-lightplatemailgold.png]]&lt;br /&gt;
| Golden Platemail&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [645]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 9999000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| A plate mail made from gold which can only be afforded by the richest of the richest.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplate.png]]&lt;br /&gt;
| Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [658]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 100000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Strong and decorative armor.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplategold.png]]&lt;br /&gt;
| Golden Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [659]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500000 GP&amp;lt;br&amp;gt;3500 gp&lt;br /&gt;
| Strong and decorative armor made from gold.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Foot Armor|Foot Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-feet-furboots.png]]&lt;br /&gt;
| Fur Boots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [655]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;600 gp&lt;br /&gt;
| A pair of warm winter boots.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Arm Armor|Gloves]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Miscellaneous|Other]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-red.png]]&lt;br /&gt;
| Red Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1208]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A red easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-green.png]]&lt;br /&gt;
| Green Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1209]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A green easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-blue.png]]&lt;br /&gt;
| Blue Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1210]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A blue easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-yellow.png]]&lt;br /&gt;
| Yellow Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1211]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A yellow easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-pink.png]]&lt;br /&gt;
| Pink Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1212]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A pink easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-teal.png]]&lt;br /&gt;
| Teal Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1213]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A teal easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-ironore.png]]&lt;br /&gt;
| Iron Ore&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [640]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A lump of Iron Ore.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-snakeskin.png]]&lt;br /&gt;
| Snake Skin&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [641]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| The skin of a slain snake.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-fabric.png]]&lt;br /&gt;
| Cotton Cloth&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [660]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A piece of cotton cloth.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9898</id>
		<title>Classic:Item Reference</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9898"/>
		<updated>2008-08-16T23:32:02Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items last updated on June 5, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Template:Item Reference Page}}&lt;br /&gt;
&lt;br /&gt;
For your quick reference, here&#039;s the items that have been added in the last 6 months. Click on the title to see all of the items in its category:&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Health Items|Health Items]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | SP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-apple.png]]&lt;br /&gt;
| Apple&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [535]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25 GP&amp;lt;br&amp;gt;5 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A healthy apple.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cake.png]]&lt;br /&gt;
| Cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [513]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +15 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20 GP&amp;lt;br&amp;gt;15 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A slice of cake.&lt;br /&gt;
| Buyable &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candy.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [510]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sugar-free candy.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candycane.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [506]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| Tasty candy cane.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cherrycake.png]]&lt;br /&gt;
| Cherry cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [519]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +35 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;50 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A nice cherry cake.&lt;br /&gt;
| Frequently dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-chocolatebar.png]]&lt;br /&gt;
| Chocolate bar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [509]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;20 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A chocolate bar made of finest chocolate.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-gingerbreadman.png]]&lt;br /&gt;
| Ginger bread man&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [512]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +25 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| ?&lt;br /&gt;
| Obtainable with Monster Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orange.png]]&lt;br /&gt;
| Orange&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [657]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +60 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 12 GP&amp;lt;br&amp;gt;6 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| A juicy orange.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orangecupcake.png]]&lt;br /&gt;
| Orange cupcake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [534]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 SP&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;45 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A very soft orange cupcake.&lt;br /&gt;
| Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-roastedmaggot.png]]&lt;br /&gt;
| Roasted Maggot&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [533]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +150 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;55 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| Maggot roasted on fire.&lt;br /&gt;
| Frequently dropped (Maggots, Bats)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascake.png]]&lt;br /&gt;
| Xmas cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [508]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sweet Xmas cake.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascandycane.png]]&lt;br /&gt;
| Xmas candy cane&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [514]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| ?&lt;br /&gt;
| Obtainable with Monster Points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Status Items|Status Items]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/1-Handed Weapons|1-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/2-Handed Weapons|2-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Ammo|Ammo]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Damage&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Weapon-arrow-arrow.png]]&lt;br /&gt;
| Arrow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1199]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 3 GP&amp;lt;br&amp;gt;1 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A standard arrow.&lt;br /&gt;
| Buyable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Weapon-arrow-iron.png]]&lt;br /&gt;
| Iron arrow&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [529]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5 GP&amp;lt;br&amp;gt;2 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A hard arrow made of iron.&lt;br /&gt;
| Buyable (Bracco)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Head Armor|Head Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-serf.png]]&lt;br /&gt;
| Serf Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [656]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A simple hat made from cloth.&lt;br /&gt;
| Buyable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crown.png]]&lt;br /&gt;
| Crown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [646]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| A jewel embossed crown fit for any ruler.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-devcap.png]]&lt;br /&gt;
| Developers Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [647]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A cap which identifies you as a developer.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cap.png]]&lt;br /&gt;
| Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [654]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A hat with a peak to shield your eyes from the sun.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboywhite.png]]&lt;br /&gt;
| White Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [643]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A white cowboy hat with a band.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboyblack.png]]&lt;br /&gt;
| Black Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [644]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A black cowboy hat with shinny buckles.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-bunnyears.png]]&lt;br /&gt;
| Bunny Ears&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1214]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| A headband with plush bunny ears.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-infantryhelm.png]]&lt;br /&gt;
| A Infantry Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [638]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 15000 GP&amp;lt;br&amp;gt;1500 gp&lt;br /&gt;
| For soldiers and guards&lt;br /&gt;
| Rarely Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-knighthelm.png]]&lt;br /&gt;
| A Knight&#039;s Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [637]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Helmet with two small wings on it&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crusadehelm.png]]&lt;br /&gt;
| A Crusade Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [639]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| Start your own crusade&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-warlordhelm.png]]&lt;br /&gt;
| A Warlord Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [636]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 30000 GP&amp;lt;br&amp;gt;3000 gp&lt;br /&gt;
| Worn by great warriors&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Leg Armor|Leg Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-legs-chaps.png]]&lt;br /&gt;
| Jeans Chaps&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [642]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| Jeans with snake skin chaps.&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Chest Armor|Chest Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-lightplatemailgold.png]]&lt;br /&gt;
| Golden Platemail&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [645]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 9999000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| A plate mail made from gold which can only be afforded by the richest of the richest.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplate.png]]&lt;br /&gt;
| Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [658]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 100000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Strong and decorative armor.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplategold.png]]&lt;br /&gt;
| Golden Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [659]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500000 GP&amp;lt;br&amp;gt;3500 gp&lt;br /&gt;
| Strong and decorative armor made from gold.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Foot Armor|Foot Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-feet-furboots.png]]&lt;br /&gt;
| Fur Boots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [655]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;600 gp&lt;br /&gt;
| A pair of warm winter boots.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Arm Armor|Gloves]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Miscellaneous|Other]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-red.png]]&lt;br /&gt;
| Red Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1208]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A red easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-green.png]]&lt;br /&gt;
| Green Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1209]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A green easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-blue.png]]&lt;br /&gt;
| Blue Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1210]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A blue easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-yellow.png]]&lt;br /&gt;
| Yellow Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1211]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A yellow easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-pink.png]]&lt;br /&gt;
| Pink Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1212]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A pink easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-teal.png]]&lt;br /&gt;
| Teal Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1213]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A teal easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-ironore.png]]&lt;br /&gt;
| Iron Ore&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [640]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A lump of Iron Ore.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-snakeskin.png]]&lt;br /&gt;
| Snake Skin&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [641]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| The skin of a slain snake.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-fabric.png]]&lt;br /&gt;
| Cotton Cloth&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [660]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A piece of cotton cloth.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9897</id>
		<title>Classic:Item Reference</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9897"/>
		<updated>2008-08-16T23:23:09Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Health Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items last updated on June 5, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Template:Item Reference Page}}&lt;br /&gt;
&lt;br /&gt;
For your quick reference, here&#039;s the items that have been added in the last 6 months. Click on the title to see all of the items in its category:&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Health Items|Health Items]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | SP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-apple.png]]&lt;br /&gt;
| Apple&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [535]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25 GP&amp;lt;br&amp;gt;5 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A healthy apple.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cake.png]]&lt;br /&gt;
| Cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [513]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +15 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20 GP&amp;lt;br&amp;gt;15 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A slice of cake.&lt;br /&gt;
| Buyable &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candy.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [510]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sugar-free candy.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candycane.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [506]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| Tasty candy cane.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cherrycake.png]]&lt;br /&gt;
| Cherry cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [519]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +35 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;50 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A nice cherry cake.&lt;br /&gt;
| Frequently dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-chocolatebar.png]]&lt;br /&gt;
| Chocolate bar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [509]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;20 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A chocolate bar made of finest chocolate.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-gingerbreadman.png]]&lt;br /&gt;
| Ginger bread man&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [512]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +25 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| ?&lt;br /&gt;
| Obtainable with Monster Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orange.png]]&lt;br /&gt;
| Orange&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [657]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +60 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 12 GP&amp;lt;br&amp;gt;6 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| A juicy orange.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orangecupcake.png]]&lt;br /&gt;
| Orange cupcake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [534]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 SP&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;45 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A very soft orange cupcake.&lt;br /&gt;
| Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-roastedmaggot.png]]&lt;br /&gt;
| Roasted Maggot&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [533]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +150 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;55 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| Maggot roasted on fire.&lt;br /&gt;
| Frequently dropped (Maggots, Bats)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascake.png]]&lt;br /&gt;
| Xmas cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [508]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sweet Xmas cake.&lt;br /&gt;
| Frequently dropped (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascandycane.png]]&lt;br /&gt;
| Xmas candy cane&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [514]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| ?&lt;br /&gt;
| Obtainable with Monster Points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Status Items|Status Items]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/1-Handed Weapons|1-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/2-Handed Weapons|2-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Ammo|Ammo]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Head Armor|Head Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-serf.png]]&lt;br /&gt;
| Serf Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [656]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A simple hat made from cloth.&lt;br /&gt;
| Buyable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crown.png]]&lt;br /&gt;
| Crown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [646]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| A jewel embossed crown fit for any ruler.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-devcap.png]]&lt;br /&gt;
| Developers Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [647]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A cap which identifies you as a developer.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cap.png]]&lt;br /&gt;
| Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [654]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A hat with a peak to shield your eyes from the sun.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboywhite.png]]&lt;br /&gt;
| White Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [643]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A white cowboy hat with a band.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboyblack.png]]&lt;br /&gt;
| Black Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [644]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A black cowboy hat with shinny buckles.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-bunnyears.png]]&lt;br /&gt;
| Bunny Ears&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1214]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| A headband with plush bunny ears.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-infantryhelm.png]]&lt;br /&gt;
| A Infantry Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [638]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 15000 GP&amp;lt;br&amp;gt;1500 gp&lt;br /&gt;
| For soldiers and guards&lt;br /&gt;
| Rarely Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-knighthelm.png]]&lt;br /&gt;
| A Knight&#039;s Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [637]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Helmet with two small wings on it&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crusadehelm.png]]&lt;br /&gt;
| A Crusade Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [639]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| Start your own crusade&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-warlordhelm.png]]&lt;br /&gt;
| A Warlord Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [636]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 30000 GP&amp;lt;br&amp;gt;3000 gp&lt;br /&gt;
