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	<id>https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Crush2</id>
	<title>The Mana World - User contributions [en]</title>
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	<updated>2026-05-06T00:51:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Crush&amp;diff=13226</id>
		<title>User talk:Crush</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Crush&amp;diff=13226"/>
		<updated>2009-08-31T17:00:47Z</updated>

		<summary type="html">&lt;p&gt;Crush2: another test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;another test&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Crush&amp;diff=13224</id>
		<title>User talk:Crush</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Crush&amp;diff=13224"/>
		<updated>2009-08-31T16:58:26Z</updated>

		<summary type="html">&lt;p&gt;Crush2: just a test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system/Implementation&amp;diff=12523</id>
		<title>Archive:Magic system/Implementation</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system/Implementation&amp;diff=12523"/>
		<updated>2009-07-03T21:52:09Z</updated>

		<summary type="html">&lt;p&gt;Crush2: /* Special IDs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
Proposed roadmap for integration of spellcasting&lt;br /&gt;
# Implement the ability for any player to cast a single damage spell of each targeting mode at any time for testing purpose&lt;br /&gt;
#* &amp;lt;strike&amp;gt;Netcode for casting spells and notifying players about cast spells&amp;lt;/strike&amp;gt;&lt;br /&gt;
#* Server-sided handling of spell damage&lt;br /&gt;
#* Client-sided handling of spell visualisation&lt;br /&gt;
#* &amp;lt;strike&amp;gt;Provisoric user interface for casting spells (command line based?)&amp;lt;/strike&amp;gt;&lt;br /&gt;
# Implement multiple damage spells of each kind&lt;br /&gt;
#* Client- and Serversided XML files for spell properties&lt;br /&gt;
# Implement restrictions for spellcasting&lt;br /&gt;
#* Implementation of spell scrolls for unlocking spells&lt;br /&gt;
#* Keeping track of unlocked spells in the server database &lt;br /&gt;
#* Implement equipment pieces with runes&lt;br /&gt;
#* Implement runewriting&lt;br /&gt;
#* &amp;lt;strike&amp;gt;Implement spell recharging system&amp;lt;/strike&amp;gt;&lt;br /&gt;
#* Implement netcode to inform the player about available spells &amp;lt;strike&amp;gt;and spell recharge&amp;lt;/strike&amp;gt; of its character&lt;br /&gt;
#* Spellcasting GUI&lt;br /&gt;
# Implement spell skill system&lt;br /&gt;
#* Implement skill exp gain for spells&lt;br /&gt;
#* Use spell skill level for restricting scroll and spell usage&lt;br /&gt;
#* Use spell skill level for damage calculation&lt;br /&gt;
# Increase spell variety&lt;br /&gt;
#* Implement healing spells&lt;br /&gt;
#* Implement ability increase/decrease spells&lt;br /&gt;
#* Implement status effect spells&lt;br /&gt;
#* Implement scripted spells (for very obscure effects)&lt;br /&gt;
# Implement spellcasting ability for AI controlled monsters&lt;br /&gt;
# Public beta test to improve balance&lt;br /&gt;
&lt;br /&gt;
== Special IDs ==&lt;br /&gt;
Special IDs have to cover magic, weapon-based special attacks and other applications for the special systems (emotes?). They are 32bit long. The first 2 bits decide if it is a spell, physical attack move or something else. How the other applications of the special system use the remaining 30 bit is up to them. Here is how the magic system is going to use them:&lt;br /&gt;
&lt;br /&gt;
  0 -- This is a spell and not something else (4 possible)&lt;br /&gt;
  1 -&lt;br /&gt;
  2 -- application syllable (64 possibilities, 45 in reserve)&lt;br /&gt;
  3 -&lt;br /&gt;
  4 -&lt;br /&gt;
  5 -&lt;br /&gt;
  6 -&lt;br /&gt;
  7 -&lt;br /&gt;
  8 -- effect syllable element (16 possibilities, 8 in reserve)&lt;br /&gt;
  9 -&lt;br /&gt;
 10 -&lt;br /&gt;
 11 -&lt;br /&gt;
 12 -- effect syllable power level (16 possibilities, 12 in reserve)&lt;br /&gt;
 13 -&lt;br /&gt;
 14 -&lt;br /&gt;
 15 -&lt;br /&gt;
 16 -- enhancement syllables bitfield (16 bool values, 9 in reserve)&lt;br /&gt;
 17 -&lt;br /&gt;
 18 -&lt;br /&gt;
 19 -&lt;br /&gt;
 20 -&lt;br /&gt;
 20 -&lt;br /&gt;
 21 -&lt;br /&gt;
 22 -&lt;br /&gt;
 23 -&lt;br /&gt;
 24 -&lt;br /&gt;
 25 -&lt;br /&gt;
 26 -&lt;br /&gt;
 27 -&lt;br /&gt;
 28 -&lt;br /&gt;
 29 -&lt;br /&gt;
 30 -&lt;br /&gt;
 31 -&lt;br /&gt;
&lt;br /&gt;
Healing spells use different application syllables than attack spells, the element bits are ignored for them and the power level bits are used as-is. Most of the current enhancement syllables don&#039;t make sense for healing spells, but I could imagine some new enhancements which do make sense in this context. Maybe we can use these 16 bits for healing-specific enhancements which have a different meanings than the offensive enhancements which use the same bits.&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system/Implementation&amp;diff=12522</id>
		<title>Archive:Magic system/Implementation</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system/Implementation&amp;diff=12522"/>
		<updated>2009-07-03T21:40:38Z</updated>

		<summary type="html">&lt;p&gt;Crush2: specialID bit pattern - i have to document this somewhere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roadmap==&lt;br /&gt;
Proposed roadmap for integration of spellcasting&lt;br /&gt;
# Implement the ability for any player to cast a single damage spell of each targeting mode at any time for testing purpose&lt;br /&gt;
#* &amp;lt;strike&amp;gt;Netcode for casting spells and notifying players about cast spells&amp;lt;/strike&amp;gt;&lt;br /&gt;
#* Server-sided handling of spell damage&lt;br /&gt;
#* Client-sided handling of spell visualisation&lt;br /&gt;
#* &amp;lt;strike&amp;gt;Provisoric user interface for casting spells (command line based?)&amp;lt;/strike&amp;gt;&lt;br /&gt;
# Implement multiple damage spells of each kind&lt;br /&gt;
#* Client- and Serversided XML files for spell properties&lt;br /&gt;
# Implement restrictions for spellcasting&lt;br /&gt;
#* Implementation of spell scrolls for unlocking spells&lt;br /&gt;
#* Keeping track of unlocked spells in the server database &lt;br /&gt;
#* Implement equipment pieces with runes&lt;br /&gt;
#* Implement runewriting&lt;br /&gt;
#* &amp;lt;strike&amp;gt;Implement spell recharging system&amp;lt;/strike&amp;gt;&lt;br /&gt;
#* Implement netcode to inform the player about available spells &amp;lt;strike&amp;gt;and spell recharge&amp;lt;/strike&amp;gt; of its character&lt;br /&gt;
#* Spellcasting GUI&lt;br /&gt;
# Implement spell skill system&lt;br /&gt;
#* Implement skill exp gain for spells&lt;br /&gt;
#* Use spell skill level for restricting scroll and spell usage&lt;br /&gt;
#* Use spell skill level for damage calculation&lt;br /&gt;
# Increase spell variety&lt;br /&gt;
#* Implement healing spells&lt;br /&gt;
#* Implement ability increase/decrease spells&lt;br /&gt;
#* Implement status effect spells&lt;br /&gt;
#* Implement scripted spells (for very obscure effects)&lt;br /&gt;
# Implement spellcasting ability for AI controlled monsters&lt;br /&gt;
# Public beta test to improve balance&lt;br /&gt;
&lt;br /&gt;
== Special IDs ==&lt;br /&gt;
Special IDs have to cover magic, weapon-based special attacks and other applications for the special systems (emotes?). They are 32bit long. The first 2 bytes decide if it is a spell, physical attack move or something else. How the other applications of the special system use the remaining 30 bit is up to them. Here is how the magic system is going to use them:&lt;br /&gt;
&lt;br /&gt;
  0 -- This is a spell and not something else (4 possible)&lt;br /&gt;
  1 -&lt;br /&gt;
  2 -- application syllable (64 possibilities, 45 in reserve)&lt;br /&gt;
  3 -&lt;br /&gt;
  4 -&lt;br /&gt;
  5 -&lt;br /&gt;
  6 -&lt;br /&gt;
  7 -&lt;br /&gt;
  8 -- effect syllable element (16 possibilities, 8 in reserve)&lt;br /&gt;
  9 -&lt;br /&gt;
 10 -&lt;br /&gt;
 11 -&lt;br /&gt;
 12 -- effect syllable power level (16 possibilities, 12 in reserve)&lt;br /&gt;
 13 -&lt;br /&gt;
 14 -&lt;br /&gt;
 15 -&lt;br /&gt;
 16 -- enhancement syllables bitfield (16 bool values, 9 in reserve)&lt;br /&gt;
 17 -&lt;br /&gt;
 18 -&lt;br /&gt;
 19 -&lt;br /&gt;
 20 -&lt;br /&gt;
 20 -&lt;br /&gt;
 21 -&lt;br /&gt;
 22 -&lt;br /&gt;
 23 -&lt;br /&gt;
 24 -&lt;br /&gt;
 25 -&lt;br /&gt;
 26 -&lt;br /&gt;
 27 -&lt;br /&gt;
 28 -&lt;br /&gt;
 29 -&lt;br /&gt;
 30 -&lt;br /&gt;
 31 -&lt;br /&gt;
&lt;br /&gt;
Healing spells use different application syllables than attack spells, the element bits are ignored for them and the power level bits are used as-is. Most of the current enhancement syllables don&#039;t make sense for healing spells, but I could imagine some new enhancements which do make sense in this context. Maybe we can use these 16 bits for healing-specific enhancements which have a different meanings than the offensive enhancements which use the same bits.&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system/Implementation&amp;diff=12521</id>
		<title>Archive:Magic system/Implementation</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system/Implementation&amp;diff=12521"/>
		<updated>2009-07-03T20:51:41Z</updated>

		<summary type="html">&lt;p&gt;Crush2: updated to current state of the art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Proposed roadmap for integration of spellcasting&lt;br /&gt;
# Implement the ability for any player to cast a single damage spell of each targeting mode at any time for testing purpose&lt;br /&gt;
#* &amp;lt;strike&amp;gt;Netcode for casting spells and notifying players about cast spells&amp;lt;/strike&amp;gt;&lt;br /&gt;
#* Server-sided handling of spell damage&lt;br /&gt;
#* Client-sided handling of spell visualisation&lt;br /&gt;
#* &amp;lt;strike&amp;gt;Provisoric user interface for casting spells (command line based?)&amp;lt;/strike&amp;gt;&lt;br /&gt;
# Implement multiple damage spells of each kind&lt;br /&gt;
#* Client- and Serversided XML files for spell properties&lt;br /&gt;
# Implement restrictions for spellcasting&lt;br /&gt;
#* Implementation of spell scrolls for unlocking spells&lt;br /&gt;
#* Keeping track of unlocked spells in the server database &lt;br /&gt;
#* Implement equipment pieces with runes&lt;br /&gt;
#* Implement runewriting&lt;br /&gt;
#* &amp;lt;strike&amp;gt;Implement spell recharging system&amp;lt;/strike&amp;gt;&lt;br /&gt;
#* Implement netcode to inform the player about available spells &amp;lt;strike&amp;gt;and spell recharge&amp;lt;/strike&amp;gt; of its character&lt;br /&gt;
#* Spellcasting GUI&lt;br /&gt;
# Implement spell skill system&lt;br /&gt;
#* Implement skill exp gain for spells&lt;br /&gt;
#* Use spell skill level for restricting scroll and spell usage&lt;br /&gt;
#* Use spell skill level for damage calculation&lt;br /&gt;
# Increase spell variety&lt;br /&gt;
#* Implement healing spells&lt;br /&gt;
#* Implement ability increase/decrease spells&lt;br /&gt;
#* Implement status effect spells&lt;br /&gt;
#* Implement scripted spells (for very obscure effects)&lt;br /&gt;
# Implement spellcasting ability for AI controlled monsters&lt;br /&gt;
# Public beta test to improve balance&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Setting_up_a_server&amp;diff=12513</id>
		<title>Setting up a server</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Setting_up_a_server&amp;diff=12513"/>
		<updated>2009-07-03T13:55:03Z</updated>

		<summary type="html">&lt;p&gt;Crush2: added FreeBSD article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TMW currently uses two different servers. The Ragnarok Online server emulator eAthena for the current official server and the new experimental server TMWServ which is still in development.&lt;br /&gt;
*[[Setting up TMWServ]]&lt;br /&gt;
*[[Setting up eAthena on Linux]]&lt;br /&gt;
*[[Setting up eAthena on FreeBSD]]&lt;br /&gt;
*[[Setting up eAthena on Windows]]&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=12479</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=12479"/>
		<updated>2009-06-26T13:09:24Z</updated>

		<summary type="html">&lt;p&gt;Crush2: slight rewording&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 got a Java Runtime Environment. But you need the latest Java Runtime Environment installed on your system. You can get 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 the map we need some graphics first, as well as the 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 are downloaded at the first 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 especially for TMW. That means it got 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, 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 we 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 decsriptive)&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 your TMW folder and then the sub folder graphics/tiles/. Here you will find all tilesets that are used by TMW saved as PNG graphics. Select the one you want.&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 watch out on 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 or behind moving objects depending on their location. This sorting takes CPU time. Thus you should only use it 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 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 the information which parts of the map are walkable and which aren&#039;t. Don&#039;t put any tiles on it 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 square from the collision tileset on the collision layer. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there which can not be killed by the players because they can&#039;t reach them. This will lead to all monsters accumulating in the unreachable area until there are no monsters left in the reachable area. &lt;br /&gt;
&lt;br /&gt;
You can check if you did this properly by saving the map, zooming out until the whole 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 were 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 may 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 over sized tiles when 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 and when importing a _x3 tileset set it to 96. You should never put an over sized tile on another 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 very quick copy&amp;amp;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&amp;amp;paste between different maps (OK, 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;
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;
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.&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>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12423</id>
		<title>Servers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12423"/>
		<updated>2009-06-14T14:16:34Z</updated>

		<summary type="html">&lt;p&gt;Crush2: updated for client merge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&amp;lt;br&amp;gt;&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;
== eAthena servers for 0.0.x clients ==&lt;br /&gt;
&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: [[User:ElvenProgrammer|Eugenio Favalli]], [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- None of these appear active at the moment. If they are, my apologies for commenting them out!&lt;br /&gt;
&lt;br /&gt;
=== Official test server ===&lt;br /&gt;
&lt;br /&gt;
The official test and experimentation server regularly used for balancing new game play changes.&lt;br /&gt;
&lt;br /&gt;
* Hostname: (same as official)&lt;br /&gt;
* Port: (same as official)&lt;br /&gt;
* Administration: [[User:BjÃ¸rn|BjÃ¸rn]], [[User:Jaxad0127|jaxad0127]]&lt;br /&gt;
&lt;br /&gt;
=== Neo644&#039;s Sandbox Server ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s back, new and improved.. 15 people at one time, many commands enabled by default.&lt;br /&gt;
&lt;br /&gt;
* Hostname: neo644lap.dyndns.org&lt;br /&gt;
* Port: 6901 TCP (default)&lt;br /&gt;
* Administration: [[User:neo644|Neo644]], dark magician&lt;br /&gt;
&lt;br /&gt;
=== Taiwan local Server ===&lt;br /&gt;
&lt;br /&gt;
An unofficial server for Chinese Downtimes possible.&lt;br /&gt;
&lt;br /&gt;
* Hostname: tmw.servegame.org &lt;br /&gt;
* IP:219.85.59.36 &lt;br /&gt;
* Port: 6901 TCP &lt;br /&gt;
* Administration: --[[User:Netwareboss|Netwareboss]] 00:57, 2 May 2009 (UTC)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===BBB&#039;s Server===&lt;br /&gt;
&lt;br /&gt;
An unofficial server hosted by Baseballboy.&lt;br /&gt;
&lt;br /&gt;
* Hostname: BBBs.game-host.org&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: [[User:baseballboy|Baseballboy]]&lt;br /&gt;
&lt;br /&gt;
===The Alternate World===&lt;br /&gt;
An unofficial server with different rules. Stable.&lt;br /&gt;
&lt;br /&gt;
* Hostname: tmw.cosmic-cow.net&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: DarkWind&lt;br /&gt;
&lt;br /&gt;
=== The Mana World Brazil ===&lt;br /&gt;
There have new maps, New items, New npc&#039;s, New quests, new monsters. All There are very welcome.&lt;br /&gt;
* Hostname: server.themanaworld.com.br&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Website:  http://www.themanaworld.com.br&lt;br /&gt;
* Administration: Dark Knight, Gui, Diogorbg.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Please wait until WoA got actually a server online before adding it to the servers page.&lt;br /&gt;
&lt;br /&gt;
===Whispers of Avalon===&lt;br /&gt;
Is a possible branch of TMW currently in early stages of development, it will feature revised graphics and an innovative PVP system. &lt;br /&gt;
&lt;br /&gt;
* http://forum4.aimoo.com/WhispersofAvalon&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TMWServ servers for 0.1 client ==&lt;br /&gt;
You can connect to these servers with a client compiled from source when using the TMWServ build target. Note that TMWServ 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;tmwserv&amp;lt;/code&amp;gt;. The server runs in gdb so that we&#039;ll even have a chance of finding those rare crashes, but hence may not always be available.&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 tmwserv with a completely new game world. The server is in alpha status. Downtimes are possible.&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;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12422</id>
		<title>Servers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12422"/>
		<updated>2009-06-14T14:09:09Z</updated>

		<summary type="html">&lt;p&gt;Crush2: *sigh* seems like he is not going to learn.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&amp;lt;br&amp;gt;&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;
== eAthena servers for 0.0.x clients ==&lt;br /&gt;
&lt;br /&gt;
These servers run on eAthena. You can connect to them with a client compiled from the &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; branch or with any 0.0.x release. &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: [[User:ElvenProgrammer|Eugenio Favalli]], [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- None of these appear active at the moment. If they are, my apologies for commenting them out!&lt;br /&gt;
&lt;br /&gt;
=== Official test server ===&lt;br /&gt;
&lt;br /&gt;
The official test and experimentation server regularly used for balancing new game play changes.&lt;br /&gt;
&lt;br /&gt;
* Hostname: (same as official)&lt;br /&gt;
* Port: (same as official)&lt;br /&gt;
* Administration: [[User:BjÃ¸rn|BjÃ¸rn]], [[User:Jaxad0127|jaxad0127]]&lt;br /&gt;
&lt;br /&gt;
=== Neo644&#039;s Sandbox Server ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s back, new and improved.. 15 people at one time, many commands enabled by default.&lt;br /&gt;
&lt;br /&gt;
* Hostname: neo644lap.dyndns.org&lt;br /&gt;
* Port: 6901 TCP (default)&lt;br /&gt;
* Administration: [[User:neo644|Neo644]], dark magician&lt;br /&gt;
&lt;br /&gt;
=== Taiwan local Server ===&lt;br /&gt;
&lt;br /&gt;
An unofficial server for Chinese Downtimes possible.&lt;br /&gt;
&lt;br /&gt;
* Hostname: tmw.servegame.org &lt;br /&gt;
* IP:219.85.59.36 &lt;br /&gt;
* Port: 6901 TCP &lt;br /&gt;
* Administration: --[[User:Netwareboss|Netwareboss]] 00:57, 2 May 2009 (UTC)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===BBB&#039;s Server===&lt;br /&gt;
&lt;br /&gt;
An unofficial server hosted by Baseballboy.&lt;br /&gt;
&lt;br /&gt;
* Hostname: BBBs.game-host.org&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: [[User:baseballboy|Baseballboy]]&lt;br /&gt;
&lt;br /&gt;
===The Alternate World===&lt;br /&gt;
An unofficial server with different rules. Stable.&lt;br /&gt;
&lt;br /&gt;
* Hostname: tmw.cosmic-cow.net&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: DarkWind&lt;br /&gt;
&lt;br /&gt;
=== The Mana World Brazil ===&lt;br /&gt;
There have new maps, New items, New npc&#039;s, New quests, new monsters. All There are very welcome.&lt;br /&gt;
* Hostname: server.themanaworld.com.br&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Website:  http://www.themanaworld.com.br&lt;br /&gt;
* Administration: Dark Knight, Gui, Diogorbg.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Please wait until WoA got actually a server online before adding it to the servers page.&lt;br /&gt;
&lt;br /&gt;
===Whispers of Avalon===&lt;br /&gt;
Is a possible branch of TMW currently in early stages of development, it will feature revised graphics and an innovative PVP system. &lt;br /&gt;
&lt;br /&gt;
* http://forum4.aimoo.com/WhispersofAvalon&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TMWServ servers for 0.1 client ==&lt;br /&gt;
You can connect to these servers with a client compiled from &amp;lt;code&amp;gt;trunk&amp;lt;/code&amp;gt;. Note that TMWServ is still in development and doesn&#039;t offer real gameplay yet. As a player you will have much more fun with the 0.0.x client 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;tmwserv&amp;lt;/code&amp;gt;. The server runs in gdb so that we&#039;ll even have a chance of finding those rare crashes, but hence may not always be available.&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 tmwserv with a completely new game world. The server is in alpha status. Downtimes are possible.&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;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12412</id>
		<title>Servers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12412"/>
		<updated>2009-06-14T00:02:20Z</updated>

		<summary type="html">&lt;p&gt;Crush2: Reverted changes by &amp;quot;GUI tmw brasil&amp;quot; 1. removed another server without permission, 2. posted in portugese, 3. posted in messy format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&amp;lt;br&amp;gt;&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;
== eAthena servers for 0.0.x clients ==&lt;br /&gt;
&lt;br /&gt;
These servers run on eAthena. You can connect to them with a client compiled from the &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; branch or with any 0.0.x release. &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: [[User:ElvenProgrammer|Eugenio Favalli]], [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- None of these appear active at the moment. If they are, my apologies for commenting them out!&lt;br /&gt;
&lt;br /&gt;
=== Official test server ===&lt;br /&gt;
&lt;br /&gt;
The official test and experimentation server regularly used for balancing new game play changes.&lt;br /&gt;
&lt;br /&gt;
* Hostname: (same as official)&lt;br /&gt;
* Port: (same as official)&lt;br /&gt;
* Administration: [[User:BjÃ¸rn|BjÃ¸rn]], [[User:Jaxad0127|jaxad0127]]&lt;br /&gt;
&lt;br /&gt;
=== Neo644&#039;s Sandbox Server ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s back, new and improved.. 15 people at one time, many commands enabled by default.&lt;br /&gt;
&lt;br /&gt;
* Hostname: neo644lap.dyndns.org&lt;br /&gt;
* Port: 6901 TCP (default)&lt;br /&gt;
* Administration: [[User:neo644|Neo644]], dark magician&lt;br /&gt;
&lt;br /&gt;
=== Taiwan local Server ===&lt;br /&gt;
&lt;br /&gt;
An unofficial server for Chinese Downtimes possible.&lt;br /&gt;
&lt;br /&gt;
* Hostname: tmw.servegame.org &lt;br /&gt;
* IP:219.85.59.36 &lt;br /&gt;
* Port: 6901 TCP &lt;br /&gt;
* Administration: --[[User:Netwareboss|Netwareboss]] 00:57, 2 May 2009 (UTC)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===BBB&#039;s Server===&lt;br /&gt;
&lt;br /&gt;
An unofficial server hosted by Baseballboy.&lt;br /&gt;
&lt;br /&gt;
* Hostname: BBBs.game-host.org&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: [[User:baseballboy|Baseballboy]]&lt;br /&gt;
&lt;br /&gt;
===The Alternate World===&lt;br /&gt;
An unofficial server with different rules. Stable.&lt;br /&gt;
&lt;br /&gt;
* Hostname: tmw.cosmic-cow.net&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: DarkWind&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Please wait until WoA got actually a server online before adding it to the servers page.&lt;br /&gt;
&lt;br /&gt;
===Whispers of Avalon===&lt;br /&gt;
Is a possible branch of TMW currently in early stages of development, it will feature revised graphics and an innovative PVP system. &lt;br /&gt;
&lt;br /&gt;
* http://forum4.aimoo.com/WhispersofAvalon&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TMWServ servers for 0.1 client ==&lt;br /&gt;
You can connect to these servers with a client compiled from &amp;lt;code&amp;gt;trunk&amp;lt;/code&amp;gt;. Note that TMWServ is still in development and doesn&#039;t offer real gameplay yet. As a player you will have much more fun with the 0.0.x client 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;tmwserv&amp;lt;/code&amp;gt;. The server runs in gdb so that we&#039;ll even have a chance of finding those rare crashes, but hence may not always be available.&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 tmwserv with a completely new game world. The server is in alpha status. Downtimes are possible.&lt;br /&gt;
&lt;br /&gt;
* Hostname: server.invertika.org&lt;br /&gt;
* Port: 9601 UDP&lt;br /&gt;
* Website: invertika.org&lt;br /&gt;
* Administration: [[User:Seeseekey|seeseekey]]&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12399</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12399"/>
		<updated>2009-06-12T23:10:43Z</updated>

		<summary type="html">&lt;p&gt;Crush2: removed from contra&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Class 1&lt;br /&gt;
!Class 2&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|2H Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Long Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|Short Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Staffs&lt;br /&gt;
|Polearm&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Nunchukes&lt;br /&gt;
|Blunt&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearm&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Halberds&lt;br /&gt;
|Polearm&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Dagger&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Bows&lt;br /&gt;
|Ranged&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Swing Shots&lt;br /&gt;
|Ranged&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Knives&lt;br /&gt;
|Ranged&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Absorb&lt;br /&gt;
|}&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Also see the discussion page.&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=12396</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=12396"/>
		<updated>2009-06-12T22:20:16Z</updated>

		<summary type="html">&lt;p&gt;Crush2: link to &amp;quot;HEAD&amp;quot; revision of TMXCopy readme file.&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 got a Java Runtime Environment. But you need the latest Java Runtime Environment installed on your system. You can get 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 Tiled for making TMW Maps ===&lt;br /&gt;
&lt;br /&gt;
Tiled is a map editor that isn&#039;t made especially for TMW. That means it got 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, 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;
The Map is now ready to be created. But to create it we need some graphics first. When you downloaded TMW as an installer packet all map graphics are downloaded at the first 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. Alternatively, you can get all the tiles from our [[Git Repository]].&lt;br /&gt;
&lt;br /&gt;
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 decsriptive)&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 your TMW folder and then the sub folder graphics/tiles/. Here you will find all tilesets that are used by TMW saved as PNG graphics. Select the one you want.&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 watch out on 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 or behind moving objects depending on their location. This sorting takes CPU time. Thus you should only use it 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 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 the information which parts of the map are walkable and which aren&#039;t. Don&#039;t put any tiles on it 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 cross from the collision tileset on the collision layer. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there which can not be killed by the players because they can&#039;t reach them. This will lead to all monsters accumulating in the unreachable area until there are no monsters left in the reachable area. &lt;br /&gt;
&lt;br /&gt;
You can check if you did this properly by saving the map, zooming out until the whole 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 were 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 may 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 over sized tiles when 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 and when importing a _x3 tileset set it to 96. You should never put an over sized tile on another 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 very quick copy&amp;amp;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&amp;amp;paste between different maps (OK, 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;
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;
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.&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>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Mapping_Tutorial&amp;diff=12385</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=12385"/>
		<updated>2009-06-12T02:23:48Z</updated>

		<summary type="html">&lt;p&gt;Crush2: /* Hints for good mapping */ added example pictures for good and bad mapping&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 got a Java Runtime Environment. But you need the latest Java Runtime Environment installed on your system. You can get 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 Tiled for making TMW Maps ===&lt;br /&gt;
&lt;br /&gt;
Tiled is a map editor that isn&#039;t made especially for TMW. That means it got 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, 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;
The Map is now ready to be created. But to create it we need some graphics first. When you downloaded TMW as an installer packet all map graphics are downloaded at the first 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. Alternatively, you can get all the tiles from our [[Git Repository]].&lt;br /&gt;
&lt;br /&gt;
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 decsriptive)&lt;br /&gt;
* Tile width: 32&lt;br /&gt;
* Tile height: 32 (64 for _x2 tilesets and 96 for _x3 tilesets. [[#Oversized_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 your TMW folder and then the sub folder graphics/tiles/. Here you will find all tilesets that are used by TMW saved as PNG graphics. Select the one you want.&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 watch out on 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 or behind moving objects depending on their location. This sorting takes CPU time. Thus you should only use it 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 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 the information which parts of the map are walkable and which aren&#039;t. Don&#039;t put any tiles on it 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 cross from the collision tileset on the collision layer. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there which can not be killed by the players because they can&#039;t reach them. This will lead to all monsters accumulating in the unreachable area until there are no monsters left in the reachable area. &lt;br /&gt;
&lt;br /&gt;
You can check if you did this properly by saving the map, zooming out until the whole 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 were 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 may 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 over sized tiles when 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 and when importing a _x3 tileset set it to 96. You should never put an over sized tile on another 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 very quick copy&amp;amp;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&amp;amp;paste between different maps (OK, 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 SVN repository in the folder http://themanaworld.svn.sourceforge.net/viewvc/themanaworld/tmw/branches/0.0/tools/tmxcopy/ A compiled windows binary can be found at http://www.crushnet.org/TempFiles/tmw/tmxcopy.zip&lt;br /&gt;
&lt;br /&gt;
How to use this program is described in its [http://themanaworld.svn.sourceforge.net/viewvc/*checkout*/themanaworld/tmw/branches/0.0/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;
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.&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>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Goodmap.png&amp;diff=12384</id>
		<title>File:Goodmap.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Goodmap.png&amp;diff=12384"/>
		<updated>2009-06-12T02:17:52Z</updated>

		<summary type="html">&lt;p&gt;Crush2: Example of a good mapping style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example of a good mapping style&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Badmap.png&amp;diff=12383</id>
		<title>File:Badmap.png</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Badmap.png&amp;diff=12383"/>
		<updated>2009-06-12T02:17:11Z</updated>

		<summary type="html">&lt;p&gt;Crush2: Example of a bad mapping style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example of a bad mapping style&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=12382</id>
		<title>Archive:Magic system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Magic_system&amp;diff=12382"/>
		<updated>2009-06-12T00:35:12Z</updated>