| Worn by great warriors&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Leg Armor|Leg Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-legs-chaps.png]]&lt;br /&gt;
| Jeans Chaps&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [642]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| Jeans with snake skin chaps.&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Chest Armor|Chest Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-lightplatemailgold.png]]&lt;br /&gt;
| Golden Platemail&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [645]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 9999000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| A plate mail made from gold which can only be afforded by the richest of the richest.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplate.png]]&lt;br /&gt;
| Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [658]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 100000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Strong and decorative armor.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplategold.png]]&lt;br /&gt;
| Golden Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [659]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500000 GP&amp;lt;br&amp;gt;3500 gp&lt;br /&gt;
| Strong and decorative armor made from gold.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Foot Armor|Foot Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-feet-furboots.png]]&lt;br /&gt;
| Fur Boots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [655]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;600 gp&lt;br /&gt;
| A pair of warm winter boots.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Arm Armor|Gloves]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Miscellaneous|Other]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-red.png]]&lt;br /&gt;
| Red Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1208]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A red easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-green.png]]&lt;br /&gt;
| Green Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1209]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A green easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-blue.png]]&lt;br /&gt;
| Blue Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1210]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A blue easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-yellow.png]]&lt;br /&gt;
| Yellow Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1211]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A yellow easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-pink.png]]&lt;br /&gt;
| Pink Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1212]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A pink easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-teal.png]]&lt;br /&gt;
| Teal Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1213]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A teal easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-ironore.png]]&lt;br /&gt;
| Iron Ore&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [640]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A lump of Iron Ore.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-snakeskin.png]]&lt;br /&gt;
| Snake Skin&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [641]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| The skin of a slain snake.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-fabric.png]]&lt;br /&gt;
| Cotton Cloth&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [660]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A piece of cotton cloth.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9896</id>
		<title>Classic:Item Reference</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9896"/>
		<updated>2008-08-16T23:19:24Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Health Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items last updated on June 5, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Template:Item Reference Page}}&lt;br /&gt;
&lt;br /&gt;
For your quick reference, here&#039;s the items that have been added in the last 6 months. Click on the title to see all of the items in its category:&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Health Items|Health Items]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | SP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-apple.png]]&lt;br /&gt;
| Apple&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [535]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25 GP&amp;lt;br&amp;gt;5 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A healthy apple.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cake.png]]&lt;br /&gt;
| Cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [513]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +15 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20 GP&amp;lt;br&amp;gt;15 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A slice of cake.&lt;br /&gt;
| Buyable &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candy.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [510]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sugar-free candy.&lt;br /&gt;
| Frequent Drop (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candycane.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [506]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| Tasty candy cane.&lt;br /&gt;
| Frequent Drop (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cherrycake.png]]&lt;br /&gt;
| Cherry cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [519]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +35 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;50 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A nice cherry cake.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-chocolatebar.png]]&lt;br /&gt;
| Chocolate bar&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [509]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +20 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;20 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A chocolate bar made of finest chocolate.&lt;br /&gt;
| Frequent Drop (Rudolf Slimes)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-gingerbreadman.png]]&lt;br /&gt;
| Ginger bread man&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [512]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +25 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;? gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | ?&lt;br /&gt;
| A juicy orange.&lt;br /&gt;
| Obtainable with Monster Points.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orange.png]]&lt;br /&gt;
| Orange&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [657]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +60 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 12 GP&amp;lt;br&amp;gt;6 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| A juicy orange.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orangecupcake.png]]&lt;br /&gt;
| Orange cupcake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [534]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +100 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 SP&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;45 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| A very soft orange cupcake.&lt;br /&gt;
| Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-roastedmaggot.png]]&lt;br /&gt;
| Roasted Maggot&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [533]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +150 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;55 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| Maggot roasted on fire.&lt;br /&gt;
| Frequent Drop (Maggots, Bats)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-xmascake.png]]&lt;br /&gt;
| Xmas cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [508]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +10 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| A sweet Xmas cake.&lt;br /&gt;
| Frequent Drop (Rudolf Slimes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Status Items|Status Items]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/1-Handed Weapons|1-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/2-Handed Weapons|2-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Ammo|Ammo]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Head Armor|Head Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-serf.png]]&lt;br /&gt;
| Serf Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [656]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A simple hat made from cloth.&lt;br /&gt;
| Buyable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crown.png]]&lt;br /&gt;
| Crown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [646]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| A jewel embossed crown fit for any ruler.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-devcap.png]]&lt;br /&gt;
| Developers Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [647]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A cap which identifies you as a developer.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cap.png]]&lt;br /&gt;
| Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [654]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A hat with a peak to shield your eyes from the sun.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboywhite.png]]&lt;br /&gt;
| White Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [643]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A white cowboy hat with a band.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboyblack.png]]&lt;br /&gt;
| Black Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [644]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A black cowboy hat with shinny buckles.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-bunnyears.png]]&lt;br /&gt;
| Bunny Ears&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1214]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| A headband with plush bunny ears.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-infantryhelm.png]]&lt;br /&gt;
| A Infantry Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [638]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 15000 GP&amp;lt;br&amp;gt;1500 gp&lt;br /&gt;
| For soldiers and guards&lt;br /&gt;
| Rarely Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-knighthelm.png]]&lt;br /&gt;
| A Knight&#039;s Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [637]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Helmet with two small wings on it&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crusadehelm.png]]&lt;br /&gt;
| A Crusade Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [639]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| Start your own crusade&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-warlordhelm.png]]&lt;br /&gt;
| A Warlord Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [636]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 30000 GP&amp;lt;br&amp;gt;3000 gp&lt;br /&gt;
| Worn by great warriors&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Leg Armor|Leg Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-legs-chaps.png]]&lt;br /&gt;
| Jeans Chaps&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [642]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| Jeans with snake skin chaps.&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Chest Armor|Chest Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-lightplatemailgold.png]]&lt;br /&gt;
| Golden Platemail&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [645]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 9999000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| A plate mail made from gold which can only be afforded by the richest of the richest.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplate.png]]&lt;br /&gt;
| Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [658]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 100000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Strong and decorative armor.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplategold.png]]&lt;br /&gt;
| Golden Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [659]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500000 GP&amp;lt;br&amp;gt;3500 gp&lt;br /&gt;
| Strong and decorative armor made from gold.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Foot Armor|Foot Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-feet-furboots.png]]&lt;br /&gt;
| Fur Boots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [655]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;600 gp&lt;br /&gt;
| A pair of warm winter boots.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Arm Armor|Gloves]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Miscellaneous|Other]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-red.png]]&lt;br /&gt;
| Red Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1208]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A red easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-green.png]]&lt;br /&gt;
| Green Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1209]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A green easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-blue.png]]&lt;br /&gt;
| Blue Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1210]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A blue easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-yellow.png]]&lt;br /&gt;
| Yellow Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1211]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A yellow easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-pink.png]]&lt;br /&gt;
| Pink Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1212]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A pink easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-teal.png]]&lt;br /&gt;
| Teal Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1213]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A teal easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-ironore.png]]&lt;br /&gt;
| Iron Ore&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [640]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A lump of Iron Ore.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-snakeskin.png]]&lt;br /&gt;
| Snake Skin&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [641]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| The skin of a slain snake.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-fabric.png]]&lt;br /&gt;
| Cotton Cloth&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [660]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A piece of cotton cloth.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9895</id>
		<title>Classic:Item Reference</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Item_Reference&amp;diff=9895"/>
		<updated>2008-08-16T23:02:53Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Health Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items last updated on June 5, 2008&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Template:Item Reference Page}}&lt;br /&gt;
&lt;br /&gt;
For your quick reference, here&#039;s the items that have been added in the last 6 months. Click on the title to see all of the items in its category:&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Health Items|Health Items]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | HP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | SP Bonus&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;BR /&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Weight&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-apple.png]]&lt;br /&gt;
| Apple&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [535]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +50 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25 GP&amp;lt;br&amp;gt;5 gp&lt;br /&gt;
| align=&amp;quot;center!&amp;quot; | 5&lt;br /&gt;
| A healthy apple.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-orange.png]]&lt;br /&gt;
| Orange&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [657]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +60 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 12 GP&amp;lt;br&amp;gt;6 gp&lt;br /&gt;
| align=&amp;quot;center!&amp;quot; | 7&lt;br /&gt;
| A juicy orange.&lt;br /&gt;
| Buyable (Oscar)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-cake.png]]&lt;br /&gt;
| Cake&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [513]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +15 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20 GP&amp;lt;br&amp;gt;15 gp&lt;br /&gt;
| align=&amp;quot;center!&amp;quot; | 1&lt;br /&gt;
| A slice of cake.&lt;br /&gt;
| Buyable &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Use-food-candy.png]]&lt;br /&gt;
| Candy&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [510]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +5 HP&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | -&amp;lt;br&amp;gt;10 gp&lt;br /&gt;
| align=&amp;quot;center!&amp;quot; | 1&lt;br /&gt;
| A sugar-free candy&lt;br /&gt;
| Frequent Drop (Rudolf Slimes)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Status Items|Status Items]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/1-Handed Weapons|1-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/2-Handed Weapons|2-Handed Weapons]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Ammo|Ammo]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Head Armor|Head Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-serf.png]]&lt;br /&gt;
| Serf Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [656]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A simple hat made from cloth.&lt;br /&gt;
| Buyable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crown.png]]&lt;br /&gt;
| Crown&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [646]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| A jewel embossed crown fit for any ruler.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-devcap.png]]&lt;br /&gt;
| Developers Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [647]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A cap which identifies you as a developer.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cap.png]]&lt;br /&gt;
| Cap&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [654]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;500 gp&lt;br /&gt;
| A hat with a peak to shield your eyes from the sun.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboywhite.png]]&lt;br /&gt;
| White Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [643]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A white cowboy hat with a band.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-cowboyblack.png]]&lt;br /&gt;
| Black Cowboy Hat&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [644]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1800 GP&amp;lt;br&amp;gt;900 gp&lt;br /&gt;
| A black cowboy hat with shinny buckles.&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-bunnyears.png]]&lt;br /&gt;
| Bunny Ears&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1214]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| A headband with plush bunny ears.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-infantryhelm.png]]&lt;br /&gt;
| A Infantry Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [638]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 15000 GP&amp;lt;br&amp;gt;1500 gp&lt;br /&gt;
| For soldiers and guards&lt;br /&gt;
| Rarely Dropped&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-knighthelm.png]]&lt;br /&gt;
| A Knight&#039;s Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [637]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 20000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Helmet with two small wings on it&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-crusadehelm.png]]&lt;br /&gt;
| A Crusade Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [639]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 25000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| Start your own crusade&lt;br /&gt;
| Quest&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-head-warlordhelm.png]]&lt;br /&gt;
| A Warlord Helmet&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [636]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 30000 GP&amp;lt;br&amp;gt;3000 gp&lt;br /&gt;
| Worn by great warriors&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Leg Armor|Leg Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-legs-chaps.png]]&lt;br /&gt;
| Jeans Chaps&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [642]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2000 GP&amp;lt;br&amp;gt;1000 gp&lt;br /&gt;
| Jeans with snake skin chaps.&lt;br /&gt;
| Quest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Chest Armor|Chest Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-lightplatemailgold.png]]&lt;br /&gt;
| Golden Platemail&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [645]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 9999000 GP&amp;lt;br&amp;gt;2500 gp&lt;br /&gt;
| A plate mail made from gold which can only be afforded by the richest of the richest.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplate.png]]&lt;br /&gt;
| Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [658]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 100000 GP&amp;lt;br&amp;gt;2000 gp&lt;br /&gt;
| Strong and decorative armor.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-chest-warlordplategold.png]]&lt;br /&gt;
| Golden Warlord Plate&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [659]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 27&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 500000 GP&amp;lt;br&amp;gt;3500 gp&lt;br /&gt;
| Strong and decorative armor made from gold.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Foot Armor|Foot Armor]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Armor-feet-furboots.png]]&lt;br /&gt;
| Fur Boots&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [655]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 5000 GP&amp;lt;br&amp;gt;600 gp&lt;br /&gt;
| A pair of warm winter boots.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Arm Armor|Gloves]]==&lt;br /&gt;
No recent additions&lt;br /&gt;
&lt;br /&gt;
==[[Item Reference/Miscellaneous|Other]]==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Image&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | ID&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Price&amp;lt;br&amp;gt;BUY/Sell&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; | Rarity&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-red.png]]&lt;br /&gt;
| Red Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1208]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A red easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-green.png]]&lt;br /&gt;
| Green Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1209]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A green easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-blue.png]]&lt;br /&gt;
| Blue Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1210]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A blue easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-yellow.png]]&lt;br /&gt;
| Yellow Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1211]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A yellow easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-pink.png]]&lt;br /&gt;
| Pink Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1212]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A pink easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-easteregg-teal.png]]&lt;br /&gt;
| Teal Easter Egg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [1213]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 80 GP&amp;lt;br&amp;gt;40 gp&lt;br /&gt;
| A teal easter egg. Find all six different easter eggs to win a prize.&lt;br /&gt;
| No longer obtainable&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-ironore.png]]&lt;br /&gt;
| Iron Ore&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [640]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A lump of Iron Ore.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-snakeskin.png]]&lt;br /&gt;
| Snake Skin&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [641]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| The skin of a slain snake.&lt;br /&gt;
| Frequent Drop&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:Generic-fabric.png]]&lt;br /&gt;
| Cotton Cloth&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [660]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 250 GP&amp;lt;br&amp;gt;100 gp&lt;br /&gt;
| A piece of cotton cloth.&lt;br /&gt;
| Unobtainable&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Update_system&amp;diff=3632</id>
		<title>Archive:Update system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Update_system&amp;diff=3632"/>
		<updated>2006-03-08T18:57:43Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Update process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction to the problem ==&lt;br /&gt;
&lt;br /&gt;
The Mana World plans to be an constantly expanding game, with new features, maps and other game media being added all the time. This constant addition requires some way to distribute new material. The Mana World up to this point has been using a monthly release cycle to update the game, but this distribution method suffers in the following ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Data redundancy&#039;&#039;&#039; - This is a major concern for those who have slower connections to the Internet. For each update, all existing data is also downloaded.&lt;br /&gt;
* &#039;&#039;&#039;Not frequent enough&#039;&#039;&#039; - Players want new material as fast as they can get it. Players like a fast updated, dynamically changing game world in which they can immerse themselves - any stagnation can lead to player loss.&lt;br /&gt;
* &#039;&#039;&#039;Complicated&#039;&#039;&#039; - Making a new client release involves a complete ritual of providing the necessary binaries and updating many websites. For content updates or tuning this process can be skipped.&lt;br /&gt;
* &#039;&#039;&#039;Breaking compatibility&#039;&#039;&#039; - Each time new content is added, the game will break for anybody using an older client. When content updates are done separately, very often a forced client update can be avoided.&lt;br /&gt;
* &#039;&#039;&#039;Single universe&#039;&#039;&#039; - Distributing and updating the data with the client assumes the client is only ever used with some single official server. Dynamically downloading and updating the data would allow the client to be used on unofficial servers.&lt;br /&gt;
&lt;br /&gt;
The Mana World wishes to address these issues by using an built-in update system which will automatically download the latest necessary game data depending on the server you login to.&lt;br /&gt;
&lt;br /&gt;
* The redundancy is taken care of by only downloading updated files.&lt;br /&gt;
* More frequent updates become possible by avoiding the client release cycle and reducing the complexity surrounding an update.&lt;br /&gt;
* Compatibility is greatly enhanced by ensuring the data is up to date at all times.&lt;br /&gt;
* By allowing the server to specify which data is to be downloaded, one client can be used on different servers featuring different worlds.&lt;br /&gt;
&lt;br /&gt;
== Update process ==&lt;br /&gt;
&lt;br /&gt;
Updates come in compressed archives (.zip files). They are easy to create and allow individual files to be read directly from them (we use [http://icculus.org/physfs/ PhysFS] for this). Initially, the client will retrieve an ordered list of archives that it should load, for example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
tmw-base-1.0.zip&lt;br /&gt;
tmw-base-patch-1.1.zip&lt;br /&gt;
tmw-tonori-region-1.0.zip&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The client will check whether all the listed files are present in its data directory, and attempt to download any missing ones. Once downloaded, it will put each archive in the virtual file system provided by PhysFS. The archives will be searched bottom to top so that any file will be loaded from the last archive that provided it. This allows us to patch big data archives with a small archive that contains just the modified files.&lt;br /&gt;
&lt;br /&gt;
Any files present in the data directory that are not in the list can be considered to be old, and could be cleaned up by the user with the click of a button.&lt;br /&gt;
&lt;br /&gt;
This ordered list could contain protocol information for file retrieval. Such a list could look like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ftp://themanaworld.org/updates/tmw-maps-tonori-1.3.zip&lt;br /&gt;
http://themanaworld.org/updates/tmw-gfx-items-1.1.zip&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I&#039;m not sure about sending full URLs yet, as long as we&#039;re using http/ftp I think it&#039;d be better to set up one or two mirrors and optionally allow the user to choose where to download from. --[[User:BjÃ¸rn|BjÃ¸rn]]&lt;br /&gt;
&lt;br /&gt;
Updates will be downloaded to a directory writable by the user. On Windows it is assumed the user has write access to &amp;lt;code&amp;gt;./updates&amp;lt;/code&amp;gt; while on UNIX-like systems &amp;lt;code&amp;gt;~/.tmw/updates&amp;lt;/code&amp;gt; is used.&lt;br /&gt;
&lt;br /&gt;
:I think updates should be downloaded to subdirectories depending on the server, and that as little default data should come with the client as possible. An example directory used to store the server data would be &amp;lt;code&amp;gt;~/.tmw/data/testing.themanaworld.org&amp;lt;/code&amp;gt;. --[[User:BjÃ¸rn|BjÃ¸rn]] 20:39, 24 December 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
Add-on to update protocol :&lt;br /&gt;
&lt;br /&gt;
A way to avoid unuseful updates and out of sync data files when getting the latest tmw version could be made this way :&lt;br /&gt;
We should think about naming the updates accordingly to what the user will be able to read.&lt;br /&gt;
Maybe a list box should list the available updates and their versions (after downloading a list file.) &amp;lt;-- Using that file, we could enable/disable updates if necessary by removing/adding them to the list.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ftp://themanaworld.org/updates/tmw-maps-tonori_0.0.18.1_1.3.zip&lt;br /&gt;
http://themanaworld.org/updates/tmw-gfx-items_0.0.20_1.1.zip&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
We could use that format :&lt;br /&gt;
updateName_tmwVersion_updateVersion.zip&lt;br /&gt;
As seen above, the files should have the maximum version of tmw client in their names, so that if the user have the 0.0.21 version, these updates&lt;br /&gt;
are not downloaded. Moreover, if they have been previoulsy downloaded, the client should take care about deleting these files as they aren&#039;t needed anymore, &lt;br /&gt;
and all that, before initializing PhysFS.&lt;br /&gt;
To list an update, the tmw version of it should be strictly higher of the current tmw version of the user. The _tmwVersion_ should then be read as &#039;for clients with the version less than XX.&#039;&lt;br /&gt;
So, if you want an update available till 0.0.19, you can name it 0.0.20.&lt;br /&gt;
&lt;br /&gt;
If there is to be a second version of the update, a simple increase to the updateVersion is to be done. Again, the tmw client should then download the new file,&lt;br /&gt;
and then delete the old one before physFS initialization.&lt;br /&gt;
&lt;br /&gt;
The update window and news window :&lt;br /&gt;
&lt;br /&gt;
As the users really like to KNOW what is downloaded to their computer, (and that something for the game is downloaded btw), the news window should be one thing, and then an update button should appear if there are updates that are to downloaded, and are not already.&lt;br /&gt;
Clicking on it would then show another window (that one listing the available updates.) and with three buttons :&lt;br /&gt;
- Close&lt;br /&gt;
- update (if there is a selection in the list)&lt;br /&gt;
- Update all (If there are still updates.)&lt;br /&gt;
And a scroll bar to show the progresses made.&lt;br /&gt;
&lt;br /&gt;
I know some will say that system is quite Debian like and they will be right, but isn&#039;t the debian update system one of the best ;)&lt;br /&gt;
I hope that way, the unused files will be deleted, and the user will keep uptodate data files.&lt;br /&gt;
Comments will be very appreciated :) -- Bertram&lt;br /&gt;
&lt;br /&gt;
== Update distribution ==&lt;br /&gt;
&lt;br /&gt;
Updates must be distributed fast and effectively, providing a decent throughput even when the update server is under a high load. The Mana World development team has decided that the [http://www.bittorrent.com BitTorrent] protocol will be utilised for update distribution. BitTorrent is a distributed peer-to-peer protocol which utilises the bandwidth of all users. For more information about [http://www.bittorrent.com BitTorrent], see the [http://www.bittorrent.com/introduction.html BitTorrent Introduction].&lt;br /&gt;
&lt;br /&gt;
To easily utilize to the BitTorrent protocol, one of the following libraries can be used:&lt;br /&gt;
&lt;br /&gt;
* [http://libbt.sourceforge.net/ libbt] - C&lt;br /&gt;
* [http://libtorrent.sourceforge.net/ libtorrent] - C++&lt;br /&gt;
* [http://libtorrent.rakshasa.no/ libTorrent] - C++&lt;br /&gt;
&lt;br /&gt;
Yeah I know we already choosed for BitTorrent, anyway we shouldn&#039;t discard HTTP/FTP both because some people don&#039;t want to be forced to share their bandwidth or if they&#039;re having problems. Someone also asked for the possibility to stop sharing patches (in case updater is built-in). A noticeable example is WoW updater which both allows for bitTorrent or HTTP downloads. And the patch sharing is limited to the time you download the patch (until you don&#039;t press &amp;quot;Play game!&amp;quot; I guess). A deeper evaluation of band usage and lag problems should be provided. --[[User:ElvenProgrammer|ElvenProgrammer]] 02:08, 4 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
Because both libbt and libtorrent still seem immature and have annoying dependencies, I would suggest to hold off from BitTorrent for now and use [http://curl.haxx.se/libcurl/ libcurl] to retrieve the updated data files through HTTP or FTP. --[[User:BjÃ¸rn|BjÃ¸rn]] 12:06, 4 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
:I agree, libcurl is at least used by libbt so if we&#039;re going to use it, it will be required anyway. I&#039;d like also to say that libcurl it&#039;s really easy and could help us to create the HTTP/FTP updater in no time.--[[User:ElvenProgrammer|ElvenProgrammer]] 12:55, 4 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve added libTorrent which seems like an interesting choice because it depends on just [http://libsigc.sourceforge.net/ libsigc++] and [http://curl.haxx.se/libcurl/ libcurl]. I still think we&#039;re fine with just libcurl for now though, the BitTorrent distribution would be an idea for later. --[[User:BjÃ¸rn|BjÃ¸rn]] 01:43, 20 Sep 2005 (CEST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;Q: Is anyone got it work under windows? (maybe any plan on porting?) A: Haven&#039;t heard of anyone doing so and i don&#039;t really care about the win32 platform and its lack of posix support. Unless someone pays me it&#039;ll propably not happen. ;)&amp;quot;&lt;br /&gt;
::Just to let you notice windows is not supported. --[[User:ElvenProgrammer|ElvenProgrammer]] 08:39, 20 Sep 2005 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Questions ==&lt;br /&gt;
&lt;br /&gt;
==== What about updating the binary? ====&lt;br /&gt;
&lt;br /&gt;
Updating the binary is a very operating system dependent operation. On Windows this will likely need to be done using a separate executable or some re-launch trick and on Linux it is not reasonable to assume anything about the versions of installed libraries. On both Linux and Mac the rights of the current user will likely also be insufficient to update the software.&lt;br /&gt;
&lt;br /&gt;
It is much more important to simply decouple client releases and data updates, so that client updates occur infrequently and can be handled in a convenient way on each type of operating system. This will also allow for a better compatibility, so that the game may be played with older clients until an update for a specific operating system is available. On Linux for example, using the existing package management system of the distribution is prefered, where it would be nice if we could even fit into a lengthy release cycle of for example [http://www.ubuntulinux.org/ Ubuntu].&lt;br /&gt;
&lt;br /&gt;
==== What if we versioned all the datafiles separately? ====&lt;br /&gt;
&lt;br /&gt;
Too tedious and also unnecessary. When using archives, all the client needs is the list of files it should have, a way to retrieve them and the order in which they should be loaded. A file should either be loaded or it should not be loaded, and in the latter it could be removed instead. It may be better to leave the cleanup to the user though, and just provide a one-click solution.&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Making_a_new_release&amp;diff=3379</id>
		<title>Archive:Making a new release</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Making_a_new_release&amp;diff=3379"/>
		<updated>2005-12-30T15:40:40Z</updated>

		<summary type="html">&lt;p&gt;Bertram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Making a clean tarball ===&lt;br /&gt;
&lt;br /&gt;
Authors and packagers should work on making a clean tarball,&lt;br /&gt;
which has no CVS folders, no Makefiles, no .deps folders, etc...&lt;br /&gt;
That kind of clean is needed when uploading sources such as for debian,&lt;br /&gt;
and can be obtained thanks to make distcheck, with automake.&lt;br /&gt;
&lt;br /&gt;
=== Notifying the package maintainers and websites ===&lt;br /&gt;
&lt;br /&gt;
Normally first the source and Windows releases are made. After verifying everything works with several people for at least a day, CVS will be tagged with the new release in a format similar to TMW_0_0_18. At that point the release is official and the package maintainers should get started on producing their package.&lt;br /&gt;
&lt;br /&gt;
The following people are responsible for updating their packages:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Debian/Ubuntu&#039;&#039;&#039; - [[User:Bertram|Bertram]]&lt;br /&gt;
* &#039;&#039;&#039;Slackware&#039;&#039;&#039; - [[User:Platyna|Platyna]]&lt;br /&gt;
* &#039;&#039;&#039;MacOS X&#039;&#039;&#039; - [[User:Nayr|Nayr]]&lt;br /&gt;
* &#039;&#039;&#039;Arch Linux&#039;&#039;&#039; - [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
&lt;br /&gt;
The following people are responsible for updating the respective websites:&lt;br /&gt;
&lt;br /&gt;
* http://freshmeat.net/ - [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
* http://linux.games.sk/ - [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
* http://rpgdx.net/ - [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
* http://happypenguin.org/ - ?&lt;br /&gt;
* [http://packages.gentoo.org/packages/?category=games-rpg;name=tmw http://packages.gentoo.org/...] - ?&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GUI_development&amp;diff=2162</id>
		<title>Archive:GUI development</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GUI_development&amp;diff=2162"/>
		<updated>2005-09-16T18:08:10Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* General GUI Improvement proposal by Bertram */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This page is under construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A GUI here stands for &#039;how a program allows you to access it&#039;s data and functions&#039;. In The Mana World this is not the main screen, there where all the action takes place, but all the windows such as inventory and stats. However, the damage done to you during combat, showing in the main screen, is part of the GUI, as is right-clicking to activate something, and how moving is done and fighting initiated. This&#039;s how the word GUI is used in this text.&lt;br /&gt;
&lt;br /&gt;
== GUI types ==&lt;br /&gt;
&lt;br /&gt;
Playing many games one comes across many different ideas of how to implement an interface. Most interfaces are unique and specific to a game because of its features. &lt;br /&gt;
 &lt;br /&gt;
There are however many RPG games, and many different RPG GUIs. Here follows some notably different GUI, or GUI elements, and the games that (as far as I know) uses them.&lt;br /&gt;
&lt;br /&gt;
* 6 key managment GUI (final fantasy series, and many other console games). The 6 keys are the 4 directional keys, an &#039;accept&#039; key, and an &#039;cancel/back&#039; key. Usualy the managment screen/GUI itself is called with a 7 key (the start key on game-controlers)&lt;br /&gt;
* Player Doll System (many diverse games). Rather than just showing slots with iconic items that are equiped in them, they are put on a big representation of your character, a representation that, typically, would be seen if the stats of that player are looked at, and looks very spiffy. Yes, GUI&#039;s are like dishes: good presentation is half the art of a good GUI (the other half is how useful/easy to use it is)&lt;br /&gt;
* Some GUIs only use the mouse, but some also have the ability to use a keyboard-shortcut (usually shown through a highlighted letter or underlined letter in the name of the action/menu)&lt;br /&gt;
&lt;br /&gt;
But this text isn&#039;t about all the GUI&#039;s that exist...&lt;br /&gt;
&lt;br /&gt;
== Goal of a GUI ==&lt;br /&gt;
&lt;br /&gt;
The goal of this article is to find, and determin what a good GUI for TMW would be, and what features it should have (from a GUI perspective). It is for now just one idea on how to do this, a very elaborate idea, none the less.&lt;br /&gt;
&lt;br /&gt;
The goal is a GUI that:&lt;br /&gt;
&lt;br /&gt;
* Is fully usable with the keyboard only.&lt;br /&gt;
* Is fully usable with a modern mouse (3 buttons, one of which is a scroll button, giving you 4+1 keys and 2 directions) only.&lt;br /&gt;
* Functions well using a mix of both.&lt;br /&gt;
* Has keybindings definitions. (allowing players to decide what keys to use), including mouse-keybindings --I only remember one game that allows you to rebind your mouse keys: quake, a sorely missed feature in many games.)&lt;br /&gt;
* Functions instinctively for mouse usage, or mix. (keyboard is not so instinctive, except for things like i for inventory)&lt;br /&gt;
* Is well documented.&lt;br /&gt;
* Can be changed (change of position of windows, resizing, ordering of items (alphabetically and by type), give different colour, or use different layouts/skins.&lt;br /&gt;
* Has automation functions (like the targeting of monsters using shift-ctrl or shift-rightclick)&lt;br /&gt;
&lt;br /&gt;
(NOTE: maybe other features are needed for a good GUI?)&lt;br /&gt;
&lt;br /&gt;
== Options, Options, Options. ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short draft version for now.&#039;&#039;&#039;--[[User:Momotaro|Momotaro]] 09:46, 28 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
There&#039;s always the default choice, and the default is rarely perfect, nor does it anticipate types of players.&lt;br /&gt;
A flexible GUI could have a large number of options. However having many options quickly becomes difficult to &lt;br /&gt;
navigate. To solve this one could sort the options by hierarchy, depending on how much change an option would imply.&lt;br /&gt;
&lt;br /&gt;
=== 3 GUI-Options Layers: ===&lt;br /&gt;
&lt;br /&gt;
*Layer 1: Choice of GUI type. (allowing totally different looks for the end result) &lt;br /&gt;
*Layer 2: GUI type tweaks. Options may differ per type (and include things like colour, text font, text size)&lt;br /&gt;
*Layer 3: Minor tweaks: Positioning (if mobile), resizing and locking of windows.  &lt;br /&gt;
&lt;br /&gt;