		<summary type="html">&lt;p&gt;Crush2: add link to Adamaixs description of the eAthena magic system.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_yellow}}&lt;br /&gt;
This is the magic system we decided to use for the new mana world server. For an overview of the magic system of the current server please refer to [[User:Adamaix/Magic_walkthrough]].&lt;br /&gt;
&lt;br /&gt;
Short synopsis: All mage equipment has runes. Every rune holds one spell. The runes are discharged when the spell is cast and has to be recharged before it can be used again. Recharge happens automatically. The recharge speed is based on intelligence. The skill levels decides what kind of runes the character can have in its equipment and thus what kind of spells it can cast. High level equipment can have more and better runes than low level equipment. Willpower is important for the damage or success chance of the spells cast.&lt;br /&gt;
&lt;br /&gt;
For a game-lore explanation of how magic works see [[The nature of mana and magic]].&lt;br /&gt;
&lt;br /&gt;
==Recharge bar instead of magic points==&lt;br /&gt;
There are no magic points. Instead of that every single spell has its own recharge bar. When a spell is cast its recharge bar has to be filled again before the spell can be cast again.&lt;br /&gt;
&lt;br /&gt;
The character got a constant &amp;quot;mana flow&amp;quot; that recharges its spells. The intensity of this flow is mainly influenced by intelligence but other factors might influence it, too. The mana flow is divided evenly between all spells that are currently recharged. Recharge of each spell can be switched on and off by the player. That means the character may decide to deactivate the recharge of some spells to recharge others more quickly. Advanced spells require more mana flow points to recharge them than simple ones.&lt;br /&gt;
&lt;br /&gt;
Characters can have the same spell multiple times allowing them to cast them multiple times in a row (see below for details) but only one of them can be recharged at the same time. All spells  have a short after cast delay time in which no new spells can be cast to avoid spamming spells very fast. The more powerful the spell the longer the after cast delay.&lt;br /&gt;
&lt;br /&gt;
==Available spells==&lt;br /&gt;
The spells that are available to a character depend on the spell runes written on his currently worn equipment. Every rune represents one spell. Runes can be created by players by combining different rune syllables. For a description of the rune combination system see [[Rune combination]]. The character can only use spells when he 1. has the minimum skill level for the rune and 2. learned all the syllables of the rune by doing the quests to obtain them. When the character does not fulfill these requirements the rune is ignored.&lt;br /&gt;
&lt;br /&gt;
===Runes===&lt;br /&gt;
The spells that are available for the character at the moment depend on the magic runes that are written on /engraved in its currently worn equipment.&lt;br /&gt;
&lt;br /&gt;
All equipment for spellcasters (and maybe some non-spellcaster equipment) has rune slots. These slots can be engraved with runes. Every rune represents one charge of a specific spell.&lt;br /&gt;
&lt;br /&gt;
Runes of advanced spells fill multiple rune slots in the same equipment piece. Equipment with enough rune slots to hold the runes of advanced spells should be restricted to characters that reached a high magical skill level and/or high magic related attributes.&lt;br /&gt;
&lt;br /&gt;
The most spell runes can be written on robes closely followed by wands. Then comes headgears and then other equipment pieces (assuming that they all have similar requirements and rareness). Other weapons can usually not have runes with the exception of some special &amp;quot;rune&amp;quot; weapons (which have usually sub-par combat abilitys compared with weapons with similar requirements and rareness). That means hybrid characters will most likely wear fighter armor with a magican headgear and maybe a rune weapon.&lt;br /&gt;
&lt;br /&gt;
Characters can theoretically extend their spell palette by carrying multiple equipment pieces with different runes in their inventory and switch them. But when an equipment piece is taken off all its slots are uncharged.&lt;br /&gt;
&lt;br /&gt;
To write runes on a piece of equipment one needs the &amp;quot;runewriting&amp;quot; crafting skill and needs to learn the rune syllables. The success chance depends on the minimum skill level to cast the spell and the runewriting skill of the crafter. When the runewriting fails the equipment piece might be destroyed.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; When a character wants to have 3 charges of a flame bolt spell he needs:&lt;br /&gt;
:* Fire Magic Skill level 25&lt;br /&gt;
:* Knowledge of the &amp;quot;Flame&amp;quot; and the &amp;quot;Bolt&amp;quot; rune accquired through quests&lt;br /&gt;
:* 3 flame bolt runes written on equipment pieces he is wearing&lt;br /&gt;
&lt;br /&gt;
==Damage calculation==&lt;br /&gt;
The damage of spells and the success rate of spells that can fail depend on the characters willpower and skill level in the magic discipline of the spell and the targets willpower. See [[Damage calculation]] for details.&lt;br /&gt;
&lt;br /&gt;
Efficiency of support spells like attribute increases (buffs in MMORPG jargon) or healing spells should not be based on willpower but on skill level alone. That way I want to archieve that the ideal attribute build of a supportive mage (cleric) is different from that of an offensive mage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example:&#039;&#039;&#039; A typical offensive spellcaster character with a mix of willpower and intelligence could function as a backup healer by taking some healing runes in its equipment. But it could cast its healing spells much less frequently than a character that is focused on intelligence alone. A character focused on intelligence, on the other hand, could cast offensive spells frequently but they would do almost no damage. So the character would be better of with focusing on heal and support spells that aren&#039;t affected by willpower.&lt;br /&gt;
&lt;br /&gt;
==GUI==&lt;br /&gt;
Here a mockup of the OSD that shows the current magic status:&lt;br /&gt;
&lt;br /&gt;
[[Image:Magicdemo.png]]&lt;br /&gt;
# Firewall spell - fully charged and ready, will be recharged immediately after use.&lt;br /&gt;
# Lightning Bolt spell - not charged, currently not recharged.&lt;br /&gt;
# Fire rain spell - recharge in progress and half finished.&lt;br /&gt;
# Three fireball spells - one ready, one partially charged but recharge currently deactivated.&lt;br /&gt;
# Four lightning strike spells - two ready, one partially charged and recharge in progress.&lt;br /&gt;
&lt;br /&gt;
The background of each spell icon doubles as a progress bar. The color of the icon itself indicates the element of the spell and the charge level. When the color of the icon itself is bright, recharge is activated. When the color is dark, recharge is deactivated. When a spell is fully charged and ready for use it is indicated by a particle effect on the icon.&lt;br /&gt;
&lt;br /&gt;
Spell icons of the same spell are grouped in one frame and sorted by recharge level. The charge activation status of spells it the whole group is linked although only one spell is recharged at the same time.&lt;br /&gt;
&lt;br /&gt;
The letters in the upper-left corner of the spell icons are the hotkeys for the spells. It should be possible to redefine those in the keyboard gui (setting a key for every spell in the game would be overkill. Instead of that keys should be defined for spell 1, spell 2, spell 3 etc.)&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
;Mouse:Left-click on a spell icon uses the spell, right-click activates/deactivates its recharge.&lt;br /&gt;
;Gamepad: One button opens a spell ring menu to select a spell. Another press of this button uses the selected spell. A 2nd button activates/deactivates the recharge of the spell. A 3rd button closes the menu without casting a spell.&lt;br /&gt;
;Keyboard: Each spell has a hotkey. Pressing the hotkey casts it. Pressing shift + the hotkey toggles recharge. The ring menu can be used as an alternative casting method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types of spells==&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
These are some examples of effects that can be caused by spells.&lt;br /&gt;
&lt;br /&gt;
====Negative====&lt;br /&gt;
;Damage: Just plain old damage to a single target.&lt;br /&gt;
;Splash damage: Hurts the target and targets around it with reduced power.&lt;br /&gt;
;Damage over time: Hurts the target at regular intervals&lt;br /&gt;
;Attribute reduction: Reduction of an attribute by percentual or absolute value or affects the victim with a negative status effect. Might or might not stack.&lt;br /&gt;
&lt;br /&gt;
====Positive:====&lt;br /&gt;
;Healing: self-explaining.&lt;br /&gt;
;Healing over time: A temporary status effect that heals the target at regular intervals.&lt;br /&gt;
;Attribute increase: A temporary status effect that increases an attribute by a percentual or absolute value.&lt;br /&gt;
;Restore: Attempts to removes a negative status effect.&lt;br /&gt;
&lt;br /&gt;
=== Targeting modes===&lt;br /&gt;
Different spells have different ways of determining what targets are affected by it.&lt;br /&gt;
&lt;br /&gt;
;Single-targeted spells: Targeted spells are spells that hit exactly one target that has to be selected when the spell is cast.&lt;br /&gt;
;Area-targeted spells: Area spells can be cast on any position the caster has a sightline to. The position has to be selected when the spell is cast.&lt;br /&gt;
;Area-persisten spells: Like area spells but stay active for a while and do their effect every game tick.&lt;br /&gt;
;Untargeted spells: Spells that have a fixed damage zone based on the position and heading of the caster. They don&#039;t require to set a target.&lt;br /&gt;
;Untargeted persistent spells: Like untargeted spells but stay active for a while and do their effect every game tick. When the caster moves the effect area moves with him/her.&lt;br /&gt;
;Projectile spells: Spells that are cast like single-targeted spells but fly towards the target and hit the first enemy they collide with. They don&#039;t require to select a target.&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:John_Pyle/Woodland_Cemetery&amp;diff=12380</id>
		<title>User:John Pyle/Woodland Cemetery</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:John_Pyle/Woodland_Cemetery&amp;diff=12380"/>
		<updated>2009-06-11T21:29:38Z</updated>

		<summary type="html">&lt;p&gt;Crush2: I would like to have an excuse to place a few zombies on the swamp maps near the graveyard.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Category_worldconcept}}&lt;br /&gt;
&lt;br /&gt;
The Woodland Cemetery, south-west of [[User:John Pyle/Hurnscald|Hurnscald]], is the only place there exists undead monsters. Once a beautifully peaceful and quiet place, Magicians practicing necromancy unintentionally filled the cemetery&#039;s dead with new life. The living dead creatures were violent, and the town of Hurnscald was at risk. Out of desperation, the magicians cast a spell that condemned the creatures within the confines of the cemetery.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
===The Risen===&lt;br /&gt;
&lt;br /&gt;
Twenty years ago, a well respected guild of magicians claimed that mana could be used for necromancy. Early during their study of the art, still theoretical, Sir Truk Dermish, the great hero of [[User:John Pyle/Tempus|Tempus]], was killed in battle. The citizens and leaders of Hurnscald knew of the magicians studies and demanded that they take action and resurrect their fallen hero. Facing expulsion from the emotionally erratic people, the guild gathered in the cemetery.&lt;br /&gt;
&lt;br /&gt;
As the clan of magicians read from the [[Magic system|runes]] they had fashioned, they poured all of their hope and energy into the magic of [[The nature of mana and magic|mana]] to bring back Sir Truk. They did not realize the power of their spells, however. The ground suddenly began to shake as remains of the dead began unearthing themselves from the ground. Lost spirits materialized and risen bodies angrily attacked the magicians and the crowd of onlookers.&lt;br /&gt;
&lt;br /&gt;
The undead chased the townspeople back toward Hurnscald as warriors and magicians rallied to fight back the small horde. They fought for many hours and pushed the creatures back to the cemetery. To their dismay, any of the creatures that they dispatched quickly returned to fight again.&lt;br /&gt;
&lt;br /&gt;
For days fighters held the undead horde within the limits of the cemetery, stalling as the magicians scrambled to find a way to end the terror they had unleashed. The magicians managed a cursing spell to bind all of the creatures to the grounds of the cemetery, which they cast as all of the warriors retreated through the gate of the cemetery.&lt;br /&gt;
&lt;br /&gt;
===Today===&lt;br /&gt;
&lt;br /&gt;
While to this day we do not know how long the creatures will haunt the cemetery, if not forever, the guild that is now referred to as the Black Magicians has all but given up hope of finding a way to reverse the spell. It is unclear as to why the reanimated creatures do not act as humans; if they are human souls or just corpses puppeted by the unknown. They do not respond to the living, they only fight and kill.&lt;br /&gt;
&lt;br /&gt;
(note that the Black Magicians are named as such not after their robes, but their reputation from the horrific cemetery incident. They are in no way &#039;evil&#039; nor do they still practice the dark art of necromancy. They are even regaining much of their respect in recent years for their aid of Keshlam in the Modern War for Tonori)&lt;br /&gt;
&lt;br /&gt;
In the last months a few zombies have been spotted outside of the cemetery. This is a sign that the power of the curse which binds the undeads to the cemetery seems to diminish.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
===NPCs===&lt;br /&gt;
====The Caretaker====&lt;br /&gt;
&lt;br /&gt;
The Caretaker was inadvertently bound by the curse set by the magicians. He had not wanted to leave the grave site of his recently deceased wife while the townspeople were fighting the horde, and had not been aware of the magicians&#039; plan. He now watches as she wanders as one of the undead. He protects her from being killed by the many warriors who come to fight the reanimated corpses.&lt;br /&gt;
&lt;br /&gt;
Airlia, a clerk for Hurnscald Town Hall, is the caretaker&#039;s daughter whom the caretaker sends letters to with the help of willing adventurers.&lt;br /&gt;
&lt;br /&gt;
====The Fighters of the Undead====&lt;br /&gt;
&lt;br /&gt;
Three &amp;quot;honorable&amp;quot; warriors and members of the Warrior Guild, these men are on a dedicated mission to kill and re-kill the skeletons and zombies of the cemetery. It is the belief of the Warrior Guild that each time on of the creatures falls it loses of its mana, eventually becoming completely depleted.&lt;br /&gt;
&lt;br /&gt;
Each of the warriors has a story as to why they are involved in this quest, and although they are too weak to face him alone, they believe that Sir Truk is the leader of the undead and that his mana feeds the rest of his army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Please provide comments, suggestions, or questions here.&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Maps&amp;diff=12372</id>
		<title>Classic:Maps</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Classic:Maps&amp;diff=12372"/>
		<updated>2009-06-11T05:42:31Z</updated>

		<summary type="html">&lt;p&gt;Crush2: /* Existing maps */ reserved map numbers for graveyard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_green}}&lt;br /&gt;
Maps are an important part of The Mana World.&lt;br /&gt;
&lt;br /&gt;
== Guidelines ==&lt;br /&gt;
You can build a map for The Mana World using [http://mapeditor.org Tiled]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Size:&#039;&#039;&#039; around 200x200 tiles is good in practice, though the theoretical maximum is 2048x2048&lt;br /&gt;
** In the Argaes woodland, outdoor maps should be 150x120 including the 20 tile border.  &amp;lt;!-- reference: discussion in #tmw-dev on 2009-03-02 --&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Tile size:&#039;&#039;&#039; 32x32&lt;br /&gt;
* &#039;&#039;&#039;Map border:&#039;&#039;&#039; you have to leave an empty border around the map of at least 20 tiles ([[Map development/Border|Diagram]])&lt;br /&gt;
* &#039;&#039;&#039;Walls/players proportions:&#039;&#039;&#039; a normal door for a player is 2 tiles in height&lt;br /&gt;
* &#039;&#039;&#039;Indoor/Outdoor proportions:&#039;&#039;&#039; it is not required that inside view of buildings has to fit the size in outside view&lt;br /&gt;
* &#039;&#039;&#039;Path reference:&#039;&#039;&#039; please use tmw folder structure to keep references to tilesets working&lt;br /&gt;
* &#039;&#039;&#039;Transparent color:&#039;&#039;&#039; tilesets use alpha so no need to set a transparent color&lt;br /&gt;
* &#039;&#039;&#039;Layers:&#039;&#039;&#039; each map can have many layers. Two layers are special:&lt;br /&gt;
** &#039;&#039;Fringe:&#039;&#039; this layer is drawn simultaneously with items and beings, where tiles above a being are drawn below the being and tiles below the being are drawn above. Hence this layer is suitable for adding static objects to a map like plants or statues.&lt;br /&gt;
** &#039;&#039;Collision:&#039;&#039; this is a special layer for which you have to use the collision tileset. Use the red collision tile where you want a tile to be unwalkable. Be careful that even if a tile is not reachable, but it&#039;s walkable, the server can spawn monsters there, so you won&#039;t be able to reach them, or you can cause weird situations. For example fill a wall with collision tiles, not only the borders, or you could have monsters spawning inside the wall.&lt;br /&gt;
&lt;br /&gt;
In a good style of mapping, please always use the lowest layer as possible (this is also in the interests of performance, since it keeps down overdraw).&lt;br /&gt;
&lt;br /&gt;
==Existing maps==&lt;br /&gt;
&lt;br /&gt;
Here a list of all existing maps:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!colspan=2|Map&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 001&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Tulimshar indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Tulimshar arena&lt;br /&gt;
|-&lt;br /&gt;
| 002&lt;br /&gt;
| 1&lt;br /&gt;
| Sandstorm, south of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Desert mines, level 1&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Desert mines, level 2&lt;br /&gt;
|-&lt;br /&gt;
| 003&lt;br /&gt;
| 1&lt;br /&gt;
| Beach leading to woodlands&lt;br /&gt;
|-&lt;br /&gt;
| 004&lt;br /&gt;
| 1&lt;br /&gt;
| Beach west of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Beach house&lt;br /&gt;
|-&lt;br /&gt;
| 005&lt;br /&gt;
| 1&lt;br /&gt;
| Snake desert, SW of Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Snake pit&lt;br /&gt;
|-&lt;br /&gt;
| 006&lt;br /&gt;
| 1&lt;br /&gt;
| Desert mountains&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Desert mountains caves&lt;br /&gt;
|-&lt;br /&gt;
| 007&lt;br /&gt;
| 1&lt;br /&gt;
| South east woodland&lt;br /&gt;
|-&lt;br /&gt;
| 008&lt;br /&gt;
| 1&lt;br /&gt;
| Woodland around Hurnscald&lt;br /&gt;
|-&lt;br /&gt;
| 009&lt;br /&gt;
| 1&lt;br /&gt;
| Hurnscald&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Hurnscald indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Cave beneath Hurnscald&lt;br /&gt;
|-&lt;br /&gt;
| 010&lt;br /&gt;
| 1&lt;br /&gt;
| South woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Dimond&#039;s Cove&lt;br /&gt;
|-&lt;br /&gt;
| 011&lt;br /&gt;
| 1&lt;br /&gt;
| Central woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Hermit&#039;s cave&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Lake cave&lt;br /&gt;
|-&lt;br /&gt;
| 012&lt;br /&gt;
| 1&lt;br /&gt;
| North woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| North woodland caves&lt;br /&gt;
|-&lt;br /&gt;
| 013&lt;br /&gt;
| 1&lt;br /&gt;
| North east woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Magic house&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Cave&lt;br /&gt;
|-&lt;br /&gt;
| 014&lt;br /&gt;
| 1&lt;br /&gt;
| West woodland&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| West woodland caves&lt;br /&gt;
|-&lt;br /&gt;
| 015&lt;br /&gt;
| 1&lt;br /&gt;
| South west woodland&lt;br /&gt;
|-&lt;br /&gt;
| 016&lt;br /&gt;
| 1&lt;br /&gt;
| Southernmost woodlands&lt;br /&gt;
|-&lt;br /&gt;
| 017&lt;br /&gt;
| 1&lt;br /&gt;
| North woodland mountains&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| North woodland mountain caves&lt;br /&gt;
|-&lt;br /&gt;
| 018&lt;br /&gt;
| 1&lt;br /&gt;
| Woodland mines (outdoor)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Woodland mines (mining camp indoor)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Woodland mines level 1&lt;br /&gt;
|-&lt;br /&gt;
| 019&lt;br /&gt;
| 1&lt;br /&gt;
| Snow field&lt;br /&gt;
|-&lt;br /&gt;
| 020&lt;br /&gt;
| 1&lt;br /&gt;
| Snow town&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Snow town indoor&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| Snow town cave level 1&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 4&lt;br /&gt;
| Snow town cave level 2&lt;br /&gt;
|-&lt;br /&gt;
| 021&lt;br /&gt;
| 1&lt;br /&gt;
| Central Tulimshar&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Central Tulimshar Indoor **&lt;br /&gt;
|-&lt;br /&gt;
| 022&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar Docks **&lt;br /&gt;
|-&lt;br /&gt;
| 023&lt;br /&gt;
| 1&lt;br /&gt;
| Beach Cliffs **&lt;br /&gt;
|-&lt;br /&gt;
| 024&lt;br /&gt;
| 1&lt;br /&gt;
| Tulimshar Canyon **&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Tulimshar Magic School **&lt;br /&gt;
|-&lt;br /&gt;
| 025&lt;br /&gt;
| 1&lt;br /&gt;
| Graveyard Swamp East *&lt;br /&gt;
|-&lt;br /&gt;
| 026&lt;br /&gt;
| 1&lt;br /&gt;
| Graveyard Swamp West *&lt;br /&gt;
|-&lt;br /&gt;
| 027&lt;br /&gt;
| 1&lt;br /&gt;
| Graveyard **&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;) Map pending release&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;) Map planned or under construction&lt;br /&gt;
&lt;br /&gt;
== How to map ==&lt;br /&gt;
&lt;br /&gt;
When you want to make maps for The Mana World but you don&#039;t know how to start, read the [[Mapping Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Map naming ==&lt;br /&gt;
The naming scheme we&#039;re using at the moment is described in it&#039;s own article here: [[EAthena Map Names]].&lt;br /&gt;
&lt;br /&gt;
On the new server we will be able to have a much more convenient map names. Refer to the [[Map Naming]] article for details.&lt;br /&gt;
&lt;br /&gt;
== Needed maps ==&lt;br /&gt;
&lt;br /&gt;
The current priority is the expansion of the woodland area and transform it to the northern area of the [[Argaes]] continent. The plan is to expand the current area to the northeast. A tileset for the trade city is currently in development. This time should be used to close the gap between Hurnscald (map 18) and the new trade city and map the trade cities surrounding.&lt;br /&gt;
&lt;br /&gt;
[[Image:Argaes-north-development.png]]&lt;br /&gt;
&lt;br /&gt;
You can visit the following [http://forums.themanaworld.org/viewtopic.php?f=13&amp;amp;t=4268 forum thread] for currently needed mapping tasks.&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush&amp;diff=12309</id>
		<title>User:Crush</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush&amp;diff=12309"/>
		<updated>2009-06-02T16:05:04Z</updated>