Many functions of layer 2 and layer 3 apply to more then one particular GUI-type. These functions, such as changing colour or transparancy, are shared. Thus installing a second GUI type might only imply loading a different configuration of already present plug-in-functions.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reverse reasoning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The layer 3 functions are first level of interaction: such as opening and closing window, keeping them open, and resizing them.&lt;br /&gt;
*The layer 2 functions give the ability to change aspects of windows more than in the default way. Colour change, make it drop-down or pop-up.&lt;br /&gt;
*The layer 1 functions radically change the look and usage of the GUI. Keyboard only GUI (giving layer2:keymapping), Mouse only GUI (with drag and drop interface as well as point and click), and also defining weather there&#039;s a menu-bar at the top, as well as setting wich higher level functionality functions can be used.  &lt;br /&gt;
&lt;br /&gt;
Note, all these layers change nothing to the functionallity of the game, just how this functionallity is accessed.&lt;br /&gt;
&lt;br /&gt;
Typically there would be a Keyboard_Module, Mouse_Module and Window_Modules of different types. (the current (0.0.13) windows are one type, the windows as used in the proposed GUI a different one, though they are similar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two concepts arise: Skin and module:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A module is particular type of basic functioning that can be permuted with other functions(modules) of the same type. (eg: 2 keyboard_modules: one for a normal keyboard usage, and one to mimic console games; and 2 or 3 window_modules)&lt;br /&gt;
&lt;br /&gt;
A skin is a choice of modules that gives full access to all game functionality, and is playable.&lt;br /&gt;
&lt;br /&gt;
(you could make your own skin from modules, that&#039;s part of the idea, thus adding more ways of interfacing with the game.)&lt;br /&gt;
&lt;br /&gt;
== Examples of a General GUI layout ==&lt;br /&gt;
&lt;br /&gt;
=== Default general GUI layout ===&lt;br /&gt;
This heading is about the GUI layout that will be used for default. Things go under this heading after having been an example, and having been discussed with staff members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is yet no agreed upon design for the GUI layout, except that there&#039;s already an existing (shabby) one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== General GUI Improvement proposal by Bertram ===&lt;br /&gt;
&lt;br /&gt;
[[Image:minimize_resize.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
First of all, I think that quite all the windows should be minimizables, and &lt;br /&gt;
some others resizables. I&#039;ve seen there&#039;s already work done on resizing, and I &lt;br /&gt;
hope Doener, Elven, and I will finish that.&lt;br /&gt;
But as for now, I thought that every window, that could be resized, should be &lt;br /&gt;
painted with a kind of grip bottom right.&lt;br /&gt;
&lt;br /&gt;
A sprite for that had been done by elven for the grip, and the minimize or close top-right thing could be simply a button. Users will be able to see with these where to point their mouse in order to &lt;br /&gt;
minimize or where to resize, this would hint the users how to do things &lt;br /&gt;
easily.&lt;br /&gt;
&lt;br /&gt;
Second thing, where would go minimized (or closed) windows ?&lt;br /&gt;
&lt;br /&gt;
[[Image:general_display.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Well, a space should be reserved for minimized windows that could be represented like buttons on the bottom side of the screen. When clicking that button, you make the window appear again, and the button disappears. Easy to understand and handle, user side. I think the minimap,and the chat should be minimizable, too. Elven had a good idea about nicer buttons than normal ones about this kind of &amp;quot;taskbar&amp;quot;. Maybe work on a image_button class should be done..&lt;br /&gt;
&lt;br /&gt;
Now about status window:&lt;br /&gt;
&lt;br /&gt;
[[Image:light_weight_status_win.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
Lot of people think it takes too much space and I must say it&#039;s true. That&#039;s why I thought a light-weight version of it would be nicer while the rest of the stats could be grouped in what I called the profile window. But, for now, that window could show what&#039;s the more used, i mean 90 % of the time, for instance, HP, MP, XP, and money.&lt;br /&gt;
&lt;br /&gt;
Some users also complained about the fact that while you&#039;re in battle, it&#039;s really hard to heal with potions because the inventory win takes place too and has no shortcuts.&lt;br /&gt;
&lt;br /&gt;
[[Image:quick_use_win.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
I think that a quick-use inventory win should be present too in the screen, &lt;br /&gt;
proposing 3 or 4 usable-only items whith each a shortcut like Ctrl+1 for the &lt;br /&gt;
first to use, etc..., separated from the inventory win of course, like the &lt;br /&gt;
equip one. Maybe we could reserve the last four inventory spaces server side for that or &lt;br /&gt;
something like.&lt;br /&gt;
&lt;br /&gt;
Now, for the big part: I really think that we should make a fusion of all the main stats of direct &lt;br /&gt;
character related wins, that i called the profile window. That&#039;s why I made those screenshots to show what we could do to ease the player handling of many things about his/her character.&lt;br /&gt;
&lt;br /&gt;
[[Image:profile_win_status.png|200px]] [[Image:profile_win_equipment.png|200px]] [[Image:profile_win_inventory.png|200px]]&lt;br /&gt;
&lt;br /&gt;
In the first part, we can see that three or four wins could be condensed in &lt;br /&gt;
one &amp;quot;tab&amp;quot;. By tab, I mean we could use buttons. The one active should be &lt;br /&gt;
disabled to show that we can&#039;t click on it, and then make the user understand &lt;br /&gt;
we&#039;re on it. Clicking on other buttons would simply change the tab and then &lt;br /&gt;
change the information shown.&lt;br /&gt;
So in the Status tab, we could show what we already show today in top right of &lt;br /&gt;
the screen, plus stats and buttons to update them, also their consequences on &lt;br /&gt;
the caracteristics of the character : Attack, Defense, ...&lt;br /&gt;
Under that, Skills, and other class things could be easily shown.&lt;br /&gt;
The goal is to group things of the same type in one screen.&lt;br /&gt;
&lt;br /&gt;
The second and third part are the equip and inventory part as we know it, but &lt;br /&gt;
with improvements; The equipment should be nicer and display a list of the &lt;br /&gt;
effects of all equipped items.&lt;br /&gt;
&lt;br /&gt;
The third one is the inventory exactly as we know it, but with the effect &lt;br /&gt;
line, that will have to display the effect description on caracteristics.&lt;br /&gt;
We should separate effect description and description itself, as the first &lt;br /&gt;
thing we want to know is how many points we earn in defense before knowing a miner hat &lt;br /&gt;
is ... a miner hat. :)&lt;br /&gt;
&lt;br /&gt;
=== Momotaro&#039;s Example ===&lt;br /&gt;
&lt;br /&gt;
For now just the concept picture:&lt;br /&gt;
&lt;br /&gt;
[[Image:TheManaWorldGUIideaV2.png|center|thumb|600px|Proposed default GUI design]]&lt;br /&gt;
&lt;br /&gt;
Note how I forgot to mention the radar map. It should probably go in the Player info window, compacting the info inthere somwhat.&lt;br /&gt;
&lt;br /&gt;
Player Doll could be made as an expansion of Player info (ie click (somewhere) in player info to transform player info into player doll, with stats). Then again, that could be left for a second GUI type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Momotaro|Momotaro]] 09:46, 28 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Development of Specific GUI elements ==&lt;br /&gt;
&lt;br /&gt;
=== New buy dialog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:gui_redesign_shop_buy.png|thumb|250px|New buy dialog proposal]]&lt;br /&gt;
&lt;br /&gt;
Buying items is cumbersome at the moment and only possible with the mouse. When you have a lot of money, it can be impossible to buy a single item. Also, each time you buy something, the dialog closes and you have to start over to buy another thing. Key differences between the new buy dialog and the current buy dialog are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;No amount slider.&#039;&#039; The selection of amount is done using a quantity dialog that pops up after you have selected which item you&#039;d like to buy. The dialog shows the total amount of money it&#039;ll cost and allows you to change the amount of items conveniently with both keyboard and mouse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Integration of talk dialog with choosing whether to buy or sell.&#039;&#039;&#039; This allows the shopkeeper to make remarks as part of showing the player the option to buy or sell. Also the shopkeeper could have additional options available, for example maybe he has some quests for you. It is also part of more generic system to allow the player to make choices during dialogs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;No buttons.&#039;&#039; The OK and Cancel buttons were removed. Selecting an item could be done by clicking it, while getting information could be done by hovering over it. There is no need to first click it and then click OK. The same goes for selecting the BUY or SELL option. Right clicking the dialog would cancel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Type ahead find/search filter.&#039;&#039; This is actually meant to be global functionality in any list. Especially when the list contains a large amount of items and the user knowns the name of the item he&#039;s looking for, this can significantly reduce search time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Item information in separate window.&#039;&#039; This separate window can easily show detailed information about an item and grow as necessary. Better compared to the name and description currently shown in the buy dialog which often do not fit and that&#039;s too little information anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Return to item selection after buying items.&#039;&#039; This allows you to easily continue your buying session to buy more stuff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Shows item icons and aligned item cost.&#039;&#039; The cost of each item is aligned to the right, and showing the icons will help in recognizing the items.&lt;br /&gt;
&lt;br /&gt;
== Alternative to the buy / Sell dialog ==&lt;br /&gt;
&lt;br /&gt;
After reading the previous lines, users comments and a lot more of else, I thought about an alternative of the buy/Sell Dialog that would be more integrated, and more usable with keyboard, without many pop-ups, and bubbles, as the screen already seems to be full to me. Not to criticize the previous work, but still there is a different point of view :&lt;br /&gt;
&lt;br /&gt;
[[Image:Buy_Sell_Dialog.png|thumb|250px|Buy/Sell Dialog]]&lt;br /&gt;
&lt;br /&gt;
I think we could use tab in Buy/Sell win and then make it one unique win.&lt;br /&gt;
Also, a balance system would be great : the balance shows your money plus what &lt;br /&gt;
you&#039;re selling minus what you&#039;re buying ; It helps a lot when at the shop.&lt;br /&gt;
Then, we should be able to move from buy to sell dialog and vice-vera, keeping &lt;br /&gt;
in memory what we&#039;re doing until we push &#039;Cancel&#039; or &#039;Agree&#039;, that apply all the &lt;br /&gt;
changes to inventory and money.&lt;br /&gt;
&lt;br /&gt;
We don&#039;t need the new server for that because we can get the list of what is &lt;br /&gt;
sold and create the window after that. At agree time, we buy what the user &lt;br /&gt;
wanted to buy and sell what he wanted to sell with correct network requests.&lt;br /&gt;
The name and the effect should be shown every line because that&#039;s what everyone &lt;br /&gt;
wants to know first and the description should be displayed at the bottom, &lt;br /&gt;
with a click on the item image, or the line.&lt;br /&gt;
&lt;br /&gt;
The thing between the minus and plus button should be an edit box, so that we &lt;br /&gt;
can specify a value, that would be corrected at leaving the edition.&lt;br /&gt;
Also, the ugly thing I did just under the edit boxe is a slider, that should &lt;br /&gt;
be shown only for selling, as we know the max of items the character has.&lt;br /&gt;
This could help set quickly an approximate number to sell.&lt;br /&gt;
&lt;br /&gt;
=== The new Action-menu dialog ===&lt;br /&gt;
&lt;br /&gt;
Unsure for now which type is best, see [[User_interface| this article]] for a description of several options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI development relating to controls  ==&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for better keyboard input ===&lt;br /&gt;
&lt;br /&gt;
The point of these redesigns is mostly to allow for much better keyboard input, because at the moment keyboard GUI input is severely lacking or in some cases completely absent. They are also meant to reduce the complexity of the dialogs and to simplify mouse input at the same time. For keyboard input, the GUI is based around the following (prerably configurable) set of keys:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Select&#039;&#039;&#039; - A key to select options / confirm actions (default: ENTER or CTRL)&lt;br /&gt;
* &#039;&#039;&#039;Cancel&#039;&#039;&#039; - A key to cancel actions / close dialogs (default: ESC or ALT)&lt;br /&gt;
* &#039;&#039;&#039;Mode/Switch&#039;&#039;&#039; - A key to change mode, for example whether items are shown in a list or a grid.&lt;br /&gt;
* &#039;&#039;&#039;0-9&#039;&#039;&#039; - Number keys, can in some cases be used directly to change amounts, together with backspace.&lt;br /&gt;
* &#039;&#039;&#039;A-Z&#039;&#039;&#039; - Alphabet, can be used for a type-ahead find or search filter.&lt;br /&gt;
&lt;br /&gt;
[[Image:joypad.png|thumb|250px|Joypad sketch]]&lt;br /&gt;
My 2 cents --[[User:ElvenProgrammer|ElvenProgrammer]] 23:15, 15 Jul 2005 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess the best effort should be in supporting GUI input from a joypad. Having dialogs fully functional using a joypad means no problem to extend them to be accessed by keyboard or by mouse.&lt;br /&gt;
As in the sketch, I will suppose having a joypad with at least 6 buttons (we won&#039;t support less).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 directional keys&#039;&#039;&#039; - Up/Left/Down/Right&lt;br /&gt;
* &#039;&#039;&#039;Confirm button&#039;&#039;&#039; - Y (Yes)&lt;br /&gt;
* &#039;&#039;&#039;Cancel button&#039;&#039;&#039; - X (eXit)&lt;br /&gt;
* &#039;&#039;&#039;2 scroll buttons&#039;&#039;&#039; - L &amp;amp; R (Left &amp;amp; Right)&lt;br /&gt;
* &#039;&#039;&#039;Special buttons&#039;&#039;&#039; - A &amp;amp; B reserved for special/later use&lt;br /&gt;
&lt;br /&gt;
Following this model we could be able to manage a variety of dialogs: let&#039;s think for example that all the dialogs have this structure: &#039;&#039;&#039;input box&#039;&#039;&#039;, &#039;&#039;&#039;action button&#039;&#039;&#039;, &#039;&#039;&#039;cancel button&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Input box&#039;&#039;&#039;&lt;br /&gt;
It could be something like a list of options, a table of options or an integer input box (of course text input boxes are supported only by keyboard). You can browse options with joypad by using directional keys (or L &amp;amp; R for faster scroll); with keyboard by using directional keys (or PgUp &amp;amp; PgDown for faster scroll); with mouse using scrollbars (or mouse wheel)and selecting with left mouse button. In case of integer input box you can use Up(Right)/Up(Right)/Click on dialog up button to increase amount by 1 unit, respectively for joypad/keyboard/mouse, and act in a similar way to decrease. L&amp;amp;R/PgUp&amp;amp;PgDown/Mouse wheel could be used for increments/decrements of 10 units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action button&#039;&#039;&#039;&lt;br /&gt;
In the case of a list, it chooses the selected option. In the case of a table (for example inventory) executes the default action (brings up a popup menu: equip, drop, use, hide throw, melt, burn, eat or whatever else). In an input box, confirm selected quantity. In a NPC&#039;s text dialog for example is the &#039;Next&#039; button. It&#039;s activated by the &#039;Confirm button&#039; on joypad. On keyboard it could be easily mapped to &#039;Ctrl&#039; or an user defined key. The same could be reached by left clicking on it with mouse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel button&#039;&#039;&#039;&lt;br /&gt;
Cancel current operation or closes the current dialog. Using the &#039;Cancel button&#039; on joypad, backspace (or a user defined key) on keyboard, or left clicking on it with mouse.&lt;br /&gt;
&lt;br /&gt;
Designing all the GUI dialogs to accept this model will lead to an easy way of rebinding keys, where no more than 6 keys should be defined. Of course in game input is another matter...&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for keyboard only input ===&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for mouse only input ===&lt;br /&gt;
&lt;br /&gt;
=== Redesinging for handy keyboard-mouse mix ===&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GUI_development&amp;diff=636</id>
		<title>Archive:GUI development</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GUI_development&amp;diff=636"/>
		<updated>2005-08-17T17:21:10Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* General GUI Improvement proposal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This page is under construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A GUI here stands for &#039;how a program allows you to access it&#039;s data and functions&#039;. In The Mana World this is not the main screen, there where all the action takes place, but all the windows such as inventory and stats. However, the damage done to you during combat, showing in the main screen, is part of the GUI, as is right-clicking to activate something, and how moving is done and fighting initiated. This&#039;s how the word GUI is used in this text.&lt;br /&gt;
&lt;br /&gt;
== GUI types ==&lt;br /&gt;
&lt;br /&gt;
Playing many games one comes across many different ideas of how to implement an interface. Most interfaces are unique and specific to a game because of its features. &lt;br /&gt;
 &lt;br /&gt;
There are however many RPG games, and many different RPG GUIs. Here follows some notably different GUI, or GUI elements, and the games that (as far as I know) uses them.&lt;br /&gt;
&lt;br /&gt;
* 6 key managment GUI (final fantasy series, and many other console games). The 6 keys are the 4 directional keys, an &#039;accept&#039; key, and an &#039;cancel/back&#039; key. Usualy the managment screen/GUI itself is called with a 7 key (the start key on game-controlers)&lt;br /&gt;
* Player Doll System (many diverse games). Rather than just showing slots with iconic items that are equiped in them, they are put on a big representation of your character, a representation that, typically, would be seen if the stats of that player are looked at, and looks very spiffy. Yes, GUI&#039;s are like dishes: good presentation is half the art of a good GUI (the other half is how useful/easy to use it is)&lt;br /&gt;
* Some GUIs only use the mouse, but some also have the ability to use a keyboard-shortcut (usually shown through a highlighted letter or underlined letter in the name of the action/menu)&lt;br /&gt;
&lt;br /&gt;
But this text isn&#039;t about all the GUI&#039;s that exist...&lt;br /&gt;
&lt;br /&gt;
== Goal of a GUI ==&lt;br /&gt;
&lt;br /&gt;
The goal of this article is to find, and determin what a good GUI for TMW would be, and what features it should have (from a GUI perspective). It is for now just one idea on how to do this, a very elaborate idea, none the less.&lt;br /&gt;
&lt;br /&gt;
The goal is a GUI that:&lt;br /&gt;
&lt;br /&gt;
* Is fully usable with the keyboard only.&lt;br /&gt;
* Is fully usable with a modern mouse (3 buttons, one of which is a scroll button, giving you 4+1 keys and 2 directions) only.&lt;br /&gt;
* Functions well using a mix of both.&lt;br /&gt;
* Has keybindings definitions. (allowing players to decide what keys to use), including mouse-keybindings --I only remember one game that allows you to rebind your mouse keys: quake, a sorely missed feature in many games.)&lt;br /&gt;
* Functions instinctively for mouse usage, or mix. (keyboard is not so instinctive, except for things like i for inventory)&lt;br /&gt;
* Is well documented.&lt;br /&gt;
* Can be changed (change of position of windows, resizing, ordering of items (alphabetically and by type), give different colour, or use different layouts/skins.&lt;br /&gt;
* Has automation functions (like the targeting of monsters using shift-ctrl or shift-rightclick)&lt;br /&gt;
&lt;br /&gt;
(NOTE: maybe other features are needed for a good GUI?)&lt;br /&gt;
&lt;br /&gt;
== Options, Options, Options. ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short draft version for now.&#039;&#039;&#039;--[[User:Momotaro|Momotaro]] 09:46, 28 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
There&#039;s always the default choice, and the default is rarely perfect, nor does it anticipate types of players.&lt;br /&gt;
A flexible GUI could have a large number of options. However having many options quickly becomes difficult to &lt;br /&gt;
navigate. To solve this one could sort the options by hierarchy, depending on how much change an option would imply.&lt;br /&gt;
&lt;br /&gt;
=== 3 GUI-Options Layers: ===&lt;br /&gt;
&lt;br /&gt;
*Layer 1: Choice of GUI type. (allowing totally different looks for the end result) &lt;br /&gt;
*Layer 2: GUI type tweaks. Options may differ per type (and include things like colour, text font, text size)&lt;br /&gt;
*Layer 3: Minor tweaks: Positioning (if mobile), resizing and locking of windows.  &lt;br /&gt;
&lt;br /&gt;
Many functions of layer 2 and layer 3 apply to more then one particular GUI-type. These functions, such as changing colour or transparancy, are shared. Thus installing a second GUI type might only imply loading a different configuration of already present plug-in-functions.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reverse reasoning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The layer 3 functions are first level of interaction: such as opening and closing window, keeping them open, and resizing them.&lt;br /&gt;
*The layer 2 functions give the ability to change aspects of windows more than in the default way. Colour change, make it drop-down or pop-up.&lt;br /&gt;
*The layer 1 functions radically change the look and usage of the GUI. Keyboard only GUI (giving layer2:keymapping), Mouse only GUI (with drag and drop interface as well as point and click), and also defining weather there&#039;s a menu-bar at the top, as well as setting wich higher level functionality functions can be used.  &lt;br /&gt;
&lt;br /&gt;
Note, all these layers change nothing to the functionallity of the game, just how this functionallity is accessed.&lt;br /&gt;
&lt;br /&gt;
Typically there would be a Keyboard_Module, Mouse_Module and Window_Modules of different types. (the current (0.0.13) windows are one type, the windows as used in the proposed GUI a different one, though they are similar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two concepts arise: Skin and module:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A module is particular type of basic functioning that can be permuted with other functions(modules) of the same type. (eg: 2 keyboard_modules: one for a normal keyboard usage, and one to mimic console games; and 2 or 3 window_modules)&lt;br /&gt;
&lt;br /&gt;
A skin is a choice of modules that gives full access to all game functionality, and is playable.&lt;br /&gt;
&lt;br /&gt;
(you could make your own skin from modules, that&#039;s part of the idea, thus adding more ways of interfacing with the game.)&lt;br /&gt;
&lt;br /&gt;
== Examples of a General GUI layout ==&lt;br /&gt;
&lt;br /&gt;
=== Default general GUI layout ===&lt;br /&gt;
This heading is about the GUI layout that will be used for default. Things go under this heading after having been an example, and having been discussed with staff members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is yet no agreed upon design for the GUI layout, except that there&#039;s already an existing (shabby) one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General GUI Improvement proposal ==&lt;br /&gt;
&lt;br /&gt;
(Bertram)&lt;br /&gt;
&lt;br /&gt;
First of all, I think that quite all the windows should be minimizables, and &lt;br /&gt;
some others resizables. I&#039;ve seen there&#039;s already work done on resizing, and I &lt;br /&gt;
hope Doener, Elven, and I will finish that.&lt;br /&gt;
But as for now, I thought that every window, that could be resized, should be &lt;br /&gt;
painted with a kind of grip bottom right.&lt;br /&gt;
[[Image:minimize_resize.png|50px|thumb]]&lt;br /&gt;
A sprite for that had been done by elven for the grip, and the minimize or close top-right thing could be simply a button.&lt;br /&gt;
Users will be able to see with these where to point their mouse in order to &lt;br /&gt;
minimize or where to resize, this would hint the users how to do things &lt;br /&gt;
easily.&lt;br /&gt;
&lt;br /&gt;
Second thing, where would go minimized (or closed) windows ?&lt;br /&gt;
[[Image:general_display.png|50px|thumb]]&lt;br /&gt;
Well, a space should be reserved for minimized windows that could be &lt;br /&gt;
represented like buttons on the bottom side of the screen.&lt;br /&gt;
When clicking that button, you make the window appear again, and the button &lt;br /&gt;
disappears. Easy to understand and handle, user side.&lt;br /&gt;
I think the minimap,and the chat should be minimizable, too.&lt;br /&gt;
Elven had a good idea about nicer buttons than normal ones about this kind of &amp;quot;taskbar&amp;quot;.&lt;br /&gt;
Maybe work on a image_button class should be done..&lt;br /&gt;
&lt;br /&gt;
Now about status window :&lt;br /&gt;
[[Image:light_weight_status_win.png|50px|thumb]]&lt;br /&gt;
Lot of people think it takes too much space and I must say it&#039;s true.&lt;br /&gt;
That&#039;s why I thought a light-weight version of it would be nicer while the &lt;br /&gt;
rest of the stats could be grouped in what I called the profile window.&lt;br /&gt;
But, for now, that window could show what&#039;s the more used, i mean 90 % of the &lt;br /&gt;
time, for instance, HP, MP, XP, and money.&lt;br /&gt;
&lt;br /&gt;
Some users also complained about the fact that while you&#039;re in battle, it&#039;s &lt;br /&gt;
really hard to heal with potions because the inventory win takes place too &lt;br /&gt;
and has no shortcuts.&lt;br /&gt;
[[Image:quick_use_win.png|50px|thumb]]&lt;br /&gt;
I think that a quick-use inventory win should be present too in the screen, &lt;br /&gt;
proposing 3 or 4 usable-only items whith each a shortcut like Ctrl+1 for the &lt;br /&gt;
first to use, etc..., separated from the inventory win of course, like the &lt;br /&gt;
equip one.&lt;br /&gt;
Maybe we could reserve the last four inventory spaces server side for that or &lt;br /&gt;
something like.&lt;br /&gt;
&lt;br /&gt;
Now, for the big part :&lt;br /&gt;
I really think that we should make a fusion of all the main stats of direct &lt;br /&gt;
character related wins, that i called the profile window.&lt;br /&gt;
That&#039;s why I made those screenshots to show what we could do to ease the &lt;br /&gt;
player handling of many things about his/her character.&lt;br /&gt;
[[Image:profile_win_status.png|50px|thumb]]&lt;br /&gt;
[[Image:profile_win_equipment.png|50px|thumb]]&lt;br /&gt;
[[Image:profile_win_inventory.png|50px|thumb]]&lt;br /&gt;
In the first part, we can see that three or four wins could be condensed in &lt;br /&gt;
one &amp;quot;tab&amp;quot;. By tab, I mean we could use buttons. The one active should be &lt;br /&gt;
disabled to show that we can&#039;t click on it, and then make the user understand &lt;br /&gt;
we&#039;re on it. Clicking on other buttons would simply change the tab and then &lt;br /&gt;
change the information shown.&lt;br /&gt;
So in the Status tab, we could show what we already show today in top right of &lt;br /&gt;
the screen, plus stats and buttons to update them, also their consequences on &lt;br /&gt;
the caracteristics of the character : Attack, Defense, ...&lt;br /&gt;
Under that, Skills, and other class things could be easily shown.&lt;br /&gt;
The goal is to group things of the same type in one screen.&lt;br /&gt;
&lt;br /&gt;
The second and third part are the equip and inventory part as we know it, but &lt;br /&gt;
with improvements; The equipment should be nicer and display a list of the &lt;br /&gt;
effects of all equipped items.&lt;br /&gt;
&lt;br /&gt;
The third one is the inventory exactly as we know it, but with the effect &lt;br /&gt;
line, that will have to display the effect description on caracteristics.&lt;br /&gt;
We should separate effect description and description itself, as the first &lt;br /&gt;
thing we want to know is how many points we earn in defense before knowing a miner hat &lt;br /&gt;
is ... a miner hat. :)&lt;br /&gt;
&lt;br /&gt;
=== Momotaro&#039;s Example ===&lt;br /&gt;
&lt;br /&gt;
For now just the concept picture:&lt;br /&gt;
&lt;br /&gt;
[[Image:TheManaWorldGUIideaV2.png|center|thumb|600px|Proposed default GUI design]]&lt;br /&gt;
&lt;br /&gt;
Note how I forgot to mention the radar map. It should probably go in the Player info window, compacting the info inthere somwhat.&lt;br /&gt;
&lt;br /&gt;
Player Doll could be made as an expansion of Player info (ie click (somewhere) in player info to transform player info into player doll, with stats). Then again, that could be left for a second GUI type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Momotaro|Momotaro]] 09:46, 28 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Development of Specific GUI elements ==&lt;br /&gt;
&lt;br /&gt;
=== New buy dialog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:gui_redesign_shop_buy.png|thumb|250px|New buy dialog proposal]]&lt;br /&gt;
&lt;br /&gt;
Buying items is cumbersome at the moment and only possible with the mouse. When you have a lot of money, it can be impossible to buy a single item. Also, each time you buy something, the dialog closes and you have to start over to buy another thing. Key differences between the new buy dialog and the current buy dialog are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;No amount slider.&#039;&#039; The selection of amount is done using a quantity dialog that pops up after you have selected which item you&#039;d like to buy. The dialog shows the total amount of money it&#039;ll cost and allows you to change the amount of items conveniently with both keyboard and mouse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Integration of talk dialog with choosing whether to buy or sell.&#039;&#039;&#039; This allows the shopkeeper to make remarks as part of showing the player the option to buy or sell. Also the shopkeeper could have additional options available, for example maybe he has some quests for you. It is also part of more generic system to allow the player to make choices during dialogs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;No buttons.&#039;&#039; The OK and Cancel buttons were removed. Selecting an item could be done by clicking it, while getting information could be done by hovering over it. There is no need to first click it and then click OK. The same goes for selecting the BUY or SELL option. Right clicking the dialog would cancel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Type ahead find/search filter.&#039;&#039; This is actually meant to be global functionality in any list. Especially when the list contains a large amount of items and the user knowns the name of the item he&#039;s looking for, this can significantly reduce search time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Item information in separate window.&#039;&#039; This separate window can easily show detailed information about an item and grow as necessary. Better compared to the name and description currently shown in the buy dialog which often do not fit and that&#039;s too little information anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Return to item selection after buying items.&#039;&#039; This allows you to easily continue your buying session to buy more stuff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Shows item icons and aligned item cost.&#039;&#039; The cost of each item is aligned to the right, and showing the icons will help in recognizing the items.&lt;br /&gt;
&lt;br /&gt;
== Alternative to the buy / Sell dialog ==&lt;br /&gt;
&lt;br /&gt;
After reading the previous lines, users comments and a lot more of else, I thought about an alternative of the buy/Sell Dialog that would be more integrated, and more usable with keyboard, without many pop-ups, and bubbles, as the screen already seems to be full to me. Not to criticize the previous work, but still there is a different point of view :&lt;br /&gt;
&lt;br /&gt;
[[Image:Buy_Sell_Dialog.png|thumb|250px|Buy/Sell Dialog]]&lt;br /&gt;
&lt;br /&gt;
I think we could use tab in Buy/Sell win and then make it one unique win.&lt;br /&gt;
Also, a balance system would be great : the balance shows your money plus what &lt;br /&gt;
you&#039;re selling minus what you&#039;re buying ; It helps a lot when at the shop.&lt;br /&gt;
Then, we should be able to move from buy to sell dialog and vice-vera, keeping &lt;br /&gt;
in memory what we&#039;re doing until we push &#039;Cancel&#039; or &#039;Agree&#039;, that apply all the &lt;br /&gt;
changes to inventory and money.&lt;br /&gt;
&lt;br /&gt;
We don&#039;t need the new server for that because we can get the list of what is &lt;br /&gt;
sold and create the window after that. At agree time, we buy what the user &lt;br /&gt;
wanted to buy and sell what he wanted to sell with correct network requests.&lt;br /&gt;
The name and the effect should be shown every line because that&#039;s what everyone &lt;br /&gt;
wants to know first and the description should be displayed at the bottom, &lt;br /&gt;
with a click on the item image, or the line.&lt;br /&gt;
&lt;br /&gt;
The thing between the minus and plus button should be an edit box, so that we &lt;br /&gt;
can specify a value, that would be corrected at leaving the edition.&lt;br /&gt;
Also, the ugly thing I did just under the edit boxe is a slider, that should &lt;br /&gt;
be shown only for selling, as we know the max of items the character has.&lt;br /&gt;
This could help set quickly an approximate number to sell.&lt;br /&gt;
&lt;br /&gt;
=== The new Action-menu dialog ===&lt;br /&gt;
&lt;br /&gt;
Unsure for now which type is best, see [[User_interface| this article]] for a description of several options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI development relating to controls  ==&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for better keyboard input ===&lt;br /&gt;
&lt;br /&gt;
The point of these redesigns is mostly to allow for much better keyboard input, because at the moment keyboard GUI input is severely lacking or in some cases completely absent. They are also meant to reduce the complexity of the dialogs and to simplify mouse input at the same time. For keyboard input, the GUI is based around the following (prerably configurable) set of keys:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Select&#039;&#039;&#039; - A key to select options / confirm actions (default: ENTER or CTRL)&lt;br /&gt;
* &#039;&#039;&#039;Cancel&#039;&#039;&#039; - A key to cancel actions / close dialogs (default: ESC or ALT)&lt;br /&gt;
* &#039;&#039;&#039;Mode/Switch&#039;&#039;&#039; - A key to change mode, for example whether items are shown in a list or a grid.&lt;br /&gt;
* &#039;&#039;&#039;0-9&#039;&#039;&#039; - Number keys, can in some cases be used directly to change amounts, together with backspace.&lt;br /&gt;
* &#039;&#039;&#039;A-Z&#039;&#039;&#039; - Alphabet, can be used for a type-ahead find or search filter.&lt;br /&gt;
&lt;br /&gt;
[[Image:joypad.png|thumb|250px|Joypad sketch]]&lt;br /&gt;
My 2 cents --[[User:ElvenProgrammer|ElvenProgrammer]] 23:15, 15 Jul 2005 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess the best effort should be in supporting GUI input from a joypad. Having dialogs fully functional using a joypad means no problem to extend them to be accessed by keyboard or by mouse.&lt;br /&gt;
As in the sketch, I will suppose having a joypad with at least 6 buttons (we won&#039;t support less).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 directional keys&#039;&#039;&#039; - Up/Left/Down/Right&lt;br /&gt;
* &#039;&#039;&#039;Confirm button&#039;&#039;&#039; - Y (Yes)&lt;br /&gt;
* &#039;&#039;&#039;Cancel button&#039;&#039;&#039; - X (eXit)&lt;br /&gt;
* &#039;&#039;&#039;2 scroll buttons&#039;&#039;&#039; - L &amp;amp; R (Left &amp;amp; Right)&lt;br /&gt;
* &#039;&#039;&#039;Special buttons&#039;&#039;&#039; - A &amp;amp; B reserved for special/later use&lt;br /&gt;
&lt;br /&gt;
Following this model we could be able to manage a variety of dialogs: let&#039;s think for example that all the dialogs have this structure: &#039;&#039;&#039;input box&#039;&#039;&#039;, &#039;&#039;&#039;action button&#039;&#039;&#039;, &#039;&#039;&#039;cancel button&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Input box&#039;&#039;&#039;&lt;br /&gt;
It could be something like a list of options, a table of options or an integer input box (of course text input boxes are supported only by keyboard). You can browse options with joypad by using directional keys (or L &amp;amp; R for faster scroll); with keyboard by using directional keys (or PgUp &amp;amp; PgDown for faster scroll); with mouse using scrollbars (or mouse wheel)and selecting with left mouse button. In case of integer input box you can use Up(Right)/Up(Right)/Click on dialog up button to increase amount by 1 unit, respectively for joypad/keyboard/mouse, and act in a similar way to decrease. L&amp;amp;R/PgUp&amp;amp;PgDown/Mouse wheel could be used for increments/decrements of 10 units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action button&#039;&#039;&#039;&lt;br /&gt;
In the case of a list, it chooses the selected option. In the case of a table (for example inventory) executes the default action (brings up a popup menu: equip, drop, use, hide throw, melt, burn, eat or whatever else). In an input box, confirm selected quantity. In a NPC&#039;s text dialog for example is the &#039;Next&#039; button. It&#039;s activated by the &#039;Confirm button&#039; on joypad. On keyboard it could be easily mapped to &#039;Ctrl&#039; or an user defined key. The same could be reached by left clicking on it with mouse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel button&#039;&#039;&#039;&lt;br /&gt;
Cancel current operation or closes the current dialog. Using the &#039;Cancel button&#039; on joypad, backspace (or a user defined key) on keyboard, or left clicking on it with mouse.&lt;br /&gt;
&lt;br /&gt;
Designing all the GUI dialogs to accept this model will lead to an easy way of rebinding keys, where no more than 6 keys should be defined. Of course in game input is another matter...&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for keyboard only input ===&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for mouse only input ===&lt;br /&gt;
&lt;br /&gt;
=== Redesinging for handy keyboard-mouse mix ===&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GUI_development&amp;diff=634</id>
		<title>Archive:GUI development</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GUI_development&amp;diff=634"/>
		<updated>2005-08-17T17:20:12Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* General GUI Improvement proposal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This page is under construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A GUI here stands for &#039;how a program allows you to access it&#039;s data and functions&#039;. In The Mana World this is not the main screen, there where all the action takes place, but all the windows such as inventory and stats. However, the damage done to you during combat, showing in the main screen, is part of the GUI, as is right-clicking to activate something, and how moving is done and fighting initiated. This&#039;s how the word GUI is used in this text.&lt;br /&gt;
&lt;br /&gt;
== GUI types ==&lt;br /&gt;
&lt;br /&gt;
Playing many games one comes across many different ideas of how to implement an interface. Most interfaces are unique and specific to a game because of its features. &lt;br /&gt;
 &lt;br /&gt;
There are however many RPG games, and many different RPG GUIs. Here follows some notably different GUI, or GUI elements, and the games that (as far as I know) uses them.&lt;br /&gt;
&lt;br /&gt;
* 6 key managment GUI (final fantasy series, and many other console games). The 6 keys are the 4 directional keys, an &#039;accept&#039; key, and an &#039;cancel/back&#039; key. Usualy the managment screen/GUI itself is called with a 7 key (the start key on game-controlers)&lt;br /&gt;
* Player Doll System (many diverse games). Rather than just showing slots with iconic items that are equiped in them, they are put on a big representation of your character, a representation that, typically, would be seen if the stats of that player are looked at, and looks very spiffy. Yes, GUI&#039;s are like dishes: good presentation is half the art of a good GUI (the other half is how useful/easy to use it is)&lt;br /&gt;
* Some GUIs only use the mouse, but some also have the ability to use a keyboard-shortcut (usually shown through a highlighted letter or underlined letter in the name of the action/menu)&lt;br /&gt;
&lt;br /&gt;
But this text isn&#039;t about all the GUI&#039;s that exist...&lt;br /&gt;
&lt;br /&gt;
== Goal of a GUI ==&lt;br /&gt;
&lt;br /&gt;
The goal of this article is to find, and determin what a good GUI for TMW would be, and what features it should have (from a GUI perspective). It is for now just one idea on how to do this, a very elaborate idea, none the less.&lt;br /&gt;
&lt;br /&gt;
The goal is a GUI that:&lt;br /&gt;
&lt;br /&gt;
* Is fully usable with the keyboard only.&lt;br /&gt;
* Is fully usable with a modern mouse (3 buttons, one of which is a scroll button, giving you 4+1 keys and 2 directions) only.&lt;br /&gt;
* Functions well using a mix of both.&lt;br /&gt;
* Has keybindings definitions. (allowing players to decide what keys to use), including mouse-keybindings --I only remember one game that allows you to rebind your mouse keys: quake, a sorely missed feature in many games.)&lt;br /&gt;
* Functions instinctively for mouse usage, or mix. (keyboard is not so instinctive, except for things like i for inventory)&lt;br /&gt;
* Is well documented.&lt;br /&gt;
* Can be changed (change of position of windows, resizing, ordering of items (alphabetically and by type), give different colour, or use different layouts/skins.&lt;br /&gt;
* Has automation functions (like the targeting of monsters using shift-ctrl or shift-rightclick)&lt;br /&gt;
&lt;br /&gt;
(NOTE: maybe other features are needed for a good GUI?)&lt;br /&gt;
&lt;br /&gt;
== Options, Options, Options. ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short draft version for now.&#039;&#039;&#039;--[[User:Momotaro|Momotaro]] 09:46, 28 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
There&#039;s always the default choice, and the default is rarely perfect, nor does it anticipate types of players.&lt;br /&gt;
A flexible GUI could have a large number of options. However having many options quickly becomes difficult to &lt;br /&gt;
navigate. To solve this one could sort the options by hierarchy, depending on how much change an option would imply.&lt;br /&gt;
&lt;br /&gt;
=== 3 GUI-Options Layers: ===&lt;br /&gt;
&lt;br /&gt;
*Layer 1: Choice of GUI type. (allowing totally different looks for the end result) &lt;br /&gt;
*Layer 2: GUI type tweaks. Options may differ per type (and include things like colour, text font, text size)&lt;br /&gt;