		<summary type="html">&lt;p&gt;Crush2: added link to my kaizai article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:::&#039;&#039;&amp;quot;A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.&amp;quot;&#039;&#039;&lt;br /&gt;
::::-- Robert A. Heinlein&lt;br /&gt;
&lt;br /&gt;
I am contributing to many different aspects of the project. Pixel artist, mapper, programmer, game concepts and i even tried to compose music, although with minor success. My credo is &amp;quot;when you want something to be done properly, do it yourself&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I am always concerned about the opinions of other developers and the fan base. So i am usually showing a lot of unfinished work on the forum.&lt;br /&gt;
&lt;br /&gt;
==Projects I took part in==&lt;br /&gt;
&lt;br /&gt;
=== Pixel Art ===&lt;br /&gt;
These pieces of art are mostly made by me:&lt;br /&gt;
* Woodland tileset&lt;br /&gt;
* Woodland Village indoor and outdoor tilesets&lt;br /&gt;
* Pink monster&lt;br /&gt;
* Ambient GFX&lt;br /&gt;
* Female version of cotton shirt&lt;br /&gt;
* Some tuneups at female player set&lt;br /&gt;
* The following Headgear sprites: Miners helm, Fancy hat, Headbands, Santa hat&lt;br /&gt;
* Light platemail armor&lt;br /&gt;
&lt;br /&gt;
I also made some minor improvements at the following pieces:&lt;br /&gt;
* Desert tileset&lt;br /&gt;
* Dropshadow of the bats&lt;br /&gt;
* Shading of the mushroom monster.&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
The maps made by me in chronological order of creation:&lt;br /&gt;
* new_9-1.tmx.gz (first woodland map)&lt;br /&gt;
* new_4-1.tmx.gz (Bat Cave)&lt;br /&gt;
* new_14-1.tmx.gz (woodland map released with 0.0.21)&lt;br /&gt;
* new_15-1.tmx.gz (desert map released with 0.0.21)&lt;br /&gt;
* new_16-1.tmx.gz (woodland map released with 0.0.21)&lt;br /&gt;
* new_18-1.tmx.gz (woodland village surrounding)&lt;br /&gt;
* new_19-1.tmx.gz (woodland village outdoor)&lt;br /&gt;
* new_20-1.tmx.gz (woodland village indoor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
These are the subsystems where i was the major programmer:&lt;br /&gt;
====Client====&lt;br /&gt;
* XML based animation system&lt;br /&gt;
* Ambient overlays&lt;br /&gt;
* Smooth scrolling&lt;br /&gt;
* XML based client-sided equipment sprite database and monster database&lt;br /&gt;
* [[User:Crush/Particle engine|Particle engine]]&lt;br /&gt;
====TMWServ====&lt;br /&gt;
* Provisoric monster AI&lt;br /&gt;
* Attacking&lt;br /&gt;
* Attribute handling&lt;br /&gt;
&lt;br /&gt;
==Current projects==&lt;br /&gt;
I am currently most involved in server programming.&lt;br /&gt;
&lt;br /&gt;
== Subpages==&lt;br /&gt;
*[[User:Crush/Crafting]] (notes)&lt;br /&gt;
*[[User:Crush/Scripting]] (notes)&lt;br /&gt;
*[[User:Crush/Weather]] (draft)&lt;br /&gt;
*[[User:Crush/Special_Attacks]] (draft)&lt;br /&gt;
*[[User:Crush/Economy]] (notes)&lt;br /&gt;
*[[User:Crush/Food]] (draft)&lt;br /&gt;
*[[User:Crush/Alcohol]] (draft)&lt;br /&gt;
*[[User:Crush/Particle Engine Tutorial]] (draft)&lt;br /&gt;
*[[User:Crush/Move_Code_Rewrite]] (notes)&lt;br /&gt;
*[[User:Crush/Customized_Equipment_Technical]] (concept)&lt;br /&gt;
*[[User:Crush/Kaizai]] (draft)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12282</id>
		<title>User:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Kage/Combat_Skills&amp;diff=12282"/>
		<updated>2009-05-29T10:49:21Z</updated>

		<summary type="html">&lt;p&gt;Crush2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
{{Opinions&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{{Pro|Kage}}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{{Contra|Crush}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc).  The issue with this system is that it limits the types of weapons we have.  Say if we wanted to have [http://en.wikipedia.org/wiki/Nunchaku Nunchakus] there is no way for us to include them without creating a entirely new weapon skill.&lt;br /&gt;
&lt;br /&gt;
I purpose a system based on not weapons, but weapon classes.&lt;br /&gt;
&lt;br /&gt;
Also this article addresses the issue with defensive skills.  Our current system only uses weapons and does not take into account any type of defensives abilities.&lt;br /&gt;
&lt;br /&gt;
Note: things on this page could change to account of balancing.&lt;br /&gt;
&lt;br /&gt;
== Concept ==&lt;br /&gt;
Having weapons skills based on what, and how the weapon (or shield) works.  &lt;br /&gt;
&lt;br /&gt;
Some weapons can fall into different classes.  I.E. Nunchakus would be precision and blunt.   Meaning a Nunchaku could use special attacks from both classes.&lt;br /&gt;
&lt;br /&gt;
Classes also use very different stats.   For example precision weapons do not require a lot of strength to use.   While slice weapons do not require a lot of dexterity.   This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Slice ===&lt;br /&gt;
&lt;br /&gt;
Weapons that cut your target.  Basically cutting attacks fall into this.  Almost all swords would fall into this class.  Highly effective, but easy to absorb or counter.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Puncture ===&lt;br /&gt;
&lt;br /&gt;
Weapons designed penetrate deep into your target.  Things like spears would belong to this category. &lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Blunt ===&lt;br /&gt;
&lt;br /&gt;
Blunt weapons neither cut, nor puncture the target.  But rather &amp;quot;Smashes&amp;quot; it.  A Mace would fall into this.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
&lt;br /&gt;
Precision weapons are more like &amp;quot;ninja weapons&amp;quot;.   Things like knives, daggers, darts, nunchakus, etc.  Weapons are not a matter of how hard you hit, but where.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Polearm ===&lt;br /&gt;
&lt;br /&gt;
Polearms are in fact a class of weapons.  Pretty much anything on a stick, or long, can be consider a polearm.  Including staffs, helberds, spears, etc.  Polearms take strong hands to handle.  But are good for medium range attacks (longer then a sword, shorter then a bow).&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
&lt;br /&gt;
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Absorb ===&lt;br /&gt;
&lt;br /&gt;
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Counter === &lt;br /&gt;
&lt;br /&gt;
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Str&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Agi&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Vit&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
|Dex&lt;br /&gt;
|High&lt;br /&gt;
|-&lt;br /&gt;
|Int&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
|Wil&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Examples ==&lt;br /&gt;
&lt;br /&gt;
Its important to note that many weapons can belong to many (more then 2) classes.  While we should have the option of adding them to more then one, I warn against doing so.  Remember we should focus more on fun game play then realism.&lt;br /&gt;
&lt;br /&gt;
These examples are all from my mind, and don&#039;t have to reflect the final implementation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Class 1&lt;br /&gt;
!Class 2&lt;br /&gt;
!Note&lt;br /&gt;
|-&lt;br /&gt;
|2H Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Long Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Counter&lt;br /&gt;
|-&lt;br /&gt;
|Short Swords&lt;br /&gt;
|Slice&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Axes&lt;br /&gt;
|Slice&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Maces&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Staffs&lt;br /&gt;
|Polearm&lt;br /&gt;
|Blunt&lt;br /&gt;
|-&lt;br /&gt;
|Nunchukes&lt;br /&gt;
|Blunt&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Spears&lt;br /&gt;
|Polearm&lt;br /&gt;
|Puncture&lt;br /&gt;
|-&lt;br /&gt;
|Halberds&lt;br /&gt;
|Polearm&lt;br /&gt;
|Slice&lt;br /&gt;
|-&lt;br /&gt;
|Dagger&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Bows&lt;br /&gt;
|Ranged&lt;br /&gt;
|-&lt;br /&gt;
|Arrows&lt;br /&gt;
|Puncture&lt;br /&gt;
|&lt;br /&gt;
|Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist&lt;br /&gt;
|-&lt;br /&gt;
|Throwing Knives&lt;br /&gt;
|Ranged&lt;br /&gt;
|Precision&lt;br /&gt;
|-&lt;br /&gt;
|Shields&lt;br /&gt;
|Absorb&lt;br /&gt;
|}&lt;br /&gt;
As you can see, this system can account for about any weapon you can think of.  :-)&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
Also see the discussion page.&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Kage/Combat_Skills&amp;diff=12266</id>
		<title>User talk:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Kage/Combat_Skills&amp;diff=12266"/>
		<updated>2009-05-28T15:26:08Z</updated>

		<summary type="html">&lt;p&gt;Crush2: small clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damage calculation==&lt;br /&gt;
&#039;&#039;Classes also use very different stats. For example precision weapons do not require a lot of strength to use. While puncture weapons do not require a lot of agility. This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will be a balancing nightmare. When we designed the [[Attributes|attribute system]] we explicitely decided to avoid having this to keep it simple. As an alternative approach I would suggest to use minimum attributes to be able to equip weapons (or use them without a severe penalty).&lt;br /&gt;
--[[User:Crush2|Crush]] 12:55, 28 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Kage/Combat_Skills&amp;diff=12265</id>
		<title>User talk:Kage/Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User_talk:Kage/Combat_Skills&amp;diff=12265"/>
		<updated>2009-05-28T12:55:05Z</updated>

		<summary type="html">&lt;p&gt;Crush2: New page: ==Damage calculation== &amp;#039;&amp;#039;Classes also use very different stats. For example precision weapons do not require a lot of strength to use. While puncture weapons do not require a lot of agilit...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damage calculation==&lt;br /&gt;
&#039;&#039;Classes also use very different stats. For example precision weapons do not require a lot of strength to use. While puncture weapons do not require a lot of agility. This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will be a balancing nightmare. When we designed the [[Attributes|attribute system]] we explicitely decided to avoid having this to keep it simple. As an alternative approach I would suggest to use attributes as prerequisites to be able to use weapons.&lt;br /&gt;
--[[User:Crush2|Crush]] 12:55, 28 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Afterlife&amp;diff=12250</id>
		<title>Archive:Afterlife</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Afterlife&amp;diff=12250"/>
		<updated>2009-05-27T21:06:05Z</updated>

		<summary type="html">&lt;p&gt;Crush2: ...christians...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{status_red}}&lt;br /&gt;
==Dying in the mana world==&lt;br /&gt;
When a characters hit point reach zero or another situation causes the demise of a player character the character lies on the ground lifeless and unable to act. The player can either wait for another character to cast a revive spell on his character or just give up and accept the death of the character.&lt;br /&gt;
&lt;br /&gt;
==The realm of death==&lt;br /&gt;
When a character dies it is teleported to the realm of death. The realm of death is a dark, surreal and eerie location where the laws of physics don&#039;t apply. Dominant colors: dark blue and purple. Design ideas: a) cave, b) glass floors floating over fractal background, c) 19th century look like the &amp;quot;end of time&amp;quot; in chrono trigger.&lt;br /&gt;
&lt;br /&gt;
People in the realm of death have no access to their inventory, can not attack, use magic, craft or use any other active abilities. The characters actions are limited to moving around and communicating with NPCs and other characters. There is no way to die in the realm of death. The character is already dead, after all. Luckily the realm of death is not the final resting place for a poor adventurers soul. A cunning adventurer can find his way out of the death realm and back into the world of the living.&lt;br /&gt;
&lt;br /&gt;
==The Grim Reaper==&lt;br /&gt;
As soon as the character awakes in the death realm he/she is greeted by the grim reaper. The grim reaper NPC counts how often the character died and responds accordingly. The first time the character dies he will just explain the situation. The next few times the reaper will give the character some useful tips for staying alive.&lt;br /&gt;
&lt;br /&gt;
When the death count increases (and it will increase) the purpose of Reaper&#039;s greeting shifts from information to cheering up the player after its defeat using sarcastic remarks, dark humor and occasional 4th wall breaking. Example phrases:&lt;br /&gt;
*Died again? That was quick.&lt;br /&gt;
*Oh, you again? Did you miss me that much?&lt;br /&gt;
*You really seem to enjoy dying.&lt;br /&gt;
*Did you bring me a present?&lt;br /&gt;
*Wow, of all your 37 deaths this one was by far the most hillarious.&lt;br /&gt;
*You died 50 times in a row. This qualifies you for our frequent dier program.&lt;br /&gt;
*dingdingding! You died for the 100th time! PARTY!&lt;br /&gt;
*Why don&#039;t you just activate the god mode cheat? You don&#039;t know it? Did you try up, up, down, down, left, right, left, right, B, A?&lt;br /&gt;
*The god mode cheat didn&#039;t work? Maybe you entered it at the wrong moment?&lt;br /&gt;
*Oh dear, you used up all of your extra lifes. Now you have to stay here forever. Do you want to delete this character and create a new one? Just kidding, you know the way.&lt;br /&gt;
*Congratualtions! You died 1000 times!&lt;br /&gt;
&lt;br /&gt;
==Escape==&lt;br /&gt;
To escape the world of death the character has to find its way through a maze. The maze is randomly generated for each character and each visit in the death realm, so memorizing it or consulting guides does not help. This is implemented by using a map containing of multiple rooms connected by smart warp scripts. The maze has multiple exits which represent the location where the character will reenter the world of the living. The most desirable location is the one which is furthest away from the players start location in the maze. Exits ordered by increasing desirability:&lt;br /&gt;
*respawn at first town&lt;br /&gt;
*respawn in last visited town&lt;br /&gt;
*respawn on the entrance of the map where the player died&lt;br /&gt;
*respawn at the exact location of death&lt;br /&gt;
&lt;br /&gt;
The purpose of the maze is to punish the player by stopping the progress of its character for a short time but to keep the player occupied and entertained during this forced time-out period.&lt;br /&gt;
&lt;br /&gt;
==Technical implementation of maze==&lt;br /&gt;
===maze generation===&lt;br /&gt;
&lt;br /&gt;
The script engine randomly-generates a maze of 7x7 elements (or maybe larger - we have to see how the players react on it). Possible element types are:&lt;br /&gt;
[[Image:Labyrinth-elements.png|right]]&lt;br /&gt;
*straight (x2)&lt;br /&gt;
*curve (x4)&lt;br /&gt;
*t-crossing (x4)&lt;br /&gt;
*crossing (x1)&lt;br /&gt;
*dead end (x4)&lt;br /&gt;
[[Image:Examplelabyrinth.png|right]]&lt;br /&gt;
The algorithmn has to make sure that every element of the maze is reachable and it has to generate the maze based on a random seed. The algorithmn must produce the same maze when receiving the same seed. Potential algorithmns are explained in this wikipedia article: http://en.wikipedia.org/wiki/Maze_generation_algorithm&lt;br /&gt;
&lt;br /&gt;
The start location is the center (a crossing). The exits are the corners of the maze (dead ends facing clockwise). The algorithmn assigns the desirability rating of each exit based on the length of the optimal route to the start.&lt;br /&gt;
&lt;br /&gt;
===Representation of the maze in the game===&lt;br /&gt;
The layout of the map the player walks on while exploring the maze does not represent the real layout of the maze. Instead of that there are 20 single, isolated rooms - one for the possible 15 element types + 5 additional rooms for the start and the 4 exits. Each one is used to represent every instance of that element in the labyrinth. The real layout of the maze is &amp;quot;virtual&amp;quot;. It is only known to the script.&lt;br /&gt;
&lt;br /&gt;
When the player is, for example, in the south/west curve room of the map he could be in any south/west curve of the virtual maze. Only the script knows the real location inside the virtual maze. When the player leaves the room through the west exit the script checks the type of element in the virtual maze one element to the west and teleports the character to the eastern exit of the appropriate room.&lt;br /&gt;
&lt;br /&gt;
===Effect on gameplay experience===&lt;br /&gt;
All characters who are currently trying to get back into the world of the living are technically on the same map. This means that it is possible to meet other characters while traveling through the maze. But the warp connections work differently for everyone. So when both characters leave the room they met in through the same exit they will most likely lose each other.&lt;br /&gt;
&lt;br /&gt;
===Saving the maze===&lt;br /&gt;
To make sure that the character does not get trapped when the server is rebooted while the character is in the maze the state of the maze has to be saved as quest variables in the database. Only two variables are necessary to do so: Location inside the maze and the seed used by the random number generator for generating the maze.&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12245</id>
		<title>Servers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12245"/>
		<updated>2009-05-27T14:11:54Z</updated>