*Layer 3: Minor tweaks: Positioning (if mobile), resizing and locking of windows.  &lt;br /&gt;
&lt;br /&gt;
Many functions of layer 2 and layer 3 apply to more then one particular GUI-type. These functions, such as changing colour or transparancy, are shared. Thus installing a second GUI type might only imply loading a different configuration of already present plug-in-functions.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reverse reasoning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The layer 3 functions are first level of interaction: such as opening and closing window, keeping them open, and resizing them.&lt;br /&gt;
*The layer 2 functions give the ability to change aspects of windows more than in the default way. Colour change, make it drop-down or pop-up.&lt;br /&gt;
*The layer 1 functions radically change the look and usage of the GUI. Keyboard only GUI (giving layer2:keymapping), Mouse only GUI (with drag and drop interface as well as point and click), and also defining weather there&#039;s a menu-bar at the top, as well as setting wich higher level functionality functions can be used.  &lt;br /&gt;
&lt;br /&gt;
Note, all these layers change nothing to the functionallity of the game, just how this functionallity is accessed.&lt;br /&gt;
&lt;br /&gt;
Typically there would be a Keyboard_Module, Mouse_Module and Window_Modules of different types. (the current (0.0.13) windows are one type, the windows as used in the proposed GUI a different one, though they are similar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two concepts arise: Skin and module:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A module is particular type of basic functioning that can be permuted with other functions(modules) of the same type. (eg: 2 keyboard_modules: one for a normal keyboard usage, and one to mimic console games; and 2 or 3 window_modules)&lt;br /&gt;
&lt;br /&gt;
A skin is a choice of modules that gives full access to all game functionality, and is playable.&lt;br /&gt;
&lt;br /&gt;
(you could make your own skin from modules, that&#039;s part of the idea, thus adding more ways of interfacing with the game.)&lt;br /&gt;
&lt;br /&gt;
== Examples of a General GUI layout ==&lt;br /&gt;
&lt;br /&gt;
=== Default general GUI layout ===&lt;br /&gt;
This heading is about the GUI layout that will be used for default. Things go under this heading after having been an example, and having been discussed with staff members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is yet no agreed upon design for the GUI layout, except that there&#039;s already an existing (shabby) one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General GUI Improvement proposal ==&lt;br /&gt;
&lt;br /&gt;
(Bertram)&lt;br /&gt;
&lt;br /&gt;
First of all, I think that quite all the windows should be minimizables, and &lt;br /&gt;
some others resizables. I&#039;ve seen there&#039;s already work done on resizing, and I &lt;br /&gt;
hope Doener, Elven, and I will finish that.&lt;br /&gt;
But as for now, I thought that every window, that could be resized, should be &lt;br /&gt;
painted with a kind of grip bottom right.&lt;br /&gt;
[[Image:minimize_resize.png|50px|thumb]]&lt;br /&gt;
A sprite for that had been done by elven for the grip, and the minimize or close top-right thing could be simply a button.&lt;br /&gt;
Users will be able to see with these where to point their mouse in order to &lt;br /&gt;
minimize or where to resize, this would hint the users how to do things &lt;br /&gt;
easily.&lt;br /&gt;
&lt;br /&gt;
Second thing, where would go minimized (or closed) windows ?&lt;br /&gt;
[[Image:general_display.png|50px|thumb]]&lt;br /&gt;
Well, a space should be reserved for minimized windows that could be &lt;br /&gt;
represented like buttons on the bottom side of the screen.&lt;br /&gt;
When clicking that button, you make the window appear again, and the button &lt;br /&gt;
disappears. Easy to understand and handle, user side.&lt;br /&gt;
I think the minimap,and the chat should be minimizable, too.&lt;br /&gt;
Elven had a good idea about nicer buttons than normal ones about this kind of &amp;quot;taskbar&amp;quot;.&lt;br /&gt;
Maybe work on a image_button class should be done..&lt;br /&gt;
&lt;br /&gt;
Now about status window :&lt;br /&gt;
[[Image:light_weight_status_win.png|50px|thumb]]&lt;br /&gt;
Lot of people think it takes too much space and I must say it&#039;s true.&lt;br /&gt;
That&#039;s why I thought a light-weight version of it would be nicer while the &lt;br /&gt;
rest of the stats could be grouped in what I called the profile window.&lt;br /&gt;
But, for now, that window could show what&#039;s the more used, i mean 90 % of the &lt;br /&gt;
time, for instance, HP, MP, XP, and money.&lt;br /&gt;
&lt;br /&gt;
Some users also complained about the fact that while you&#039;re in battle, it&#039;s &lt;br /&gt;
really hard to heal with potions because the inventory win takes place too &lt;br /&gt;
and has no shortcuts.&lt;br /&gt;
[[Image:quick_use_win.png|50px|thumb]]&lt;br /&gt;
I think that a quick-use inventory win should be present too in the screen, &lt;br /&gt;
proposing 3 or 4 usable-only items whith each a shortcut like Ctrl+1 for the &lt;br /&gt;
first to use, etc..., separated from the inventory win of course, like the &lt;br /&gt;
equip one.&lt;br /&gt;
Maybe we could reserve the last four inventory spaces server side for that or &lt;br /&gt;
something like.&lt;br /&gt;
&lt;br /&gt;
Now, for the big part :&lt;br /&gt;
I really think that we should make a fusion of all the main stats of direct &lt;br /&gt;
character related wins, that i called the profile window.&lt;br /&gt;
That&#039;s why I made those screenshots to show what we could do to ease the &lt;br /&gt;
player handling of many things about his/her character.&lt;br /&gt;
[[Image:profile_win_status.png|50px|thumb]]&lt;br /&gt;
[[Image:profile_win_equip.png|50px|thumb]]&lt;br /&gt;
[[Image:profile_win_inventory.png|50px|thumb]]&lt;br /&gt;
In the first part, we can see that three or four wins could be condensed in &lt;br /&gt;
one &amp;quot;tab&amp;quot;. By tab, I mean we could use buttons. The one active should be &lt;br /&gt;
disabled to show that we can&#039;t click on it, and then make the user understand &lt;br /&gt;
we&#039;re on it. Clicking on other buttons would simply change the tab and then &lt;br /&gt;
change the information shown.&lt;br /&gt;
So in the Status tab, we could show what we already show today in top right of &lt;br /&gt;
the screen, plus stats and buttons to update them, also their consequences on &lt;br /&gt;
the caracteristics of the character : Attack, Defense, ...&lt;br /&gt;
Under that, Skills, and other class things could be easily shown.&lt;br /&gt;
The goal is to group things of the same type in one screen.&lt;br /&gt;
&lt;br /&gt;
The second and third part are the equip and inventory part as we know it, but &lt;br /&gt;
with improvements; The equipment should be nicer and display a list of the &lt;br /&gt;
effects of all equipped items.&lt;br /&gt;
&lt;br /&gt;
The third one is the inventory exactly as we know it, but with the effect &lt;br /&gt;
line, that will have to display the effect description on caracteristics.&lt;br /&gt;
We should separate effect description and description itself, as the first &lt;br /&gt;
thing we want to know is how many points we earn in defense before knowing a miner hat &lt;br /&gt;
is ... a miner hat. :)&lt;br /&gt;
&lt;br /&gt;
=== Momotaro&#039;s Example ===&lt;br /&gt;
&lt;br /&gt;
For now just the concept picture:&lt;br /&gt;
&lt;br /&gt;
[[Image:TheManaWorldGUIideaV2.png|center|thumb|600px|Proposed default GUI design]]&lt;br /&gt;
&lt;br /&gt;
Note how I forgot to mention the radar map. It should probably go in the Player info window, compacting the info inthere somwhat.&lt;br /&gt;
&lt;br /&gt;
Player Doll could be made as an expansion of Player info (ie click (somewhere) in player info to transform player info into player doll, with stats). Then again, that could be left for a second GUI type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Momotaro|Momotaro]] 09:46, 28 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Development of Specific GUI elements ==&lt;br /&gt;
&lt;br /&gt;
=== New buy dialog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:gui_redesign_shop_buy.png|thumb|250px|New buy dialog proposal]]&lt;br /&gt;
&lt;br /&gt;
Buying items is cumbersome at the moment and only possible with the mouse. When you have a lot of money, it can be impossible to buy a single item. Also, each time you buy something, the dialog closes and you have to start over to buy another thing. Key differences between the new buy dialog and the current buy dialog are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;No amount slider.&#039;&#039; The selection of amount is done using a quantity dialog that pops up after you have selected which item you&#039;d like to buy. The dialog shows the total amount of money it&#039;ll cost and allows you to change the amount of items conveniently with both keyboard and mouse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Integration of talk dialog with choosing whether to buy or sell.&#039;&#039;&#039; This allows the shopkeeper to make remarks as part of showing the player the option to buy or sell. Also the shopkeeper could have additional options available, for example maybe he has some quests for you. It is also part of more generic system to allow the player to make choices during dialogs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;No buttons.&#039;&#039; The OK and Cancel buttons were removed. Selecting an item could be done by clicking it, while getting information could be done by hovering over it. There is no need to first click it and then click OK. The same goes for selecting the BUY or SELL option. Right clicking the dialog would cancel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Type ahead find/search filter.&#039;&#039; This is actually meant to be global functionality in any list. Especially when the list contains a large amount of items and the user knowns the name of the item he&#039;s looking for, this can significantly reduce search time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Item information in separate window.&#039;&#039; This separate window can easily show detailed information about an item and grow as necessary. Better compared to the name and description currently shown in the buy dialog which often do not fit and that&#039;s too little information anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Return to item selection after buying items.&#039;&#039; This allows you to easily continue your buying session to buy more stuff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Shows item icons and aligned item cost.&#039;&#039; The cost of each item is aligned to the right, and showing the icons will help in recognizing the items.&lt;br /&gt;
&lt;br /&gt;
== Alternative to the buy / Sell dialog ==&lt;br /&gt;
&lt;br /&gt;
After reading the previous lines, users comments and a lot more of else, I thought about an alternative of the buy/Sell Dialog that would be more integrated, and more usable with keyboard, without many pop-ups, and bubbles, as the screen already seems to be full to me. Not to criticize the previous work, but still there is a different point of view :&lt;br /&gt;
&lt;br /&gt;
[[Image:Buy_Sell_Dialog.png|thumb|250px|Buy/Sell Dialog]]&lt;br /&gt;
&lt;br /&gt;
I think we could use tab in Buy/Sell win and then make it one unique win.&lt;br /&gt;
Also, a balance system would be great : the balance shows your money plus what &lt;br /&gt;
you&#039;re selling minus what you&#039;re buying ; It helps a lot when at the shop.&lt;br /&gt;
Then, we should be able to move from buy to sell dialog and vice-vera, keeping &lt;br /&gt;
in memory what we&#039;re doing until we push &#039;Cancel&#039; or &#039;Agree&#039;, that apply all the &lt;br /&gt;
changes to inventory and money.&lt;br /&gt;
&lt;br /&gt;
We don&#039;t need the new server for that because we can get the list of what is &lt;br /&gt;
sold and create the window after that. At agree time, we buy what the user &lt;br /&gt;
wanted to buy and sell what he wanted to sell with correct network requests.&lt;br /&gt;
The name and the effect should be shown every line because that&#039;s what everyone &lt;br /&gt;
wants to know first and the description should be displayed at the bottom, &lt;br /&gt;
with a click on the item image, or the line.&lt;br /&gt;
&lt;br /&gt;
The thing between the minus and plus button should be an edit box, so that we &lt;br /&gt;
can specify a value, that would be corrected at leaving the edition.&lt;br /&gt;
Also, the ugly thing I did just under the edit boxe is a slider, that should &lt;br /&gt;
be shown only for selling, as we know the max of items the character has.&lt;br /&gt;
This could help set quickly an approximate number to sell.&lt;br /&gt;
&lt;br /&gt;
=== The new Action-menu dialog ===&lt;br /&gt;
&lt;br /&gt;
Unsure for now which type is best, see [[User_interface| this article]] for a description of several options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI development relating to controls  ==&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for better keyboard input ===&lt;br /&gt;
&lt;br /&gt;
The point of these redesigns is mostly to allow for much better keyboard input, because at the moment keyboard GUI input is severely lacking or in some cases completely absent. They are also meant to reduce the complexity of the dialogs and to simplify mouse input at the same time. For keyboard input, the GUI is based around the following (prerably configurable) set of keys:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Select&#039;&#039;&#039; - A key to select options / confirm actions (default: ENTER or CTRL)&lt;br /&gt;
* &#039;&#039;&#039;Cancel&#039;&#039;&#039; - A key to cancel actions / close dialogs (default: ESC or ALT)&lt;br /&gt;
* &#039;&#039;&#039;Mode/Switch&#039;&#039;&#039; - A key to change mode, for example whether items are shown in a list or a grid.&lt;br /&gt;
* &#039;&#039;&#039;0-9&#039;&#039;&#039; - Number keys, can in some cases be used directly to change amounts, together with backspace.&lt;br /&gt;
* &#039;&#039;&#039;A-Z&#039;&#039;&#039; - Alphabet, can be used for a type-ahead find or search filter.&lt;br /&gt;
&lt;br /&gt;
[[Image:joypad.png|thumb|250px|Joypad sketch]]&lt;br /&gt;
My 2 cents --[[User:ElvenProgrammer|ElvenProgrammer]] 23:15, 15 Jul 2005 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess the best effort should be in supporting GUI input from a joypad. Having dialogs fully functional using a joypad means no problem to extend them to be accessed by keyboard or by mouse.&lt;br /&gt;
As in the sketch, I will suppose having a joypad with at least 6 buttons (we won&#039;t support less).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 directional keys&#039;&#039;&#039; - Up/Left/Down/Right&lt;br /&gt;
* &#039;&#039;&#039;Confirm button&#039;&#039;&#039; - Y (Yes)&lt;br /&gt;
* &#039;&#039;&#039;Cancel button&#039;&#039;&#039; - X (eXit)&lt;br /&gt;
* &#039;&#039;&#039;2 scroll buttons&#039;&#039;&#039; - L &amp;amp; R (Left &amp;amp; Right)&lt;br /&gt;
* &#039;&#039;&#039;Special buttons&#039;&#039;&#039; - A &amp;amp; B reserved for special/later use&lt;br /&gt;
&lt;br /&gt;
Following this model we could be able to manage a variety of dialogs: let&#039;s think for example that all the dialogs have this structure: &#039;&#039;&#039;input box&#039;&#039;&#039;, &#039;&#039;&#039;action button&#039;&#039;&#039;, &#039;&#039;&#039;cancel button&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Input box&#039;&#039;&#039;&lt;br /&gt;
It could be something like a list of options, a table of options or an integer input box (of course text input boxes are supported only by keyboard). You can browse options with joypad by using directional keys (or L &amp;amp; R for faster scroll); with keyboard by using directional keys (or PgUp &amp;amp; PgDown for faster scroll); with mouse using scrollbars (or mouse wheel)and selecting with left mouse button. In case of integer input box you can use Up(Right)/Up(Right)/Click on dialog up button to increase amount by 1 unit, respectively for joypad/keyboard/mouse, and act in a similar way to decrease. L&amp;amp;R/PgUp&amp;amp;PgDown/Mouse wheel could be used for increments/decrements of 10 units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action button&#039;&#039;&#039;&lt;br /&gt;
In the case of a list, it chooses the selected option. In the case of a table (for example inventory) executes the default action (brings up a popup menu: equip, drop, use, hide throw, melt, burn, eat or whatever else). In an input box, confirm selected quantity. In a NPC&#039;s text dialog for example is the &#039;Next&#039; button. It&#039;s activated by the &#039;Confirm button&#039; on joypad. On keyboard it could be easily mapped to &#039;Ctrl&#039; or an user defined key. The same could be reached by left clicking on it with mouse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel button&#039;&#039;&#039;&lt;br /&gt;
Cancel current operation or closes the current dialog. Using the &#039;Cancel button&#039; on joypad, backspace (or a user defined key) on keyboard, or left clicking on it with mouse.&lt;br /&gt;
&lt;br /&gt;
Designing all the GUI dialogs to accept this model will lead to an easy way of rebinding keys, where no more than 6 keys should be defined. Of course in game input is another matter...&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for keyboard only input ===&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for mouse only input ===&lt;br /&gt;
&lt;br /&gt;
=== Redesinging for handy keyboard-mouse mix ===&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Profile_win_inventory.png&amp;diff=2262</id>
		<title>File:Profile win inventory.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Profile_win_inventory.png&amp;diff=2262"/>
		<updated>2005-08-17T17:18:06Z</updated>

		<summary type="html">&lt;p&gt;Bertram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Profile_win_equipment.png&amp;diff=2261</id>
		<title>File:Profile win equipment.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Profile_win_equipment.png&amp;diff=2261"/>
		<updated>2005-08-17T17:17:44Z</updated>

		<summary type="html">&lt;p&gt;Bertram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Profile_win_status.png&amp;diff=2260</id>
		<title>File:Profile win status.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Profile_win_status.png&amp;diff=2260"/>
		<updated>2005-08-17T17:17:20Z</updated>

		<summary type="html">&lt;p&gt;Bertram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Quick_use_win.png&amp;diff=2259</id>
		<title>File:Quick use win.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Quick_use_win.png&amp;diff=2259"/>
		<updated>2005-08-17T17:16:56Z</updated>

		<summary type="html">&lt;p&gt;Bertram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Minimize_resize.png&amp;diff=2258</id>
		<title>File:Minimize resize.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Minimize_resize.png&amp;diff=2258"/>
		<updated>2005-08-17T17:16:28Z</updated>

		<summary type="html">&lt;p&gt;Bertram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Light_weight_status_win.png&amp;diff=2257</id>
		<title>File:Light weight status win.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Light_weight_status_win.png&amp;diff=2257"/>
		<updated>2005-08-17T17:15:58Z</updated>

		<summary type="html">&lt;p&gt;Bertram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:General_display.png&amp;diff=2256</id>
		<title>File:General display.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:General_display.png&amp;diff=2256"/>
		<updated>2005-08-17T17:15:23Z</updated>

		<summary type="html">&lt;p&gt;Bertram: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GUI_development&amp;diff=633</id>
		<title>Archive:GUI development</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GUI_development&amp;diff=633"/>
		<updated>2005-08-17T17:13:59Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* Default general GUI layout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This page is under construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A GUI here stands for &#039;how a program allows you to access it&#039;s data and functions&#039;. In The Mana World this is not the main screen, there where all the action takes place, but all the windows such as inventory and stats. However, the damage done to you during combat, showing in the main screen, is part of the GUI, as is right-clicking to activate something, and how moving is done and fighting initiated. This&#039;s how the word GUI is used in this text.&lt;br /&gt;
&lt;br /&gt;
== GUI types ==&lt;br /&gt;
&lt;br /&gt;
Playing many games one comes across many different ideas of how to implement an interface. Most interfaces are unique and specific to a game because of its features. &lt;br /&gt;
 &lt;br /&gt;
There are however many RPG games, and many different RPG GUIs. Here follows some notably different GUI, or GUI elements, and the games that (as far as I know) uses them.&lt;br /&gt;
&lt;br /&gt;
* 6 key managment GUI (final fantasy series, and many other console games). The 6 keys are the 4 directional keys, an &#039;accept&#039; key, and an &#039;cancel/back&#039; key. Usualy the managment screen/GUI itself is called with a 7 key (the start key on game-controlers)&lt;br /&gt;
* Player Doll System (many diverse games). Rather than just showing slots with iconic items that are equiped in them, they are put on a big representation of your character, a representation that, typically, would be seen if the stats of that player are looked at, and looks very spiffy. Yes, GUI&#039;s are like dishes: good presentation is half the art of a good GUI (the other half is how useful/easy to use it is)&lt;br /&gt;
* Some GUIs only use the mouse, but some also have the ability to use a keyboard-shortcut (usually shown through a highlighted letter or underlined letter in the name of the action/menu)&lt;br /&gt;
&lt;br /&gt;
But this text isn&#039;t about all the GUI&#039;s that exist...&lt;br /&gt;