		<summary type="html">&lt;p&gt;Crush2: /* eAthena servers for 0.0.x clients */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&amp;lt;br&amp;gt;&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;
== eAthena servers for 0.0.x clients ==&lt;br /&gt;
&lt;br /&gt;
These servers run on eAthena. You can connect to them with a client compiled from the &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; branch or with any 0.0.x release. &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: [[User:ElvenProgrammer|Eugenio Favalli]], [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
&lt;br /&gt;
=== Official test server ===&lt;br /&gt;
&lt;br /&gt;
The official test and experimentation server regularly used for balancing new game play changes.&lt;br /&gt;
&lt;br /&gt;
* Hostname: (same as official)&lt;br /&gt;
* Port: (same as official)&lt;br /&gt;
* Administration: [[User:BjÃ¸rn|BjÃ¸rn]], [[User:Jaxad0127|jaxad0127]]&lt;br /&gt;
&lt;br /&gt;
=== Neo644&#039;s Sandbox Server ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s back, new and improved.. 15 people at one time, many commands enabled by default.&lt;br /&gt;
&lt;br /&gt;
* Hostname: neo644lap.dyndns.org&lt;br /&gt;
* Port: 6901 TCP (default)&lt;br /&gt;
* Administration: [[User:neo644|Neo644]], dark magician&lt;br /&gt;
&lt;br /&gt;
=== Taiwan local Server ===&lt;br /&gt;
&lt;br /&gt;
An unofficial server for Chinese Downtimes possible.&lt;br /&gt;
&lt;br /&gt;
* Hostname: tmw.servegame.org &lt;br /&gt;
* IP:219.85.59.36 &lt;br /&gt;
* Port: 6901 TCP &lt;br /&gt;
* Administration: --[[User:Netwareboss|Netwareboss]] 00:57, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===BBB&#039;s Server===&lt;br /&gt;
&lt;br /&gt;
An unofficial server hosted by Baseballboy.&lt;br /&gt;
&lt;br /&gt;
* Hostname: BBBs.game-host.org&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: [[User:baseballboy|Baseballboy]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Please wait until WoA got actually a server online before adding it to the servers page.&lt;br /&gt;
&lt;br /&gt;
===Whispers of Avalon===&lt;br /&gt;
Is a possible branch of TMW currently in early stages of development, it will feature revised graphics and an innovative PVP system. &lt;br /&gt;
&lt;br /&gt;
* http://forum4.aimoo.com/WhispersofAvalon&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TMWServ servers for 0.1 client ==&lt;br /&gt;
You can connect to these servers with a client compiled from &amp;lt;code&amp;gt;trunk&amp;lt;/code&amp;gt;. Note that TMWServ is still in development and doesn&#039;t offer real gameplay yet. As a player you will have much more fun with the 0.0.x client 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;tmwserv&amp;lt;/code&amp;gt;. The server runs in gdb so that we&#039;ll even have a chance of finding those rare crashes, but hence may not always be available.&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 tmwserv with a completely new game world. The server is in alpha status. Downtimes are possible.&lt;br /&gt;
&lt;br /&gt;
* Hostname: server.invertika.org&lt;br /&gt;
* Port: 9601 UDP&lt;br /&gt;
* Website: invertika.org&lt;br /&gt;
* Administration: [[User:Seeseekey|seeseekey]]&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12243</id>
		<title>Servers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12243"/>
		<updated>2009-05-27T12:27:03Z</updated>

		<summary type="html">&lt;p&gt;Crush2: clarification of security warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&amp;lt;br&amp;gt;&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;
== eAthena servers for 0.0.x clients ==&lt;br /&gt;
&lt;br /&gt;
These servers run on eAthena. You can connect to them with a client compiled from the &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; branch or with any 0.0.x release. &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 usernames and passwords in clear text and nothing stops them from trying them on other servers. There were a lot of cases in the past where 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: [[User:ElvenProgrammer|Eugenio Favalli]], [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
&lt;br /&gt;
=== Official test server ===&lt;br /&gt;
&lt;br /&gt;
The official test and experimentation server regularly used for balancing new game play changes.&lt;br /&gt;
&lt;br /&gt;
* Hostname: (same as official)&lt;br /&gt;
* Port: (same as official)&lt;br /&gt;
* Administration: [[User:BjÃ¸rn|BjÃ¸rn]], [[User:Jaxad0127|jaxad0127]]&lt;br /&gt;
&lt;br /&gt;
=== Neo644&#039;s Sandbox Server ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s back, new and improved.. 15 people at one time, many commands enabled by default.&lt;br /&gt;
&lt;br /&gt;
* Hostname: neo644lap.dyndns.org&lt;br /&gt;
* Port: 6901 TCP (default)&lt;br /&gt;
* Administration: [[User:neo644|Neo644]], dark magician&lt;br /&gt;
&lt;br /&gt;
=== Taiwan local Server ===&lt;br /&gt;
&lt;br /&gt;
An unofficial server for Chinese Downtimes possible.&lt;br /&gt;
&lt;br /&gt;
* Hostname: tmw.servegame.org &lt;br /&gt;
* IP:219.85.59.36 &lt;br /&gt;
* Port: 6901 TCP &lt;br /&gt;
* Administration: --[[User:Netwareboss|Netwareboss]] 00:57, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===BBB&#039;s Server===&lt;br /&gt;
&lt;br /&gt;
An unofficial server hosted by Baseballboy.&lt;br /&gt;
&lt;br /&gt;
* Hostname: BBBs.game-host.org&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: [[User:baseballboy|Baseballboy]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Please wait until WoA got actually a server online before adding it to the servers page.&lt;br /&gt;
&lt;br /&gt;
===Whispers of Avalon===&lt;br /&gt;
Is a possible branch of TMW currently in early stages of development, it will feature revised graphics and an innovative PVP system. &lt;br /&gt;
&lt;br /&gt;
* http://forum4.aimoo.com/WhispersofAvalon&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TMWServ servers for 0.1 client ==&lt;br /&gt;
You can connect to these servers with a client compiled from &amp;lt;code&amp;gt;trunk&amp;lt;/code&amp;gt;. Note that TMWServ is still in development and doesn&#039;t offer real gameplay yet. As a player you will have much more fun with the 0.0.x client 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;tmwserv&amp;lt;/code&amp;gt;. The server runs in gdb so that we&#039;ll even have a chance of finding those rare crashes, but hence may not always be available.&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 tmwserv with a completely new game world. The server is in alpha status. Downtimes are possible.&lt;br /&gt;
&lt;br /&gt;
* Hostname: server.invertika.org&lt;br /&gt;
* Port: 9601 UDP&lt;br /&gt;
* Website: invertika.org&lt;br /&gt;
* Administration: [[User:Seeseekey|seeseekey]]&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Housing&amp;diff=12240</id>
		<title>Archive:Housing</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Housing&amp;diff=12240"/>
		<updated>2009-05-26T15:52:37Z</updated>

		<summary type="html">&lt;p&gt;Crush2: status template, format, small corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Status_red}}&lt;br /&gt;
==Instancing Solutions==&lt;br /&gt;
Feel free to add your own.&lt;br /&gt;
&lt;br /&gt;
===Inverse Skyscraper===&lt;br /&gt;
To have a credible instancing just use the skyscraper idea(*) the other way round:&lt;br /&gt;
Have houses placed in a mine UNDER the ground.&lt;br /&gt;
The first level is a cave map. There is a gnome that sells houses at his desk, and another gnome that offers you to take you in his cart (he is a clerk gnome).&lt;br /&gt;
Imagine you live in house number 384:&lt;br /&gt;
# You speak to the gnome, you tell him you live in floor 38&lt;br /&gt;
# You enter his cart, and you see an animation in the animation you go through a series of passages and labyrinths underground.&lt;br /&gt;
# you arrive at a cave which YOU ASSUME must be floor 38, in this cave the gnome is on an edge of the map so you can go back (or to another floor), there are 10 houses on the cave, you enter number 4 (remember your house is 384), you have a key to enter.&lt;br /&gt;
&lt;br /&gt;
You only need a key when the door is locked. If you leave it open your friends (or anyone) may pass to see you whenever they want, of course you can borrow or copy the key.&lt;br /&gt;
&lt;br /&gt;
In this system floor 38, would actually exist, and floor 38 always has the same 10 houses, so you can get to know your neighbors or cross them by, the only thing that is fictional is the path to floor 38, which is the same path for all the 100 or 1000 floors.&lt;br /&gt;
&lt;br /&gt;
It would be better if players DIDN&#039;T chose their house number and got consecutive ones&lt;br /&gt;
in order to have less floor maps.&lt;br /&gt;
&lt;br /&gt;
At first you would only have floor one, then as players started requesting houses, gnomes would start caving more and adding levels downer and downer.&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
NOTES:&lt;br /&gt;
(*)&#039;&#039;Anarchy Online - a science fiction themed MMO - solved the problem with instances and &amp;quot;Hilbert Hotel Skyscrapers&amp;quot;. There are high-rise apartment buildings in the game with elevators. When you step into the elevator it brings you to the floor with your flat. Every floor is one instance. But because you never know on which floor you are you never know how many virtual floors the building really has. But this solution to explain instancing is not suitable as skyscrapers are quite misplaced in fantasy themed MMORPGs. (Posted by Crush on the Forums)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Property Issues===&lt;br /&gt;
The property is based on a special paper not on the key, the idea is that this paper is not sell able to a NPC but you can sell your house to another person, the owner of the paper has the right to ask for more keys of the house to the gnome, and has the possibility to take keys away from other players in game that may have keys of the same house. &lt;br /&gt;
&lt;br /&gt;
===Technical Data===&lt;br /&gt;
&lt;br /&gt;
===Effects on Gameplay and Economy===&lt;br /&gt;
&lt;br /&gt;
===Discussion===&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Screenshots&amp;diff=12222</id>
		<title>The Mana World:Screenshots</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Screenshots&amp;diff=12222"/>
		<updated>2009-05-24T13:32:59Z</updated>

		<summary type="html">&lt;p&gt;Crush2: thanks, but we already got a screenshot of the storage window. Also, this client does not seem to be the 0.0.29 release version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 0.0.29 ==&lt;br /&gt;
{{Screenshot|Image:Screenshot_partysystem.png|[[Party system]]}}&lt;br /&gt;
{{Screenshot|Image:TMW-0.0.29-Storage.png|Putting Things in Storage at the twins&#039; bank}}&lt;br /&gt;
{{Screenshot|Image:TMW_Screenshot_2.png|Colours}}&lt;br /&gt;
{{Screenshot|Image:Mana_World_0.0.29.PNG|Hurnscald Woodlands}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Developer Screenshots ==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
This should always be the 2nd paragraph and it should only contain screenshots showing features that are not released yet or will never be released but are still interesting.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Work in progress screenshots from developer versions that have not been released to the public or from unofficial forks.&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 24.png|[http://qoal.110mb.com QOALs modified client 0.0.29.Q]}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 6.png|The HMC guys are testing TMWServ}}&lt;br /&gt;
{{Screenshot|Image:Recolor_Screenshot_1.png|experimenting with changing the colors of images at runtime}}&lt;br /&gt;
{{Screenshot|Image:Particleengine_Screenshot_2.png|Crushs particle engine.}}&lt;br /&gt;
{{Screenshot|Image:Particleengine_Screenshot_1.png|Crushs particle engine.}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot svn210606-fog-smooth-scrolling.png|Fog and smooth scrolling from Crushs GFX branch.}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot svn210606-boobs.png|SVN 21.06.06  The first time a&amp;lt;br&amp;gt;female character appeared on screen.}}&lt;br /&gt;
{{Screenshot|Image:Assparade.png|Assparade!!! - first version of the new&amp;lt;br&amp;gt;playerset that has not been released.}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version 0.0.28 ==&lt;br /&gt;
{{Screenshot|Image:TMW_Screenshot_15.png|TTF font rendering and speech bubbles}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version 0.0.26 ==&lt;br /&gt;
{{Screenshot|Image:TMW_Screenshot_8.png|Showing off all the new content since 0.0.23}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Version 0.0.23 ==&lt;br /&gt;
{{Screenshot|Image:Halloween_2007.png|Halloween in the woodland village}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 0.0.23-particles.png|The new particle engine}}&lt;br /&gt;
{{Screenshot|Image:Screenshot_HurnscaldVillage.png|New Village}}&lt;br /&gt;
{{Screenshot|Image:Screenshot_HurnscaldInn.png|New Village}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Version 0.0.22 - Christmas version ==&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 0.0.22-christmastree.png|Christmas tree}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 0.0.22-helpersanta.png|Helper Santa (NPC)}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 0.0.22-buyselldialog.png|new buy/sell dialog...}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Version 0.0.21.1 - Halloween version ==&lt;br /&gt;
{{Screenshot|Image:Login wallpaper halloween.png|Lovely Halloween login wallpaper by [[User:Irukard|Irukard]] }}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot halloween1.png|Skulls desert}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot halloween2.png|Ghosts...}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Version 0.0.20 ==&lt;br /&gt;
{{Screenshot|Image:Tmw_0.0.20.png|Family photo on 0.0.20!}}&lt;br /&gt;
{{Screenshot|Image:Icecave-screen.png|The new icecave}}&lt;br /&gt;
{{Screenshot|Image:Female character1.png|The new official female character}}&lt;br /&gt;
{{Screenshot|Image:Clothes.png|Now you can see the clothes!}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version 0.0.19 ==&lt;br /&gt;
&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.19-batcave.png|The new batcave}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.19-firemonsters.png|Danger! Hot!}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Old Playerset ==&lt;br /&gt;
&lt;br /&gt;
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_xmas.png|The new Xmas Map}}&lt;br /&gt;
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_woodland.png|Woodland}}&lt;br /&gt;
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_casino.png|The casino}}&lt;br /&gt;
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_inn.png|The inn}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.15-cvs.png|A crowd in front of the gates to Tulimshar palace}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion 1.png|A snake invasion was announced}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion 2.png|First snakes started coming}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion.png|Snake invasion went out of control}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient ==&lt;br /&gt;
&lt;br /&gt;
{{Screenshot|Image:TMW ancient matt bug2.jpg|Matt shows us a bug in the map}}&lt;br /&gt;
{{Screenshot|Image:TMW ancient login.png|The login screen just after porting it to Guichan}}&lt;br /&gt;
{{Screenshot|Image:Tmw-0.0.10CVS.png|Pathfinding was reimplemented in 0.0.10}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.10.png|Purple all on his own on 0.0.10 release}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.12-family-shot.png|A family shot taken in front of Tulimshar palace gate}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.12-cave.png|The cave was new with 0.0.12}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12214</id>
		<title>Servers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Servers&amp;diff=12214"/>
		<updated>2009-05-23T23:17:25Z</updated>