&lt;br /&gt;
== Goal of a GUI ==&lt;br /&gt;
&lt;br /&gt;
The goal of this article is to find, and determin what a good GUI for TMW would be, and what features it should have (from a GUI perspective). It is for now just one idea on how to do this, a very elaborate idea, none the less.&lt;br /&gt;
&lt;br /&gt;
The goal is a GUI that:&lt;br /&gt;
&lt;br /&gt;
* Is fully usable with the keyboard only.&lt;br /&gt;
* Is fully usable with a modern mouse (3 buttons, one of which is a scroll button, giving you 4+1 keys and 2 directions) only.&lt;br /&gt;
* Functions well using a mix of both.&lt;br /&gt;
* Has keybindings definitions. (allowing players to decide what keys to use), including mouse-keybindings --I only remember one game that allows you to rebind your mouse keys: quake, a sorely missed feature in many games.)&lt;br /&gt;
* Functions instinctively for mouse usage, or mix. (keyboard is not so instinctive, except for things like i for inventory)&lt;br /&gt;
* Is well documented.&lt;br /&gt;
* Can be changed (change of position of windows, resizing, ordering of items (alphabetically and by type), give different colour, or use different layouts/skins.&lt;br /&gt;
* Has automation functions (like the targeting of monsters using shift-ctrl or shift-rightclick)&lt;br /&gt;
&lt;br /&gt;
(NOTE: maybe other features are needed for a good GUI?)&lt;br /&gt;
&lt;br /&gt;
== Options, Options, Options. ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short draft version for now.&#039;&#039;&#039;--[[User:Momotaro|Momotaro]] 09:46, 28 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
There&#039;s always the default choice, and the default is rarely perfect, nor does it anticipate types of players.&lt;br /&gt;
A flexible GUI could have a large number of options. However having many options quickly becomes difficult to &lt;br /&gt;
navigate. To solve this one could sort the options by hierarchy, depending on how much change an option would imply.&lt;br /&gt;
&lt;br /&gt;
=== 3 GUI-Options Layers: ===&lt;br /&gt;
&lt;br /&gt;
*Layer 1: Choice of GUI type. (allowing totally different looks for the end result) &lt;br /&gt;
*Layer 2: GUI type tweaks. Options may differ per type (and include things like colour, text font, text size)&lt;br /&gt;
*Layer 3: Minor tweaks: Positioning (if mobile), resizing and locking of windows.  &lt;br /&gt;
&lt;br /&gt;
Many functions of layer 2 and layer 3 apply to more then one particular GUI-type. These functions, such as changing colour or transparancy, are shared. Thus installing a second GUI type might only imply loading a different configuration of already present plug-in-functions.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reverse reasoning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The layer 3 functions are first level of interaction: such as opening and closing window, keeping them open, and resizing them.&lt;br /&gt;
*The layer 2 functions give the ability to change aspects of windows more than in the default way. Colour change, make it drop-down or pop-up.&lt;br /&gt;
*The layer 1 functions radically change the look and usage of the GUI. Keyboard only GUI (giving layer2:keymapping), Mouse only GUI (with drag and drop interface as well as point and click), and also defining weather there&#039;s a menu-bar at the top, as well as setting wich higher level functionality functions can be used.  &lt;br /&gt;
&lt;br /&gt;
Note, all these layers change nothing to the functionallity of the game, just how this functionallity is accessed.&lt;br /&gt;
&lt;br /&gt;
Typically there would be a Keyboard_Module, Mouse_Module and Window_Modules of different types. (the current (0.0.13) windows are one type, the windows as used in the proposed GUI a different one, though they are similar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two concepts arise: Skin and module:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A module is particular type of basic functioning that can be permuted with other functions(modules) of the same type. (eg: 2 keyboard_modules: one for a normal keyboard usage, and one to mimic console games; and 2 or 3 window_modules)&lt;br /&gt;
&lt;br /&gt;
A skin is a choice of modules that gives full access to all game functionality, and is playable.&lt;br /&gt;
&lt;br /&gt;
(you could make your own skin from modules, that&#039;s part of the idea, thus adding more ways of interfacing with the game.)&lt;br /&gt;
&lt;br /&gt;
== Examples of a General GUI layout ==&lt;br /&gt;
&lt;br /&gt;
=== Default general GUI layout ===&lt;br /&gt;
This heading is about the GUI layout that will be used for default. Things go under this heading after having been an example, and having been discussed with staff members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is yet no agreed upon design for the GUI layout, except that there&#039;s already an existing (shabby) one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General GUI Improvement proposal ==&lt;br /&gt;
&lt;br /&gt;
(Bertram)&lt;br /&gt;
&lt;br /&gt;
First of all, I think that quite all the windows should be minimizables, and &lt;br /&gt;
some others resizables. I&#039;ve seen there&#039;s already work done on resizing, and I &lt;br /&gt;
hope Doener, Elven, and I will finish that.&lt;br /&gt;
But as for now, I thought that every window, that could be resized, should be &lt;br /&gt;
painted with a kind of grip bottom right.&lt;br /&gt;
[[Image:minimize_resize.png]]&lt;br /&gt;
A sprite for that had been done by elven for the grip, and the minimize or close top-right thing could be simply a button.&lt;br /&gt;
Users will be able to see with these where to point their mouse in order to &lt;br /&gt;
minimize or where to resize, this would hint the users how to do things &lt;br /&gt;
easily.&lt;br /&gt;
&lt;br /&gt;
Second thing, where would go minimized (or closed) windows ?&lt;br /&gt;
[[Image:general_display.png]]&lt;br /&gt;
Well, a space should be reserved for minimized windows that could be &lt;br /&gt;
represented like buttons on the bottom side of the screen.&lt;br /&gt;
When clicking that button, you make the window appear again, and the button &lt;br /&gt;
disappears. Easy to understand and handle, user side.&lt;br /&gt;
I think the minimap,and the chat should be minimizable, too.&lt;br /&gt;
Elven had a good idea about nicer buttons than normal ones about this kind of &amp;quot;taskbar&amp;quot;.&lt;br /&gt;
Maybe work on a image_button class should be done..&lt;br /&gt;
&lt;br /&gt;
Now about status window :&lt;br /&gt;
[[Image:light_weight_status_win.png]]&lt;br /&gt;
Lot of people think it takes too much space and I must say it&#039;s true.&lt;br /&gt;
That&#039;s why I thought a light-weight version of it would be nicer while the &lt;br /&gt;
rest of the stats could be grouped in what I called the profile window.&lt;br /&gt;
But, for now, that window could show what&#039;s the more used, i mean 90 % of the &lt;br /&gt;
time, for instance, HP, MP, XP, and money.&lt;br /&gt;
&lt;br /&gt;
Some users also complained about the fact that while you&#039;re in battle, it&#039;s &lt;br /&gt;
really hard to heal with potions because the inventory win takes place too &lt;br /&gt;
and has no shortcuts.&lt;br /&gt;
[[Image:quick_use_win.png]]&lt;br /&gt;
I think that a quick-use inventory win should be present too in the screen, &lt;br /&gt;
proposing 3 or 4 usable-only items whith each a shortcut like Ctrl+1 for the &lt;br /&gt;
first to use, etc..., separated from the inventory win of course, like the &lt;br /&gt;
equip one.&lt;br /&gt;
Maybe we could reserve the last four inventory spaces server side for that or &lt;br /&gt;
something like.&lt;br /&gt;
&lt;br /&gt;
Now, for the big part :&lt;br /&gt;
I really think that we should make a fusion of all the main stats of direct &lt;br /&gt;
character related wins, that i called the profile window.&lt;br /&gt;
That&#039;s why I made those screenshots to show what we could do to ease the &lt;br /&gt;
player handling of many things about his/her character.&lt;br /&gt;
[[Image:profile_win_status.png]]&lt;br /&gt;
[[Image:profile_win_equip.png]]&lt;br /&gt;
[[Image:profile_win_inventory.png]]&lt;br /&gt;
In the first part, we can see that three or four wins could be condensed in &lt;br /&gt;
one &amp;quot;tab&amp;quot;. By tab, I mean we could use buttons. The one active should be &lt;br /&gt;
disabled to show that we can&#039;t click on it, and then make the user understand &lt;br /&gt;
we&#039;re on it. Clicking on other buttons would simply change the tab and then &lt;br /&gt;
change the information shown.&lt;br /&gt;
So in the Status tab, we could show what we already show today in top right of &lt;br /&gt;
the screen, plus stats and buttons to update them, also their consequences on &lt;br /&gt;
the caracteristics of the character : Attack, Defense, ...&lt;br /&gt;
Under that, Skills, and other class things could be easily shown.&lt;br /&gt;
The goal is to group things of the same type in one screen.&lt;br /&gt;
&lt;br /&gt;
The second and third part are the equip and inventory part as we know it, but &lt;br /&gt;
with improvements; The equipment should be nicer and display a list of the &lt;br /&gt;
effects of all equipped items.&lt;br /&gt;
&lt;br /&gt;
The third one is the inventory exactly as we know it, but with the effect &lt;br /&gt;
line, that will have to display the effect description on caracteristics.&lt;br /&gt;
We should separate effect description and description itself, as the first &lt;br /&gt;
thing we want to know is how many points we earn in defense before knowing a miner hat &lt;br /&gt;
is ... a miner hat. :)&lt;br /&gt;
&lt;br /&gt;
=== Momotaro&#039;s Example ===&lt;br /&gt;
&lt;br /&gt;
For now just the concept picture:&lt;br /&gt;
&lt;br /&gt;
[[Image:TheManaWorldGUIideaV2.png|center|thumb|600px|Proposed default GUI design]]&lt;br /&gt;
&lt;br /&gt;
Note how I forgot to mention the radar map. It should probably go in the Player info window, compacting the info inthere somwhat.&lt;br /&gt;
&lt;br /&gt;
Player Doll could be made as an expansion of Player info (ie click (somewhere) in player info to transform player info into player doll, with stats). Then again, that could be left for a second GUI type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Momotaro|Momotaro]] 09:46, 28 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Development of Specific GUI elements ==&lt;br /&gt;
&lt;br /&gt;
=== New buy dialog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:gui_redesign_shop_buy.png|thumb|250px|New buy dialog proposal]]&lt;br /&gt;
&lt;br /&gt;
Buying items is cumbersome at the moment and only possible with the mouse. When you have a lot of money, it can be impossible to buy a single item. Also, each time you buy something, the dialog closes and you have to start over to buy another thing. Key differences between the new buy dialog and the current buy dialog are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;No amount slider.&#039;&#039; The selection of amount is done using a quantity dialog that pops up after you have selected which item you&#039;d like to buy. The dialog shows the total amount of money it&#039;ll cost and allows you to change the amount of items conveniently with both keyboard and mouse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Integration of talk dialog with choosing whether to buy or sell.&#039;&#039;&#039; This allows the shopkeeper to make remarks as part of showing the player the option to buy or sell. Also the shopkeeper could have additional options available, for example maybe he has some quests for you. It is also part of more generic system to allow the player to make choices during dialogs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;No buttons.&#039;&#039; The OK and Cancel buttons were removed. Selecting an item could be done by clicking it, while getting information could be done by hovering over it. There is no need to first click it and then click OK. The same goes for selecting the BUY or SELL option. Right clicking the dialog would cancel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Type ahead find/search filter.&#039;&#039; This is actually meant to be global functionality in any list. Especially when the list contains a large amount of items and the user knowns the name of the item he&#039;s looking for, this can significantly reduce search time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Item information in separate window.&#039;&#039; This separate window can easily show detailed information about an item and grow as necessary. Better compared to the name and description currently shown in the buy dialog which often do not fit and that&#039;s too little information anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Return to item selection after buying items.&#039;&#039; This allows you to easily continue your buying session to buy more stuff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Shows item icons and aligned item cost.&#039;&#039; The cost of each item is aligned to the right, and showing the icons will help in recognizing the items.&lt;br /&gt;
&lt;br /&gt;
== Alternative to the buy / Sell dialog ==&lt;br /&gt;
&lt;br /&gt;
After reading the previous lines, users comments and a lot more of else, I thought about an alternative of the buy/Sell Dialog that would be more integrated, and more usable with keyboard, without many pop-ups, and bubbles, as the screen already seems to be full to me. Not to criticize the previous work, but still there is a different point of view :&lt;br /&gt;
&lt;br /&gt;
[[Image:Buy_Sell_Dialog.png|thumb|250px|Buy/Sell Dialog]]&lt;br /&gt;
&lt;br /&gt;
I think we could use tab in Buy/Sell win and then make it one unique win.&lt;br /&gt;
Also, a balance system would be great : the balance shows your money plus what &lt;br /&gt;
you&#039;re selling minus what you&#039;re buying ; It helps a lot when at the shop.&lt;br /&gt;
Then, we should be able to move from buy to sell dialog and vice-vera, keeping &lt;br /&gt;
in memory what we&#039;re doing until we push &#039;Cancel&#039; or &#039;Agree&#039;, that apply all the &lt;br /&gt;
changes to inventory and money.&lt;br /&gt;
&lt;br /&gt;
We don&#039;t need the new server for that because we can get the list of what is &lt;br /&gt;
sold and create the window after that. At agree time, we buy what the user &lt;br /&gt;
wanted to buy and sell what he wanted to sell with correct network requests.&lt;br /&gt;
The name and the effect should be shown every line because that&#039;s what everyone &lt;br /&gt;
wants to know first and the description should be displayed at the bottom, &lt;br /&gt;
with a click on the item image, or the line.&lt;br /&gt;
&lt;br /&gt;
The thing between the minus and plus button should be an edit box, so that we &lt;br /&gt;
can specify a value, that would be corrected at leaving the edition.&lt;br /&gt;
Also, the ugly thing I did just under the edit boxe is a slider, that should &lt;br /&gt;
be shown only for selling, as we know the max of items the character has.&lt;br /&gt;
This could help set quickly an approximate number to sell.&lt;br /&gt;
&lt;br /&gt;
=== The new Action-menu dialog ===&lt;br /&gt;
&lt;br /&gt;
Unsure for now which type is best, see [[User_interface| this article]] for a description of several options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI development relating to controls  ==&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for better keyboard input ===&lt;br /&gt;
&lt;br /&gt;
The point of these redesigns is mostly to allow for much better keyboard input, because at the moment keyboard GUI input is severely lacking or in some cases completely absent. They are also meant to reduce the complexity of the dialogs and to simplify mouse input at the same time. For keyboard input, the GUI is based around the following (prerably configurable) set of keys:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Select&#039;&#039;&#039; - A key to select options / confirm actions (default: ENTER or CTRL)&lt;br /&gt;
* &#039;&#039;&#039;Cancel&#039;&#039;&#039; - A key to cancel actions / close dialogs (default: ESC or ALT)&lt;br /&gt;
* &#039;&#039;&#039;Mode/Switch&#039;&#039;&#039; - A key to change mode, for example whether items are shown in a list or a grid.&lt;br /&gt;
* &#039;&#039;&#039;0-9&#039;&#039;&#039; - Number keys, can in some cases be used directly to change amounts, together with backspace.&lt;br /&gt;
* &#039;&#039;&#039;A-Z&#039;&#039;&#039; - Alphabet, can be used for a type-ahead find or search filter.&lt;br /&gt;
&lt;br /&gt;
[[Image:joypad.png|thumb|250px|Joypad sketch]]&lt;br /&gt;
My 2 cents --[[User:ElvenProgrammer|ElvenProgrammer]] 23:15, 15 Jul 2005 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess the best effort should be in supporting GUI input from a joypad. Having dialogs fully functional using a joypad means no problem to extend them to be accessed by keyboard or by mouse.&lt;br /&gt;
As in the sketch, I will suppose having a joypad with at least 6 buttons (we won&#039;t support less).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 directional keys&#039;&#039;&#039; - Up/Left/Down/Right&lt;br /&gt;
* &#039;&#039;&#039;Confirm button&#039;&#039;&#039; - Y (Yes)&lt;br /&gt;
* &#039;&#039;&#039;Cancel button&#039;&#039;&#039; - X (eXit)&lt;br /&gt;
* &#039;&#039;&#039;2 scroll buttons&#039;&#039;&#039; - L &amp;amp; R (Left &amp;amp; Right)&lt;br /&gt;
* &#039;&#039;&#039;Special buttons&#039;&#039;&#039; - A &amp;amp; B reserved for special/later use&lt;br /&gt;
&lt;br /&gt;
Following this model we could be able to manage a variety of dialogs: let&#039;s think for example that all the dialogs have this structure: &#039;&#039;&#039;input box&#039;&#039;&#039;, &#039;&#039;&#039;action button&#039;&#039;&#039;, &#039;&#039;&#039;cancel button&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Input box&#039;&#039;&#039;&lt;br /&gt;
It could be something like a list of options, a table of options or an integer input box (of course text input boxes are supported only by keyboard). You can browse options with joypad by using directional keys (or L &amp;amp; R for faster scroll); with keyboard by using directional keys (or PgUp &amp;amp; PgDown for faster scroll); with mouse using scrollbars (or mouse wheel)and selecting with left mouse button. In case of integer input box you can use Up(Right)/Up(Right)/Click on dialog up button to increase amount by 1 unit, respectively for joypad/keyboard/mouse, and act in a similar way to decrease. L&amp;amp;R/PgUp&amp;amp;PgDown/Mouse wheel could be used for increments/decrements of 10 units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action button&#039;&#039;&#039;&lt;br /&gt;
In the case of a list, it chooses the selected option. In the case of a table (for example inventory) executes the default action (brings up a popup menu: equip, drop, use, hide throw, melt, burn, eat or whatever else). In an input box, confirm selected quantity. In a NPC&#039;s text dialog for example is the &#039;Next&#039; button. It&#039;s activated by the &#039;Confirm button&#039; on joypad. On keyboard it could be easily mapped to &#039;Ctrl&#039; or an user defined key. The same could be reached by left clicking on it with mouse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel button&#039;&#039;&#039;&lt;br /&gt;
Cancel current operation or closes the current dialog. Using the &#039;Cancel button&#039; on joypad, backspace (or a user defined key) on keyboard, or left clicking on it with mouse.&lt;br /&gt;
&lt;br /&gt;
Designing all the GUI dialogs to accept this model will lead to an easy way of rebinding keys, where no more than 6 keys should be defined. Of course in game input is another matter...&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for keyboard only input ===&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for mouse only input ===&lt;br /&gt;
&lt;br /&gt;
=== Redesinging for handy keyboard-mouse mix ===&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GUI_development&amp;diff=632</id>
		<title>Archive:GUI development</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:GUI_development&amp;diff=632"/>
		<updated>2005-08-08T17:28:03Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* New buy dialog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;This page is under construction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A GUI here stands for &#039;how a program allows you to access it&#039;s data and functions&#039;. In The Mana World this is not the main screen, there where all the action takes place, but all the windows such as inventory and stats. However, the damage done to you during combat, showing in the main screen, is part of the GUI, as is right-clicking to activate something, and how moving is done and fighting initiated. This&#039;s how the word GUI is used in this text.&lt;br /&gt;
&lt;br /&gt;
== GUI types ==&lt;br /&gt;
&lt;br /&gt;
Playing many games one comes across many different ideas of how to implement an interface. Most interfaces are unique and specific to a game because of its features. &lt;br /&gt;
 &lt;br /&gt;
There are however many RPG games, and many different RPG GUIs. Here follows some notably different GUI, or GUI elements, and the games that (as far as I know) uses them.&lt;br /&gt;
&lt;br /&gt;
* 6 key managment GUI (final fantasy series, and many other console games). The 6 keys are the 4 directional keys, an &#039;accept&#039; key, and an &#039;cancel/back&#039; key. Usualy the managment screen/GUI itself is called with a 7 key (the start key on game-controlers)&lt;br /&gt;
* Player Doll System (many diverse games). Rather than just showing slots with iconic items that are equiped in them, they are put on a big representation of your character, a representation that, typically, would be seen if the stats of that player are looked at, and looks very spiffy. Yes, GUI&#039;s are like dishes: good presentation is half the art of a good GUI (the other half is how useful/easy to use it is)&lt;br /&gt;
* Some GUIs only use the mouse, but some also have the ability to use a keyboard-shortcut (usually shown through a highlighted letter or underlined letter in the name of the action/menu)&lt;br /&gt;
&lt;br /&gt;