		<summary type="html">&lt;p&gt;Crush2: added warning about using the same login and password on two different servers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
{{Status_green}}&lt;br /&gt;
&amp;lt;br&amp;gt;&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;
== eAthena servers for 0.0.x clients ==&lt;br /&gt;
&lt;br /&gt;
These servers run on eAthena. You can connect to them with a client compiled from the &amp;lt;code&amp;gt;0.0&amp;lt;/code&amp;gt; branch or with any 0.0.x release. &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 admin can read all passwords in clear text. There were a lot of cases in the past were users of the official server got &amp;quot;hacked&amp;quot; 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: [[User:ElvenProgrammer|Eugenio Favalli]], [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]&lt;br /&gt;
&lt;br /&gt;
=== Official test server ===&lt;br /&gt;
&lt;br /&gt;
The official test and experimentation server regularly used for balancing new game play changes.&lt;br /&gt;
&lt;br /&gt;
* Hostname: (same as official)&lt;br /&gt;
* Port: (same as official)&lt;br /&gt;
* Administration: [[User:BjÃ¸rn|BjÃ¸rn]], [[User:Jaxad0127|jaxad0127]]&lt;br /&gt;
&lt;br /&gt;
=== Neo644&#039;s Sandbox Server ===&lt;br /&gt;
&lt;br /&gt;
An unofficial server in which everyone can try anything out. Limit 10 users online at a time. Downtimes possible.&lt;br /&gt;
UPDATE: The server has been down for a while now. Luckily, I am setting up a new server.&lt;br /&gt;
* Hostname: 74.177.110.163 (This is a dynamic IP so it might change)&lt;br /&gt;
* Port: 6901 TCP (default)&lt;br /&gt;
* Administration: [[User:neo644|Neo644]]&lt;br /&gt;
=== Taiwan local Server ===&lt;br /&gt;
&lt;br /&gt;
An unofficial server for Chinese Downtimes possible.&lt;br /&gt;
&lt;br /&gt;
* Hostname: tmw.servegame.org &lt;br /&gt;
* IP:219.85.59.36 &lt;br /&gt;
* Port: 6901 TCP &lt;br /&gt;
* Administration: --[[User:Netwareboss|Netwareboss]] 00:57, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===BBB&#039;s Server===&lt;br /&gt;
&lt;br /&gt;
An unofficial server hosted by Baseballboy.&lt;br /&gt;
&lt;br /&gt;
* Hostname: 75.91.23.96&lt;br /&gt;
* Port: 6901 TCP&lt;br /&gt;
* Administration: [[User:baseballboy|Baseballboy]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Please wait until WoA got actually a server online before adding it to the servers page.&lt;br /&gt;
&lt;br /&gt;
===Whispers of Avalon===&lt;br /&gt;
Is a possible branch of TMW currently in early stages of development, it will feature revised graphics and an innovative PVP system. &lt;br /&gt;
&lt;br /&gt;
* http://forum4.aimoo.com/WhispersofAvalon&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TMWServ servers for 0.1 client ==&lt;br /&gt;
You can connect to these servers with a client compiled from &amp;lt;code&amp;gt;trunk&amp;lt;/code&amp;gt;. Note that TMWServ is still in development and doesn&#039;t offer real gameplay yet. As a player you will have much more fun with the 0.0.x client 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;tmwserv&amp;lt;/code&amp;gt;. The server runs in gdb so that we&#039;ll even have a chance of finding those rare crashes, but hence may not always be available.&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 tmwserv with a completely new game world. The server is in alpha status. Downtimes are possible.&lt;br /&gt;
&lt;br /&gt;
* Hostname: server.invertika.org&lt;br /&gt;
* Port: 9601 UDP&lt;br /&gt;
* Website: invertika.org&lt;br /&gt;
* Administration: [[User:Seeseekey|seeseekey]]&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=File:Area_argaes_raster.jpg&amp;diff=12205</id>
		<title>File:Area argaes raster.jpg</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=File:Area_argaes_raster.jpg&amp;diff=12205"/>
		<updated>2009-05-22T18:21:59Z</updated>

		<summary type="html">&lt;p&gt;Crush2: uploaded a new version of &amp;quot;Image:Area argaes raster.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Argaes map with map raster. Black sectors are sectors which do not require a map. White sectors are already mapped.&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Main_Page&amp;diff=12200</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Main_Page&amp;diff=12200"/>
		<updated>2009-05-21T13:41:45Z</updated>

		<summary type="html">&lt;p&gt;Crush2: moved party system to player information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid lightgrey;&amp;quot; |&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: center; text-align: center; padding: 0px 20px 0px 20px; font-style: italic;&amp;quot; | Welcome to The Mana World wiki! This wiki is meant to provide information to our players, to provide an easy way to contribute to the development of certain parts of the game and to improve collaboration between people on the development team. We hope you will find what you are looking for. To be able to edit you have to login, but signing up is free and requires no activation.&lt;br /&gt;
| [[Image:Tmw logo.png|100px]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #e0c8b8; color: #000; background-color: #faeee6&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
==For players==&lt;br /&gt;
===General information===&lt;br /&gt;
*[[Project description]]&lt;br /&gt;
*[[Screenshots]]&lt;br /&gt;
*[[Developers|List of developers]]&lt;br /&gt;
*[[Game_Masters|List of game masters]]&lt;br /&gt;
*[[System requirements]]&lt;br /&gt;
*[[Servers|List of servers]]&lt;br /&gt;
*[[Guilds|List of player groups]]&lt;br /&gt;
*[[Forks|List of other games based on TMW]]&lt;br /&gt;
&lt;br /&gt;
===Newbie information===&lt;br /&gt;
*[[Getting started]]&lt;br /&gt;
*[[Party system]]&lt;br /&gt;
*[[Walkthrough]]&lt;br /&gt;
*[[FAQ]]&lt;br /&gt;
&lt;br /&gt;
===In-depth information===&lt;br /&gt;
*[[Monster reference|List of monsters]]&lt;br /&gt;
*[[Item reference|List of items]]&lt;br /&gt;
*[[NPC|List of NPCs]]&lt;br /&gt;
*[[Stats|Overview of player statistics]]&lt;br /&gt;
*[[Config settings|Game configuration]]&lt;br /&gt;
*[[Provisorical Alchemy System|Alchemy]]&lt;br /&gt;
*[[In-game_world_map|World map]]&lt;br /&gt;
*[[Walkthrough/Quests|Quests]]&lt;br /&gt;
&lt;br /&gt;
===Feedback===&lt;br /&gt;
*[[Suggestions|Suggest features or modifications]]&lt;br /&gt;
*[[Bugs|Report bugs]]&lt;br /&gt;
&lt;br /&gt;
===Customization===&lt;br /&gt;
*[[Customization|gui graphic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 50%; border: 1px solid #c9c9ff; color: #000; background-color: #f3f3ff&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
==For developers==&lt;br /&gt;
===General information===&lt;br /&gt;
:&#039;&#039;Development&#039;&#039;: [[Joining the project]] - [[Roadmap]] - [[Git Repository]]&lt;br /&gt;
&lt;br /&gt;
===Concepts and story===&lt;br /&gt;
:&#039;&#039;Story&#039;&#039;: [[Backstory]]&lt;br /&gt;
:&#039;&#039;World&#039;&#039;: [[Geography]] - [[Creatures]] - [[Organizations]] - [[Elements]]&lt;br /&gt;
&lt;br /&gt;
===Game content===&lt;br /&gt;
:[[Content|&#039;&#039;List of content being worked on&#039;&#039;]]&lt;br /&gt;
:&#039;&#039;General&#039;&#039;: [[Guidelines]] - [[Concept art]] - [[Assignments]] - [[:Special:Newimages|Recently uploaded images]]&lt;br /&gt;
:&#039;&#039;Characters&#039;&#039;: [[Playerset development|Playersets]] - [[Equipment development|Equipment sheets]] - [[Equipment in development]] - [[Hairset development|Hairsets]] - [[NPC development]]&lt;br /&gt;
:&#039;&#039;Creatures&#039;&#039;: [[Creature proposal]] - [[Monsterset development|Monster sheets]]&lt;br /&gt;
:&#039;&#039;Graphics&#039;&#039;: [[Tileset development|Tilesets]] - [[Animations]] - [[Particle engine|Particle effects]] - [[Image dyeing]]&lt;br /&gt;
:&#039;&#039;Mapping&#039;&#039;: [[Map development]] - [[Mapping Tutorial]]&lt;br /&gt;
:&#039;&#039;Sound and music&#039;&#039;: [[SFX|Sound effects]] - [[Music]]&lt;br /&gt;
:&#039;&#039;Miscellaneaous&#039;&#039;: [[Translations]] - [[Friendly Bots]]&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
:&#039;&#039;Combat&#039;&#039;: [[Game systems]] - [[Weapons]]&lt;br /&gt;
:&#039;&#039;User input&#039;&#039;: [[GUI development]] - [[Keyboard usage]] - [[Menu interface system]]&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
:[[Hacking|Source code guidelines]]&lt;br /&gt;
:[[eAthena Scripting Standards]]&lt;br /&gt;
:[[Dependencies]]&lt;br /&gt;
:[[Ports]]&lt;br /&gt;
:[http://mantis.themanaworld.org Bug tracker]&lt;br /&gt;
:[http://bjorn.platinum.linux.pl/tmw-docs/ Source code documentation (Doxygen)]&lt;br /&gt;
:&#039;&#039;RFCs&#039;&#039;: [[Rendering]] - [[Action layers]] - [[Improvement of the collision layer system|Collision system]] - [[Being movement system|Movement system]] - [[Logging]]&lt;br /&gt;
:&#039;&#039;Reference&#039;&#039;: [[Server development]] - [[Realtime action combat protocol|Realtime combat]] - [[Monster Database]]&lt;br /&gt;
:&#039;&#039;Releases&#039;&#039;: [[Making a new release]] - [[How to release an update]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:TMWServ_party_system&amp;diff=12198</id>
		<title>Archive:TMWServ party system</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:TMWServ_party_system&amp;diff=12198"/>
		<updated>2009-05-21T13:39:28Z</updated>

		<summary type="html">&lt;p&gt;Crush2: moved from &amp;quot;party system&amp;quot; to separate it from the eAthena party system.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_gameconcept}}&lt;br /&gt;
{{Category_programming}}&lt;br /&gt;
{{Status_red}}&lt;br /&gt;
&lt;br /&gt;
==Party system==&lt;br /&gt;
A character can create a party at any time by inviting another player to join. The character that created the party becomes the party leader. If the party leader leaves the party, the first character who joined the party afterwards becomes party leader. If this character already left, the next who joined becomes the leader, and so on.&lt;br /&gt;
&lt;br /&gt;
Party members can fight monsters together and share the combat skill experience reward of the monsters they fight, because the killsteal protection time (the time after an attack in which attacks of other characters don&#039;t qualify them for a share of the experience of the monster) is ignored between party members. For further details regarding experience distribution see [[skill system]].&lt;br /&gt;
&lt;br /&gt;
If a monster that was killed by a party drops loot, any member of the party may pick up the loot immediately.&lt;br /&gt;
&lt;br /&gt;
A party is temporary and dies when the last party member leaves. A player can choose to leave their party at any time, or the party leader can remove them from the party. Players leave their party automatically when disconnected from the server.&lt;br /&gt;
&lt;br /&gt;
When the party is created a chat channel for the party is automatically created and all party members automatically join it. Non party members cannot join, and party members cannot leave. In the game this channel is simply called the &amp;quot;Party&amp;quot; channel, and it is identified by a special color (say, purple).&lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Since parties members can be on different maps at the same time, either the account or the chat server needs to keep track of parties. Since parties are mainly temporary social gatherings, interested in each other&#039;s status and being able to communicate, the chat server seems the most logical place for the authority on parties.&lt;br /&gt;
&lt;br /&gt;
=== Responsibility of each peer ===&lt;br /&gt;
&lt;br /&gt;
==== Client ====&lt;br /&gt;
&lt;br /&gt;
Needs to be able to:&lt;br /&gt;
&lt;br /&gt;
* Display whether other players on the screen are part of your party&lt;br /&gt;
* Display the list of party members and their health status&lt;br /&gt;
* Display potentially their current map and their position on the minimap (even when they are not visible on the screen)&lt;br /&gt;
* Display an invite to a party from another player&lt;br /&gt;
* Allow party leaders to invite others to a party&lt;br /&gt;
* Allow party leaders to remove others from a party&lt;br /&gt;
&lt;br /&gt;
Information needed:&lt;br /&gt;
&lt;br /&gt;
* Either party ID of each player on screen (would allow identification of other parties) or boolean saying whether they are in your party&lt;br /&gt;
* List of party members (with their name, map, position and health)&lt;br /&gt;
* Party channel ID of local player (may be derivable from or same as party ID)&lt;br /&gt;
&lt;br /&gt;
==== Game server ====&lt;br /&gt;
&lt;br /&gt;
* The party affects combat mechanics&lt;br /&gt;
* The party affects potentially whether map location is sent to another player&lt;br /&gt;
&lt;br /&gt;
Information needed:&lt;br /&gt;
&lt;br /&gt;
* The party ID for each player on the server&lt;br /&gt;
&lt;br /&gt;
==== Chat server ====&lt;br /&gt;
&lt;br /&gt;
* Creates/removes parties and keeps track of their leader&lt;br /&gt;
* Has authority on players joining/leaving parties&lt;br /&gt;
* The party is able to chat in private&lt;br /&gt;
* Party members are potentially aware of the map of the other members&lt;br /&gt;
* Party members know each other&#039;s health&lt;br /&gt;
* Party members get notified when others leave/join the party&lt;br /&gt;
&lt;br /&gt;
Information needed:&lt;br /&gt;
&lt;br /&gt;
* The list of members for each party&lt;br /&gt;
* The list of invited members for each party&lt;br /&gt;
* The party ID for all players&lt;br /&gt;
* Potentially the name of the map each player occupies&lt;br /&gt;
* Health information for all players&lt;br /&gt;
&lt;br /&gt;
=== Messaging (semi-chronological) ===&lt;br /&gt;
&lt;br /&gt;
==== A player invites another player ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
client A -- PARTY_INVITE -----&amp;gt; chat server (id)&lt;br /&gt;
                       &amp;quot;checks location and authority&amp;quot;&lt;br /&gt;
                                chat server ----- INVITE ----------&amp;gt; client B (name)&lt;br /&gt;
                                chat server &amp;lt;---- INVITE_RESPONSE -- client B&lt;br /&gt;
                       &amp;quot;either remove invitation or add member&amp;quot;&lt;br /&gt;
client A &amp;lt;- INVITE_RESPONSE --- chat server&lt;br /&gt;
clients &amp;lt;-- PARTY_JOIN -------- chat server (id, name, map, health)&lt;br /&gt;
                                chat server -- PLAYER_PARTY_ID --&amp;gt; game server (id, party_id)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== A player removes another player (or himself) ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
client A -- PARTY_REMOVE -----&amp;gt; chat server (id)&lt;br /&gt;
                       &amp;quot;checks authority&amp;quot;&lt;br /&gt;
client A &amp;lt;-- REMOVE_RESPONSE -- chat server&lt;br /&gt;
clients &amp;lt;-- PARTY_LEAVE ------- chat server (id)&lt;br /&gt;
                                chat server -- PLAYER_PARTY_ID --&amp;gt; game server (id, party_id)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The game server sends new player information ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
                                chat server &amp;lt;-- PLAYER_INFO ------ game server (id, map, health)&lt;br /&gt;
clients &amp;lt;-- PARTY_MEMBER ------ chat server (id, map, health)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Players chat ====&lt;br /&gt;
&lt;br /&gt;
Chat messages are the same as on regular chat channels.&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Screenshots&amp;diff=12171</id>
		<title>The Mana World:Screenshots</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=The_Mana_World:Screenshots&amp;diff=12171"/>
		<updated>2009-05-17T17:31:12Z</updated>