But this text isn&#039;t about all the GUI&#039;s that exist...&lt;br /&gt;
&lt;br /&gt;
== Goal of a GUI ==&lt;br /&gt;
&lt;br /&gt;
The goal of this article is to find, and determin what a good GUI for TMW would be, and what features it should have (from a GUI perspective). It is for now just one idea on how to do this, a very elaborate idea, none the less.&lt;br /&gt;
&lt;br /&gt;
The goal is a GUI that:&lt;br /&gt;
&lt;br /&gt;
* Is fully usable with the keyboard only.&lt;br /&gt;
* Is fully usable with a modern mouse (3 buttons, one of which is a scroll button, giving you 4+1 keys and 2 directions) only.&lt;br /&gt;
* Functions well using a mix of both.&lt;br /&gt;
* Has keybindings definitions. (allowing players to decide what keys to use), including mouse-keybindings --I only remember one game that allows you to rebind your mouse keys: quake, a sorely missed feature in many games.)&lt;br /&gt;
* Functions instinctively for mouse usage, or mix. (keyboard is not so instinctive, except for things like i for inventory)&lt;br /&gt;
* Is well documented.&lt;br /&gt;
* Can be changed (change of position of windows, resizing, ordering of items (alphabetically and by type), give different colour, or use different layouts/skins.&lt;br /&gt;
* Has automation functions (like the targeting of monsters using shift-ctrl or shift-rightclick)&lt;br /&gt;
&lt;br /&gt;
(NOTE: maybe other features are needed for a good GUI?)&lt;br /&gt;
&lt;br /&gt;
== Options, Options, Options. ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short draft version for now.&#039;&#039;&#039;--[[User:Momotaro|Momotaro]] 09:46, 28 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
There&#039;s always the default choice, and the default is rarely perfect, nor does it anticipate types of players.&lt;br /&gt;
A flexible GUI could have a large number of options. However having many options quickly becomes difficult to &lt;br /&gt;
navigate. To solve this one could sort the options by hierarchy, depending on how much change an option would imply.&lt;br /&gt;
&lt;br /&gt;
=== 3 GUI-Options Layers: ===&lt;br /&gt;
&lt;br /&gt;
*Layer 1: Choice of GUI type. (allowing totally different looks for the end result) &lt;br /&gt;
*Layer 2: GUI type tweaks. Options may differ per type (and include things like colour, text font, text size)&lt;br /&gt;
*Layer 3: Minor tweaks: Positioning (if mobile), resizing and locking of windows.  &lt;br /&gt;
&lt;br /&gt;
Many functions of layer 2 and layer 3 apply to more then one particular GUI-type. These functions, such as changing colour or transparancy, are shared. Thus installing a second GUI type might only imply loading a different configuration of already present plug-in-functions.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reverse reasoning:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The layer 3 functions are first level of interaction: such as opening and closing window, keeping them open, and resizing them.&lt;br /&gt;
*The layer 2 functions give the ability to change aspects of windows more than in the default way. Colour change, make it drop-down or pop-up.&lt;br /&gt;
*The layer 1 functions radically change the look and usage of the GUI. Keyboard only GUI (giving layer2:keymapping), Mouse only GUI (with drag and drop interface as well as point and click), and also defining weather there&#039;s a menu-bar at the top, as well as setting wich higher level functionality functions can be used.  &lt;br /&gt;
&lt;br /&gt;
Note, all these layers change nothing to the functionallity of the game, just how this functionallity is accessed.&lt;br /&gt;
&lt;br /&gt;
Typically there would be a Keyboard_Module, Mouse_Module and Window_Modules of different types. (the current (0.0.13) windows are one type, the windows as used in the proposed GUI a different one, though they are similar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two concepts arise: Skin and module:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A module is particular type of basic functioning that can be permuted with other functions(modules) of the same type. (eg: 2 keyboard_modules: one for a normal keyboard usage, and one to mimic console games; and 2 or 3 window_modules)&lt;br /&gt;
&lt;br /&gt;
A skin is a choice of modules that gives full access to all game functionality, and is playable.&lt;br /&gt;
&lt;br /&gt;
(you could make your own skin from modules, that&#039;s part of the idea, thus adding more ways of interfacing with the game.)&lt;br /&gt;
&lt;br /&gt;
== Examples of a General GUI layout ==&lt;br /&gt;
&lt;br /&gt;
=== Default general GUI layout ===&lt;br /&gt;
This heading is about the GUI layout that will be used for default. Things go under this heading after having been an example, and having been discussed with staff members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is yet no agreed upon design for the GUI layout, except that there&#039;s already an existing (shabby) one.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Momotaro&#039;s Example ===&lt;br /&gt;
&lt;br /&gt;
For now just the concept picture:&lt;br /&gt;
&lt;br /&gt;
[[Image:TheManaWorldGUIideaV2.png|center|thumb|600px|Proposed default GUI design]]&lt;br /&gt;
&lt;br /&gt;
Note how I forgot to mention the radar map. It should probably go in the Player info window, compacting the info inthere somwhat.&lt;br /&gt;
&lt;br /&gt;
Player Doll could be made as an expansion of Player info (ie click (somewhere) in player info to transform player info into player doll, with stats). Then again, that could be left for a second GUI type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Momotaro|Momotaro]] 09:46, 28 Jun 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Development of Specific GUI elements ==&lt;br /&gt;
&lt;br /&gt;
=== New buy dialog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:gui_redesign_shop_buy.png|thumb|250px|New buy dialog proposal]]&lt;br /&gt;
&lt;br /&gt;
Buying items is cumbersome at the moment and only possible with the mouse. When you have a lot of money, it can be impossible to buy a single item. Also, each time you buy something, the dialog closes and you have to start over to buy another thing. Key differences between the new buy dialog and the current buy dialog are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;No amount slider.&#039;&#039; The selection of amount is done using a quantity dialog that pops up after you have selected which item you&#039;d like to buy. The dialog shows the total amount of money it&#039;ll cost and allows you to change the amount of items conveniently with both keyboard and mouse.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Integration of talk dialog with choosing whether to buy or sell.&#039;&#039;&#039; This allows the shopkeeper to make remarks as part of showing the player the option to buy or sell. Also the shopkeeper could have additional options available, for example maybe he has some quests for you. It is also part of more generic system to allow the player to make choices during dialogs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;No buttons.&#039;&#039; The OK and Cancel buttons were removed. Selecting an item could be done by clicking it, while getting information could be done by hovering over it. There is no need to first click it and then click OK. The same goes for selecting the BUY or SELL option. Right clicking the dialog would cancel.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Type ahead find/search filter.&#039;&#039; This is actually meant to be global functionality in any list. Especially when the list contains a large amount of items and the user knowns the name of the item he&#039;s looking for, this can significantly reduce search time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Item information in separate window.&#039;&#039; This separate window can easily show detailed information about an item and grow as necessary. Better compared to the name and description currently shown in the buy dialog which often do not fit and that&#039;s too little information anyway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Return to item selection after buying items.&#039;&#039; This allows you to easily continue your buying session to buy more stuff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Shows item icons and aligned item cost.&#039;&#039; The cost of each item is aligned to the right, and showing the icons will help in recognizing the items.&lt;br /&gt;
&lt;br /&gt;
== Alternative to the buy / Sell dialog ==&lt;br /&gt;
&lt;br /&gt;
After reading the previous lines, users comments and a lot more of else, I thought about an alternative of the buy/Sell Dialog that would be more integrated, and more usable with keyboard, without many pop-ups, and bubbles, as the screen already seems to be full to me. Not to criticize the previous work, but still there is a different point of view :&lt;br /&gt;
&lt;br /&gt;
[[Image:Buy_Sell_Dialog.png|thumb|250px|Buy/Sell Dialog]]&lt;br /&gt;
&lt;br /&gt;
I think we could use tab in Buy/Sell win and then make it one unique win.&lt;br /&gt;
Also, a balance system would be great : the balance shows your money plus what &lt;br /&gt;
you&#039;re selling minus what you&#039;re buying ; It helps a lot when at the shop.&lt;br /&gt;
Then, we should be able to move from buy to sell dialog and vice-vera, keeping &lt;br /&gt;
in memory what we&#039;re doing until we push &#039;Cancel&#039; or &#039;Agree&#039;, that apply all the &lt;br /&gt;
changes to inventory and money.&lt;br /&gt;
&lt;br /&gt;
We don&#039;t need the new server for that because we can get the list of what is &lt;br /&gt;
sold and create the window after that. At agree time, we buy what the user &lt;br /&gt;
wanted to buy and sell what he wanted to sell with correct network requests.&lt;br /&gt;
The name and the effect should be shown every line because that&#039;s what everyone &lt;br /&gt;
wants to know first and the description should be displayed at the bottom, &lt;br /&gt;
with a click on the item image, or the line.&lt;br /&gt;
&lt;br /&gt;
The thing between the minus and plus button should be an edit box, so that we &lt;br /&gt;
can specify a value, that would be corrected at leaving the edition.&lt;br /&gt;
Also, the ugly thing I did just under the edit boxe is a slider, that should &lt;br /&gt;
be shown only for selling, as we know the max of items the character has.&lt;br /&gt;
This could help set quickly an approximate number to sell.&lt;br /&gt;
&lt;br /&gt;
=== The new Action-menu dialog ===&lt;br /&gt;
&lt;br /&gt;
Unsure for now which type is best, see [[User_interface| this article]] for a description of several options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GUI development relating to controls  ==&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for better keyboard input ===&lt;br /&gt;
&lt;br /&gt;
The point of these redesigns is mostly to allow for much better keyboard input, because at the moment keyboard GUI input is severely lacking or in some cases completely absent. They are also meant to reduce the complexity of the dialogs and to simplify mouse input at the same time. For keyboard input, the GUI is based around the following (prerably configurable) set of keys:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Select&#039;&#039;&#039; - A key to select options / confirm actions (default: ENTER or CTRL)&lt;br /&gt;
* &#039;&#039;&#039;Cancel&#039;&#039;&#039; - A key to cancel actions / close dialogs (default: ESC or ALT)&lt;br /&gt;
* &#039;&#039;&#039;Mode/Switch&#039;&#039;&#039; - A key to change mode, for example whether items are shown in a list or a grid.&lt;br /&gt;
* &#039;&#039;&#039;0-9&#039;&#039;&#039; - Number keys, can in some cases be used directly to change amounts, together with backspace.&lt;br /&gt;
* &#039;&#039;&#039;A-Z&#039;&#039;&#039; - Alphabet, can be used for a type-ahead find or search filter.&lt;br /&gt;
&lt;br /&gt;
[[Image:joypad.png|thumb|250px|Joypad sketch]]&lt;br /&gt;
My 2 cents --[[User:ElvenProgrammer|ElvenProgrammer]] 23:15, 15 Jul 2005 (CEST)&lt;br /&gt;
&lt;br /&gt;
I guess the best effort should be in supporting GUI input from a joypad. Having dialogs fully functional using a joypad means no problem to extend them to be accessed by keyboard or by mouse.&lt;br /&gt;
As in the sketch, I will suppose having a joypad with at least 6 buttons (we won&#039;t support less).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;4 directional keys&#039;&#039;&#039; - Up/Left/Down/Right&lt;br /&gt;
* &#039;&#039;&#039;Confirm button&#039;&#039;&#039; - Y (Yes)&lt;br /&gt;
* &#039;&#039;&#039;Cancel button&#039;&#039;&#039; - X (eXit)&lt;br /&gt;
* &#039;&#039;&#039;2 scroll buttons&#039;&#039;&#039; - L &amp;amp; R (Left &amp;amp; Right)&lt;br /&gt;
* &#039;&#039;&#039;Special buttons&#039;&#039;&#039; - A &amp;amp; B reserved for special/later use&lt;br /&gt;
&lt;br /&gt;
Following this model we could be able to manage a variety of dialogs: let&#039;s think for example that all the dialogs have this structure: &#039;&#039;&#039;input box&#039;&#039;&#039;, &#039;&#039;&#039;action button&#039;&#039;&#039;, &#039;&#039;&#039;cancel button&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Input box&#039;&#039;&#039;&lt;br /&gt;
It could be something like a list of options, a table of options or an integer input box (of course text input boxes are supported only by keyboard). You can browse options with joypad by using directional keys (or L &amp;amp; R for faster scroll); with keyboard by using directional keys (or PgUp &amp;amp; PgDown for faster scroll); with mouse using scrollbars (or mouse wheel)and selecting with left mouse button. In case of integer input box you can use Up(Right)/Up(Right)/Click on dialog up button to increase amount by 1 unit, respectively for joypad/keyboard/mouse, and act in a similar way to decrease. L&amp;amp;R/PgUp&amp;amp;PgDown/Mouse wheel could be used for increments/decrements of 10 units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action button&#039;&#039;&#039;&lt;br /&gt;
In the case of a list, it chooses the selected option. In the case of a table (for example inventory) executes the default action (brings up a popup menu: equip, drop, use, hide throw, melt, burn, eat or whatever else). In an input box, confirm selected quantity. In a NPC&#039;s text dialog for example is the &#039;Next&#039; button. It&#039;s activated by the &#039;Confirm button&#039; on joypad. On keyboard it could be easily mapped to &#039;Ctrl&#039; or an user defined key. The same could be reached by left clicking on it with mouse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel button&#039;&#039;&#039;&lt;br /&gt;
Cancel current operation or closes the current dialog. Using the &#039;Cancel button&#039; on joypad, backspace (or a user defined key) on keyboard, or left clicking on it with mouse.&lt;br /&gt;
&lt;br /&gt;
Designing all the GUI dialogs to accept this model will lead to an easy way of rebinding keys, where no more than 6 keys should be defined. Of course in game input is another matter...&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for keyboard only input ===&lt;br /&gt;
&lt;br /&gt;
=== Redesigning for mouse only input ===&lt;br /&gt;
&lt;br /&gt;
=== Redesinging for handy keyboard-mouse mix ===&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Buy_Sell_Dialog.png&amp;diff=2255</id>
		<title>File:Buy Sell Dialog.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Buy_Sell_Dialog.png&amp;diff=2255"/>
		<updated>2005-08-08T17:24:59Z</updated>

		<summary type="html">&lt;p&gt;Bertram: An example of the buy/sell dialog.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of the buy/sell dialog.&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Summer_2005_real_life_developer_meeting&amp;diff=549</id>
		<title>Archive:Summer 2005 real life developer meeting</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Summer_2005_real_life_developer_meeting&amp;diff=549"/>
		<updated>2005-07-21T18:19:18Z</updated>

		<summary type="html">&lt;p&gt;Bertram: /* The audience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The meeting ==&lt;br /&gt;
&lt;br /&gt;
This page is meant to help in the organization of this summer&#039;s real life TMW developer meeting. The meeting will be held in Europe, as that&#039;s where most of the developers currently are from. Of course people from other continents are welcome too, or are welcome to organize something on their continent! Some details are below, which we hope to clarify as time progresses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;When:&#039;&#039;&#039; From 11th (arrival day) to 15th (departure day) of August&lt;br /&gt;
* &#039;&#039;&#039;Where:&#039;&#039;&#039; The Netherlands, at [[User:BjÃ¸rn|BjÃ¸rn]]&#039;s parents (nearest train station: Groningen CS, airports: Amsterdam/Schiphol, Rotterdam and Eindhoven)&lt;br /&gt;
* &#039;&#039;&#039;Who:&#039;&#039;&#039; All TMW developers are welcome! (please put your name below if you plan to come)&lt;br /&gt;
* &#039;&#039;&#039;Why:&#039;&#039;&#039; To get to know eachother better and plan ahead on TMW a bit, it&#039;s teambuilding.&lt;br /&gt;
&lt;br /&gt;
== The audience ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Location&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Available&lt;br /&gt;
|-&lt;br /&gt;
| [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
| The Netherlands (Groningen)&lt;br /&gt;
| 23rd of July to 3rd of August, and 9th to 22nd of August&lt;br /&gt;
|-&lt;br /&gt;
| [[User:ElvenProgrammer|ElvenProgrammer]]&lt;br /&gt;
| Italy&lt;br /&gt;
| Probably after 15th of August (not yet known though)&lt;br /&gt;
|-&lt;br /&gt;
| [[User:maci|Maci]]&lt;br /&gt;
| Germany&lt;br /&gt;
| Whenever&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Rotonen|Rotonen]]&lt;br /&gt;
| Finland&lt;br /&gt;
| Until September.&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Modanung|Modanung]]&lt;br /&gt;
| The Netherlands&lt;br /&gt;
| 23rd of July to 18th of August and 22nd of August to 5th of September&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Irukard|Irukard]]&lt;br /&gt;
|North-East Poland (Sokolka)&lt;br /&gt;
|Until October.&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Usiu|Mateusz Kaduk]]&lt;br /&gt;
|Middle Poland (Warsaw)&lt;br /&gt;
|1st of August to 15th and after 1st of September&lt;br /&gt;
|-&lt;br /&gt;
| [[User:Bertram|Ferreira Yohann]]&lt;br /&gt;
| Middle-West of France (Pontarlier)&lt;br /&gt;
| August&#039;s Week-ends, from the 5th to the 19th of September.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dates to work around ==&lt;br /&gt;
&lt;br /&gt;
Here you can add dates you find the meeting should not be planned on.&lt;br /&gt;
&lt;br /&gt;
* [http://wikimania.wikimedia.org/wiki/Main_Page Wikimania 2005] - 4th to 8th of August ([[User:BjÃ¸rn|BjÃ¸rn]] plans to go here)&lt;br /&gt;
* [http://www.lowlands.nl Lowlands 2005] - 19th to 21st of August ([[User:Modanung|Modanung]] already bought his ticket)&lt;br /&gt;
* Hidecon 2005 - somewhere in October ([[User:Irukard|Irukard]] is org. of that CON)&lt;br /&gt;
* Greece - 29th of July to 5th of August ([[User:ElvenProgrammer|ElvenProgrammer]] already bought his ticket)&lt;br /&gt;
&lt;br /&gt;
== Activities ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The below is just a quick writeup by Hammerbear, which is probably too much geared towards project planning. Feel free to add ideas of your own!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Day 1 ===&lt;br /&gt;
&lt;br /&gt;
Handshaking, getting ready for next three days. Everybody probably has loads of stuff to discuss with the others are this is where it all starts.&lt;br /&gt;
&lt;br /&gt;
=== Day 2 ===&lt;br /&gt;
&lt;br /&gt;
Among making sure we survive to the 3rd day, this day we could organize an event where we focus on giving more focus to as many aspects of TMW as possible. Aspects to discuss should be determined beforehand, and this event will probably require a lot of pens and paper.&lt;br /&gt;
&lt;br /&gt;
We&#039;ll probably do something hilarious too.&lt;br /&gt;
&lt;br /&gt;
=== Day 3 ===&lt;br /&gt;
&lt;br /&gt;
The theme of the day will be persistance. It is important not to lose the focus established by now and to write down as much as possible about conclusions taken and future visions discussed. The documents written should be one of useful products of this meeting.&lt;br /&gt;
&lt;br /&gt;
With goodbye getting closer, I guess it&#039;s time to have fun while it lasts, and drink more beer than we did on the first two days.&lt;br /&gt;
&lt;br /&gt;
=== Day 4 ===&lt;br /&gt;
&lt;br /&gt;
We&#039;ll tell eachother the meeting was great, and that we should surely have another soon, maybe as soon as the next summer.&lt;br /&gt;
&lt;br /&gt;
Other activities include packing bags, goodbyes, departure, tears...&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
Probably the meeting should be planned as a way to know each other and have fun toghether more than a way to plan further on TMW. --[[User:ElvenProgrammer|ElvenProgrammer]]&lt;br /&gt;
:I somewhat agree, but I think apart from getting to know eachother, which happens automatically I think, we really should try to discuss some important points about TMW&#039;s future. --[[User:BjÃ¸rn|BjÃ¸rn]] 08:20, 7 Jul 2005 (PDT)&lt;br /&gt;
&lt;br /&gt;
Maybe the meeting could take place at my parents? They live outside the city and would have plenty of space to sleep and build a fire, about 60 km from German border. At least it would save us having to pay for a place in Germany, cause at the moment it seems there is nobody in Germany where we could have the meeting at. --[[User:BjÃ¸rn|BjÃ¸rn]] 08:20, 7 Jul 2005 (PDT)&lt;br /&gt;
:This is now the preferred location, the meeting is getting close. --[[User:BjÃ¸rn|BjÃ¸rn]] 12:45, 9 Jul 2005 (CEST)&lt;br /&gt;
::Are they any airports near that location? Or I have to travel by train? --[[User:Irukard|Irukard]] 17:35, 11 Jul 2005 (CEST)&lt;br /&gt;
:::The closest airports you could go to are probably Eindhoven and Amsterdam, it is 3 hours by train from there (40 euro for return ticket). --[[User:BjÃ¸rn|BjÃ¸rn]] 21:17, 11 Jul 2005 (CEST)&lt;/div&gt;</summary>
		<author><name>Bertram</name></author>
	</entry>
</feed>