		<summary type="html">&lt;p&gt;Crush2: added picture by doorsman, some tidying up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version 0.0.29 ==&lt;br /&gt;
{{Screenshot|Image:TMW_Screenshot_2.png|Colours}}&lt;br /&gt;
{{Screenshot|Image:Mana_World_0.0.29.PNG|Hurnscald Woodlands}}&lt;br /&gt;
{{Screenshot|Image:Screenshot_partysystem.png|Party System}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Developer Screenshots ==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
This should always be the 2nd paragraph and it should only contain screenshots showing features that are not released yet or will never be released but are still interesting.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Work in progress screenshots from developer versions that have not been released to the public or from unofficial forks.&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 24.png|[http://qoal.110mb.com QOALs modified client 0.0.29.Q]}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 6.png|The HMC guys are testing TMWServ}}&lt;br /&gt;
{{Screenshot|Image:Recolor_Screenshot_1.png|experimenting with changing the colors of images at runtime}}&lt;br /&gt;
{{Screenshot|Image:Particleengine_Screenshot_2.png|Crushs particle engine.}}&lt;br /&gt;
{{Screenshot|Image:Particleengine_Screenshot_1.png|Crushs particle engine.}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot svn210606-fog-smooth-scrolling.png|Fog and smooth scrolling from Crushs GFX branch.}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot svn210606-boobs.png|SVN 21.06.06  The first time a&amp;lt;br&amp;gt;female character appeared on screen.}}&lt;br /&gt;
{{Screenshot|Image:Assparade.png|Assparade!!! - first version of the new&amp;lt;br&amp;gt;playerset that has not been released.}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version 0.0.28 ==&lt;br /&gt;
{{Screenshot|Image:TMW_Screenshot_15.png|TTF font rendering and speech bubbles}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version 0.0.26 ==&lt;br /&gt;
{{Screenshot|Image:TMW_Screenshot_8.png|Showing off all the new content since 0.0.23}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Version 0.0.23 ==&lt;br /&gt;
{{Screenshot|Image:Halloween_2007.png|Halloween in the woodland village}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 0.0.23-particles.png|The new particle engine}}&lt;br /&gt;
{{Screenshot|Image:Screenshot_HurnscaldVillage.png|New Village}}&lt;br /&gt;
{{Screenshot|Image:Screenshot_HurnscaldInn.png|New Village}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Version 0.0.22 - Christmas version ==&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 0.0.22-christmastree.png|Christmas tree}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 0.0.22-helpersanta.png|Helper Santa (NPC)}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot 0.0.22-buyselldialog.png|new buy/sell dialog...}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Version 0.0.21.1 - Halloween version ==&lt;br /&gt;
{{Screenshot|Image:Login wallpaper halloween.png|Lovely Halloween login wallpaper by [[User:Irukard|Irukard]] }}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot halloween1.png|Skulls desert}}&lt;br /&gt;
{{Screenshot|Image:TMW Screenshot halloween2.png|Ghosts...}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Version 0.0.20 ==&lt;br /&gt;
{{Screenshot|Image:Tmw_0.0.20.png|Family photo on 0.0.20!}}&lt;br /&gt;
{{Screenshot|Image:Icecave-screen.png|The new icecave}}&lt;br /&gt;
{{Screenshot|Image:Female character1.png|The new official female character}}&lt;br /&gt;
{{Screenshot|Image:Clothes.png|Now you can see the clothes!}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version 0.0.19 ==&lt;br /&gt;
&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.19-batcave.png|The new batcave}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.19-firemonsters.png|Danger! Hot!}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Old Playerset ==&lt;br /&gt;
&lt;br /&gt;
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_xmas.png|The new Xmas Map}}&lt;br /&gt;
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_woodland.png|Woodland}}&lt;br /&gt;
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_casino.png|The casino}}&lt;br /&gt;
{{Screenshot|Image:TMW_screenshot_0.0.18-cvs_inn.png|The inn}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.15-cvs.png|A crowd in front of the gates to Tulimshar palace}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion 1.png|A snake invasion was announced}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion 2.png|First snakes started coming}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.15 - snake invasion.png|Snake invasion went out of control}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ancient ==&lt;br /&gt;
&lt;br /&gt;
{{Screenshot|Image:TMW ancient matt bug2.jpg|Matt shows us a bug in the map}}&lt;br /&gt;
{{Screenshot|Image:TMW ancient login.png|The login screen just after porting it to Guichan}}&lt;br /&gt;
{{Screenshot|Image:Tmw-0.0.10CVS.png|Pathfinding was reimplemented in 0.0.10}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.10.png|Purple all on his own on 0.0.10 release}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.12-family-shot.png|A family shot taken in front of Tulimshar palace gate}}&lt;br /&gt;
{{Screenshot|Image:TMW screenshot 0.0.12-cave.png|The cave was new with 0.0.12}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Main_Page&amp;diff=12119</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Main_Page&amp;diff=12119"/>
		<updated>2009-05-15T18:08:28Z</updated>

		<summary type="html">&lt;p&gt;Crush2: removed link to alliances (redundant)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ __NOEDITSECTION__&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;3&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid lightgrey;&amp;quot; |&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
| style=&amp;quot;vertical-align: center; text-align: center; padding: 0px 20px 0px 20px; font-style: italic;&amp;quot; | Welcome to The Mana World wiki! This wiki is meant to provide information to our players, to provide an easy way to contribute to the development of certain parts of the game and to improve collaboration between people on the development team. We hope you will find what you are looking for. To be able to edit you have to login, but signing up is free and requires no activation.&lt;br /&gt;
| [[Image:Tmw logo.png|100px]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #e0c8b8; color: #000; background-color: #faeee6&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
==For players==&lt;br /&gt;
===General information===&lt;br /&gt;
*[[Project description]]&lt;br /&gt;
*[[Screenshots]]&lt;br /&gt;
*[[Developers|List of developers]]&lt;br /&gt;
*[[Game_Masters|List of game masters]]&lt;br /&gt;
*[[System requirements]]&lt;br /&gt;
*[[Servers|List of servers]]&lt;br /&gt;
*[[Guilds|List of player groups]]&lt;br /&gt;
*[[Forks|List of other games based on TMW]]&lt;br /&gt;
&lt;br /&gt;
===Newbie information===&lt;br /&gt;
*[[Getting started]]&lt;br /&gt;
*[[Walkthrough]]&lt;br /&gt;
*[[FAQ]]&lt;br /&gt;
&lt;br /&gt;
===In-depth information===&lt;br /&gt;
*[[Monster reference|List of monsters]]&lt;br /&gt;
*[[Item reference|List of items]]&lt;br /&gt;
*[[NPC|List of NPCs]]&lt;br /&gt;
*[[Stats|Overview of player statistics]]&lt;br /&gt;
*[[Config settings|Game configuration]]&lt;br /&gt;
*[[Provisorical Alchemy System|Alchemy]]&lt;br /&gt;
*[[In-game_world_map|World map]]&lt;br /&gt;
*[[Walkthrough/Quests|Quests]]&lt;br /&gt;
&lt;br /&gt;
===Feedback===&lt;br /&gt;
*[[Suggestions|Suggest features or modifications]]&lt;br /&gt;
*[[Bugs|Report bugs]]&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 50%; border: 1px solid #c9c9ff; color: #000; background-color: #f3f3ff&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
==For developers==&lt;br /&gt;
===General information===&lt;br /&gt;
:&#039;&#039;Development&#039;&#039;: [[Joining the project]] - [[Roadmap]] - [[Git Repository]]&lt;br /&gt;
&lt;br /&gt;
===Concepts and story===&lt;br /&gt;
:&#039;&#039;Story&#039;&#039;: [[Backstory]]&lt;br /&gt;
:&#039;&#039;World&#039;&#039;: [[Geography]] - [[Creatures]] - [[Organizations]] - [[Elements]]&lt;br /&gt;
&lt;br /&gt;
===Game content===&lt;br /&gt;
:[[Content|&#039;&#039;List of content being worked on&#039;&#039;]]&lt;br /&gt;
:&#039;&#039;General&#039;&#039;: [[Guidelines]] - [[Concept art]] - [[Assignments]] - [[:Special:Newimages|Recently uploaded images]]&lt;br /&gt;
:&#039;&#039;Characters&#039;&#039;: [[Playerset development|Playersets]] - [[Equipment development|Equipment sheets]] - [[Equipment in development]] - [[Hairset development|Hairsets]] - [[NPC development]]&lt;br /&gt;
:&#039;&#039;Creatures&#039;&#039;: [[Creature proposal]] - [[Monsterset development|Monster sheets]]&lt;br /&gt;
:&#039;&#039;Graphics&#039;&#039;: [[Tileset development|Tilesets]] - [[Animations]] - [[Particle engine|Particle effects]] - [[Image dyeing]]&lt;br /&gt;
:&#039;&#039;Mapping&#039;&#039;: [[Map development]] - [[Mapping Tutorial]]&lt;br /&gt;
:&#039;&#039;Sound and music&#039;&#039;: [[SFX|Sound effects]] - [[Music]]&lt;br /&gt;
:&#039;&#039;Miscellaneaous&#039;&#039;: [[Translations]] - [[Friendly Bots]]&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
:&#039;&#039;Combat&#039;&#039;: [[Game systems]] - [[Weapons]]&lt;br /&gt;
:&#039;&#039;User input&#039;&#039;: [[GUI development]] - [[Keyboard usage]] - [[Menu interface system]]&lt;br /&gt;
&lt;br /&gt;
===Programming===&lt;br /&gt;
:[[Hacking|Source code guidelines]]&lt;br /&gt;
:[[eAthena Scripting Standards]]&lt;br /&gt;
:[[Dependencies]]&lt;br /&gt;
:[[Ports]]&lt;br /&gt;
:[http://mantis.themanaworld.org Bug tracker]&lt;br /&gt;
:[http://bjorn.platinum.linux.pl/tmw-docs/ Source code documentation (Doxygen)]&lt;br /&gt;
:&#039;&#039;RFCs&#039;&#039;: [[Rendering]] - [[Action layers]] - [[Improvement of the collision layer system|Collision system]] - [[Being movement system|Movement system]] - [[Logging]] - [[Party system]]&lt;br /&gt;
:&#039;&#039;Reference&#039;&#039;: [[Server development]] - [[Realtime action combat protocol|Realtime combat]] - [[Monster Database]]&lt;br /&gt;
:&#039;&#039;Releases&#039;&#039;: [[Making a new release]] - [[How to release an update]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Player_Groups&amp;diff=12118</id>
		<title>Player Groups</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Player_Groups&amp;diff=12118"/>
		<updated>2009-05-15T18:01:29Z</updated>

		<summary type="html">&lt;p&gt;Crush2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
Please, try not to be chaotic when editing, try to keep the format, and don&#039;t create derived articles for your guilds. Here you have enough space to make your guilds.&lt;br /&gt;
==The Holy Mana Clan==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Holy Mana clan mission statement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our purpose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The holy mana clan is created mainly to add another flavor to the game. The idea is to have a social network between players for the purpose of organizing in-game events as well as for helping newer players find their way. Membership is completely free. That means it doesn&#039;t matter whether you play one hour a week or 5 hours a day. Inactive players might be put on ghost status after a while, but they can immediately be put back once they are active again. Secondly that means you can quit the clan whenever you get tired of it, no strings attached. And finally it also means we do not ask for fees. Prizes for events will depend on donations of &amp;quot;richer&amp;quot; members. We used to keep a registry of the donated gold and items on-line, so people could check and see that this isn&#039;t just a scam to make money, but it became to time consuming as the clan grew bigger. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our policy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although the purpose of the clan is to make the game more fun, we are serious about our image. If members of the clan act obnoxious it will reflect poorly on all members. Therefore we have a strict policy; we will not accept known trouble makers and we will not hesitate to ban those who are destroying the concept. The idea is to unite as an open group and enjoy the game under the banner with integrity, not to create a closed group that acts superior to non-members. So be on your best behavior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our future&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since our options are quite limited on the current server we obviously only have a small influence on the game and on gameplay. Yet we are hoping that we can build this clan to a respectable size by the time new options become available. Until then we will probably keep an easygoing mood, and hold our best ideas for later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For more informations such as:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;member list&#039;&#039;&#039; (more then 250 members; half is active, the other half drops in once in a while)&lt;br /&gt;
*&#039;&#039;&#039;news about events and meetings&#039;&#039;&#039;(join the fun)&lt;br /&gt;
*&#039;&#039;&#039;How to join, and clan-policy&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;our Perk Point System&#039;&#039;&#039; (a system to reward active members with items)&lt;br /&gt;
*&#039;&#039;&#039;Contacting other members by forum or IRC&#039;&#039;&#039; (ask for advice or help, or just get to know each other)&lt;br /&gt;
*&#039;&#039;&#039;Screenshots and videos&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Walktrough&#039;&#039;&#039; (quests, stat-configuration, useful tips; more up to date than wiki)&lt;br /&gt;
*&#039;&#039;&#039;Usefull links&#039;&#039;&#039; (who&#039;s online, top stats, manabay, forums, player homesites, ...)&lt;br /&gt;
&#039;&#039;&#039;visit us at: [http://holymanaclan.webs.com/ http://holymanaclan.webs.com/]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacting the leaders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every clan is supposed to have leaders and members, to prevent chaos. Although some of them have authority and some don&#039;t; the clan needs both of them to survive! Luckily the leaders of this clan are open to suggestions of their members. Is there anything you would like the clan to have, something about the clan you dislike? Do you have any questions? Do you want your home page or favorite page to be added to our &amp;quot;links&amp;quot; page? Do you have any suggestions for the web page or forum? Do you want to be notified of upcoming events? Do you think we could use your help with something you&#039;re good at? Do you have a nice screenshot you want to add? For all those things we made a clan e-mail address:&lt;br /&gt;
&lt;br /&gt;
TheHolyManaClan@gmail.com&lt;br /&gt;
&lt;br /&gt;
==Los Viscerales==&lt;br /&gt;
&lt;br /&gt;
Los Viscerales are wizards, warriors and archers that seek to build a community that enjoys player organized activities and events.  We support competitive game elements, the player driven market and seek to build alliances with others so that our small gaming community can thrive and continue to grow.  If you are interested in organizing &amp;quot;player versus player&amp;quot; (pvp) or &amp;quot;raid&amp;quot; activities contact &amp;quot;Wombat&amp;quot; in game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Webpage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Los Viscerales provides information on tactics, strategies, events and activities on our webpage. To keep our group connected, we also provide a forum and a community portal to &#039;&#039;&#039;The Mana World&#039;&#039;&#039; and other MMORPGs of interest.  You can reach the webpage by going [http://wombat.arawakcity.org/losviscerales here] or to [http://www.tinyurl.com/streetgang tinyurl.com/streetgang]&lt;br /&gt;
&lt;br /&gt;
==BrasilTeaM==&lt;br /&gt;
&lt;br /&gt;
BrasilTeaM is a BR group that seeks to bring together Brazilians and others who play TMW.  Our webpage is in Portuguese, check us out there or get in contact with one of the members on our list. &lt;br /&gt;
&lt;br /&gt;
We welcome all BR&#039;s with open arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Zuua, -Mihawk-, K2F5, SakaSurf, La FiTi, Fitipaldi, ckara, MiniMister,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This Decision them. / Esta a DecisÃ£o deles.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soldado, sadaf, Autarquia, Lord Voldemort&lt;br /&gt;
&lt;br /&gt;
[http://www.orkut.com/Main#Community.aspx?cmm=81542873&amp;amp;refresh=1 Webpage]&lt;br /&gt;
&lt;br /&gt;
==The Sunshine Clan==&lt;br /&gt;
&lt;br /&gt;
Our hopes for this clan is to hold events and fun games that the players can play.&lt;br /&gt;
The type of games we will hold will be like hide and seek, scavenger hunt, and whatever the players want, we will take suggestions. There will be prizes awarded to the winners.&lt;br /&gt;
&lt;br /&gt;
Clan Leaders&lt;br /&gt;
&lt;br /&gt;
1. Porter&lt;br /&gt;
2. Alexi Laiho&lt;br /&gt;
&lt;br /&gt;
Visit the Sunshine Clan on the [http://sites.google.com/site/justinportermw/clan-info Web].&lt;br /&gt;
&lt;br /&gt;
== xDeathofFatex ==&lt;br /&gt;
Info: A guild for the members of the [xDeathofFatex] clan, which can be found across the web and in many games. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leaders:&amp;lt;/b&amp;gt;&lt;br /&gt;
* Apoca&lt;br /&gt;
* xSekereiGodx&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; [xDeathofFatex] &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [xDeathofFatex] guild will try to make its community (and the Mana World&#039;s) a more entertaining community (if not better). As the Mana World&#039;s development continues, the guild will try to create contests, events or other fun activities for its members. The guild welcomes anyone with open hands.&lt;br /&gt;
See you online!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Members:&amp;lt;/b&amp;gt; (Just edit your name in! We would be happy to accept you)&lt;br /&gt;
* Apoca&lt;br /&gt;
* xSekereiGodx&lt;br /&gt;
&lt;br /&gt;
Visit our forum at [http://xdeathoffatex.heavenforum.com/the-mana-world-guild-forum-f19 xDeathofFatex]. See you there...&lt;br /&gt;
&lt;br /&gt;
==The Mana World Player Community==&lt;br /&gt;
&lt;br /&gt;
This is a non-affiliated alliance for the benefit of TMW Player Community. This page is to help create a contact list for affiliated and non-affiliated players that want to help enrich TMW player community. Individuals can be added here as long as what they do is for the player community at large.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Player Group: If yes, name of player group hyperlinked to the player group webpage.  If no, put &amp;quot;No&amp;quot; in this field.&lt;br /&gt;
&lt;br /&gt;
Roles: Party Leader, Player Helper, TMW Wiki Helper, Event Organizer. For new roles, please discuss in the forums under [http://forums.themanaworld.org/viewforum.php?f=12 &amp;quot;Player Talk&amp;quot;] before adding them.&lt;br /&gt;
&lt;br /&gt;
Descriptions and Scheduled Times: Use a brief description here and hyperlink to a &amp;quot;Player Talk&amp;quot; topic for a full description.  Be sure to include the days, dates and times in the description.  All times used should be UTC.&lt;br /&gt;
&lt;br /&gt;
Other Information: Include information about non-scheduled assistance or activities the player offers.  Examples include: &amp;quot;On the Fly&amp;quot; Raids (Party Leaders commonly do this) and Screeny Parties.  Other relevant information can also be added here.&lt;br /&gt;
&lt;br /&gt;
Contact: Include contact information. Examples of how to be contacted: Whisper &amp;quot;Character Name&amp;quot; In Game, Player Talk Forums or Private Message &amp;quot;Forum Name&amp;quot;, Email, Player Group Website, Personal Blog or Website.  Use hyperlinks when necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|-&lt;br /&gt;
!Character Name&lt;br /&gt;
!Other Player Groups&lt;br /&gt;
!Roles&lt;br /&gt;
!Descriptions and Scheduled Times&lt;br /&gt;
!Other Information&lt;br /&gt;
!Contact&lt;br /&gt;
|-&lt;br /&gt;
|Wombat&lt;br /&gt;
|[http://tinyurl.com/streetgang Los Viscerales]&lt;br /&gt;
|Event Organizer, TMW Wiki Helper&lt;br /&gt;
|[http://forums.themanaworld.org/viewtopic.php?f=12&amp;amp;t=6723 Crusaders versus Warlords] Team PvP.  Sundays 20:00 UTC.&lt;br /&gt;
|Wombat also will help players add information to TMW wiki pages like [[Player Groups]]. Wombat is also interested in raids and will join parties when he is willing and available.&lt;br /&gt;
|Whisper &amp;quot;Wombat&amp;quot; in Game, Player Talk Forums or Private Message &amp;quot;Wombat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Player_Groups&amp;diff=12117</id>
		<title>Player Groups</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Player_Groups&amp;diff=12117"/>
		<updated>2009-05-15T17:59:41Z</updated>

		<summary type="html">&lt;p&gt;Crush2: moved &amp;quot;The Mana World Player Community&amp;quot; from &amp;quot;Alliances&amp;quot; page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category_playerinfo}}&lt;br /&gt;
Please, try not to be chaotic when editing, try to keep the format, and don&#039;t create derived articles for your guilds. Here you have enough space to make your guilds.&lt;br /&gt;
==The Holy Mana Clan==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Holy Mana clan mission statement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our purpose&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The holy mana clan is created mainly to add another flavor to the game. The idea is to have a social network between players for the purpose of organizing in-game events as well as for helping newer players find their way. Membership is completely free. That means it doesn&#039;t matter whether you play one hour a week or 5 hours a day. Inactive players might be put on ghost status after a while, but they can immediately be put back once they are active again. Secondly that means you can quit the clan whenever you get tired of it, no strings attached. And finally it also means we do not ask for fees. Prizes for events will depend on donations of &amp;quot;richer&amp;quot; members. We used to keep a registry of the donated gold and items on-line, so people could check and see that this isn&#039;t just a scam to make money, but it became to time consuming as the clan grew bigger. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our policy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although the purpose of the clan is to make the game more fun, we are serious about our image. If members of the clan act obnoxious it will reflect poorly on all members. Therefore we have a strict policy; we will not accept known trouble makers and we will not hesitate to ban those who are destroying the concept. The idea is to unite as an open group and enjoy the game under the banner with integrity, not to create a closed group that acts superior to non-members. So be on your best behavior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Our future&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since our options are quite limited on the current server we obviously only have a small influence on the game and on gameplay. Yet we are hoping that we can build this clan to a respectable size by the time new options become available. Until then we will probably keep an easygoing mood, and hold our best ideas for later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For more informations such as:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;member list&#039;&#039;&#039; (more then 250 members; half is active, the other half drops in once in a while)&lt;br /&gt;
*&#039;&#039;&#039;news about events and meetings&#039;&#039;&#039;(join the fun)&lt;br /&gt;
*&#039;&#039;&#039;How to join, and clan-policy&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;our Perk Point System&#039;&#039;&#039; (a system to reward active members with items)&lt;br /&gt;
*&#039;&#039;&#039;Contacting other members by forum or IRC&#039;&#039;&#039; (ask for advice or help, or just get to know each other)&lt;br /&gt;
*&#039;&#039;&#039;Screenshots and videos&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Walktrough&#039;&#039;&#039; (quests, stat-configuration, useful tips; more up to date than wiki)&lt;br /&gt;
*&#039;&#039;&#039;Usefull links&#039;&#039;&#039; (who&#039;s online, top stats, manabay, forums, player homesites, ...)&lt;br /&gt;
&#039;&#039;&#039;visit us at: [http://holymanaclan.webs.com/ http://holymanaclan.webs.com/]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacting the leaders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every clan is supposed to have leaders and members, to prevent chaos. Although some of them have authority and some don&#039;t; the clan needs both of them to survive! Luckily the leaders of this clan are open to suggestions of their members. Is there anything you would like the clan to have, something about the clan you dislike? Do you have any questions? Do you want your home page or favorite page to be added to our &amp;quot;links&amp;quot; page? Do you have any suggestions for the web page or forum? Do you want to be notified of upcoming events? Do you think we could use your help with something you&#039;re good at? Do you have a nice screenshot you want to add? For all those things we made a clan e-mail address:&lt;br /&gt;
&lt;br /&gt;
TheHolyManaClan@gmail.com&lt;br /&gt;
&lt;br /&gt;
==Los Viscerales==&lt;br /&gt;
&lt;br /&gt;
Los Viscerales are wizards, warriors and archers that seek to build a community that enjoys player organized activities and events.  We support competitive game elements, the player driven market and seek to build alliances with others so that our small gaming community can thrive and continue to grow.  If you are interested in organizing &amp;quot;player versus player&amp;quot; (pvp) or &amp;quot;raid&amp;quot; activities contact &amp;quot;Wombat&amp;quot; in game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Webpage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Los Viscerales provides information on tactics, strategies, events and activities on our webpage. To keep our group connected, we also provide a forum and a community portal to &#039;&#039;&#039;The Mana World&#039;&#039;&#039; and other MMORPGs of interest.  You can reach the webpage by going [http://wombat.arawakcity.org/losviscerales here] or to [http://www.tinyurl.com/streetgang tinyurl.com/streetgang]&lt;br /&gt;
&lt;br /&gt;
==BrasilTeaM==&lt;br /&gt;
&lt;br /&gt;
BrasilTeaM is a BR group that seeks to bring together Brazilians and others who play TMW.  Our webpage is in Portuguese, check us out there or get in contact with one of the members on our list. &lt;br /&gt;
&lt;br /&gt;
We welcome all BR&#039;s with open arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Zuua, -Mihawk-, K2F5, SakaSurf, La FiTi, Fitipaldi, ckara, MiniMister,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This Decision them. / Esta a DecisÃ£o deles.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soldado, sadaf, Autarquia, Lord Voldemort&lt;br /&gt;
&lt;br /&gt;
[http://www.orkut.com/Main#Community.aspx?cmm=81542873&amp;amp;refresh=1 Webpage]&lt;br /&gt;
&lt;br /&gt;
==The Sunshine Clan==&lt;br /&gt;
&lt;br /&gt;
Our hopes for this clan is to hold events and fun games that the players can play.&lt;br /&gt;
The type of games we will hold will be like hide and seek, scavenger hunt, and whatever the players want, we will take suggestions. There will be prizes awarded to the winners.&lt;br /&gt;
&lt;br /&gt;
Clan Leaders&lt;br /&gt;
&lt;br /&gt;
1. Porter&lt;br /&gt;
2. Alexi Laiho&lt;br /&gt;
&lt;br /&gt;
Visit the Sunshine Clan on the [http://sites.google.com/site/justinportermw/clan-info Web].&lt;br /&gt;
&lt;br /&gt;
== xDeathofFatex ==&lt;br /&gt;
Info: A guild for the members of the [xDeathofFatex] clan, which can be found across the web and in many games. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Leaders:&amp;lt;/b&amp;gt;&lt;br /&gt;
* Apoca&lt;br /&gt;
* xSekereiGodx&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; [xDeathofFatex] &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [xDeathofFatex] guild will try to make its community (and the Mana World&#039;s) a more entertaining community (if not better). As the Mana World&#039;s development continues, the guild will try to create contests, events or other fun activities for its members. The guild welcomes anyone with open hands.&lt;br /&gt;
See you online!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Members:&amp;lt;/b&amp;gt; (Just edit your name in! We would be happy to accept you)&lt;br /&gt;
* Apoca&lt;br /&gt;
* xSekereiGodx&lt;br /&gt;
&lt;br /&gt;
Visit our forum at [http://xdeathoffatex.heavenforum.com/the-mana-world-guild-forum-f19 xDeathofFatex]. See you there...&lt;br /&gt;
&lt;br /&gt;
==The Mana World Player Community==&lt;br /&gt;
&lt;br /&gt;
This is a non-affiliated alliance for the benefit of TMW Player Community. This page is to help create a contact list for affiliated and non-affiliated players that want to help enrich TMW player community. Individuals can be added here as long as what they do is for the player community at large.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Player Group: If yes, name of player group hyperlinked to the player group webpage.  If no, put &amp;quot;No&amp;quot; in this field.&lt;br /&gt;
&lt;br /&gt;
Roles: Party Leader, Player Helper, TMW Wiki Helper, Event Organizer. For new roles, please discuss in the forums under [http://forums.themanaworld.org/viewforum.php?f=12 &amp;quot;Player Talk&amp;quot;] before adding them.&lt;br /&gt;
&lt;br /&gt;
Descriptions and Scheduled Times: Use a brief description here and hyperlink to a &amp;quot;Player Talk&amp;quot; topic for a full description.  Be sure to include the days, dates and times in the description.  All times used should be UTC.&lt;br /&gt;
&lt;br /&gt;
Other Information: Include information about non-scheduled assistance or activities the player offers.  Examples include: &amp;quot;On the Fly&amp;quot; Raids (Party Leaders commonly do this) and Screeny Parties.  Other relevant information can also be added here.&lt;br /&gt;
&lt;br /&gt;
Contact: Include contact information. Examples of how to be contacted: Whisper &amp;quot;Character Name&amp;quot; In Game, Player Talk Forums or Private Message &amp;quot;Forum Name&amp;quot;, Email, Player Group Website, Personal Blog or Website.  Use hyperlinks when necessary. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|-&lt;br /&gt;
!Character Name&lt;br /&gt;
!Player Group&lt;br /&gt;
!Roles&lt;br /&gt;
!Descriptions and Scheduled Times&lt;br /&gt;
!Other Information&lt;br /&gt;
!Contact&lt;br /&gt;
|-&lt;br /&gt;
|Wombat&lt;br /&gt;
|[http://tinyurl.com/streetgang Los Viscerales]&lt;br /&gt;
|Event Organizer, TMW Wiki Helper&lt;br /&gt;
|[http://forums.themanaworld.org/viewtopic.php?f=12&amp;amp;t=6723 Crusaders versus Warlords] Team PvP.  Sundays 20:00 UTC.&lt;br /&gt;
|Wombat also will help players add information to TMW wiki pages like [[Player Groups]] and [[Alliances]].  Wombat is also interested in raids and will join parties when he is willing and available.&lt;br /&gt;
|Whisper &amp;quot;Wombat&amp;quot; in Game, Player Talk Forums or Private Message &amp;quot;Wombat&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Alliances&amp;diff=12116</id>
		<title>Alliances</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Alliances&amp;diff=12116"/>
		<updated>2009-05-15T17:59:08Z</updated>

		<summary type="html">&lt;p&gt;Crush2: just another type of player group&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Player_Groups]]&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Developers&amp;diff=12097</id>
		<title>Development:Developers</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Developers&amp;diff=12097"/>
		<updated>2009-05-12T20:59:47Z</updated>

		<summary type="html">&lt;p&gt;Crush2: fixed colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The current main developers. See also the page listing all [[contributors]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;border-bottom: 2px solid #efdead&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;150px&amp;quot; align=&amp;quot;left&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;200px&amp;quot; align=&amp;quot;left&amp;quot; | Occupation&lt;br /&gt;
! style=&amp;quot;background:#efdead;&amp;quot; width=&amp;quot;150px&amp;quot; align=&amp;quot;left&amp;quot; | Location&lt;br /&gt;
&lt;br /&gt;
{{dev2| [[User:Exceptionfault|Andreas Habel (Exceptionfault)]] | Programmer | Germany}}&lt;br /&gt;
{{dev1| [[User:Av3nger|Av3nger]]                 | Pixel art, map creation, translations | Brazil}}&lt;br /&gt;
{{dev2| [[User:Bertram|Bertram]]                 | Programmer | France}}&lt;br /&gt;
{{dev1| [[User:BjÃ¸rn|BjÃ¸rn Lindeijer]]           | Lead Programmer | The Netherlands}}&lt;br /&gt;
{{dev2| [[User:Blue112|Blue Sans Douze (Blue112)]]| Programmer | Luxembourg}}&lt;br /&gt;
{{dev1| [[User:Kage|Chuck Miller (Kage)]]        | Programmer | USA}}&lt;br /&gt;
{{dev2| [[User:Crush|Philipp Sehmisch (Crush)]]  | Pixel artist, mapper, programmer | Germany}}&lt;br /&gt;
{{dev1| [[User:Dabe|David Del Re (Dabe)]]        | Story and Geography writer | USA}}&lt;br /&gt;
{{dev2| [[User:Doener|Doener]]                   | Programmer | Germany}}&lt;br /&gt;
{{dev1| [[User:ElvenProgrammer|Eugenio Favalli (ElvenProgrammer)]] | Project leader, programmer | Italy}}&lt;br /&gt;
{{dev2| [[User:Jaxad0127|Jared Adams (Jaxad0127)]] | Content Manager Task Force member, mapper, minor programming | USA}}&lt;br /&gt;
{{dev1| [[User:maci|maci]]                       | User support | Germany}}&lt;br /&gt;
{{dev2| [[User:hackgrid|Matt]]                   | Blabbering idiot | Germany}}&lt;br /&gt;
{{dev1| [[User:Modanung|Modanung]]               | Pixel artist, concept artist | The Netherlands}}&lt;br /&gt;
{{dev2| [[User:Pajarico|Pajarico]]               | Art, writer | Spain}}&lt;br /&gt;
{{dev1| [[User:the-me|Patrick MatthÃ¤i]]          | Debian package maintainer | Germany}}&lt;br /&gt;
{{dev2| [[User:Pauan|Pauan]]                     | Graphics artist (painting, pixel art, interface design, etc.) | USA}}&lt;br /&gt;
{{dev1| [[User:Peavey|Dennis Friis (peavey)]]    | Programmer | Denmark}}&lt;br /&gt;
{{dev2| [[User:Platyna|Platyna]]                 | Slackware package maintainer | Poland}}&lt;br /&gt;
{{dev1| [[User:Avaniel|Rogier Polak (Avaniel)]]  | Programmer | The Netherlands}}&lt;br /&gt;
{{dev2| [[User:QOAL|Scott Ellis (Quiche_on_a_leash)]] | Content Management | England}}&lt;br /&gt;
{{dev1| [[User:Rotonen|Joni Orponen (Rotonen)]]  | Head of art, story and music | Finland}}&lt;br /&gt;
{{dev2| [[User:Irukard|Krzysztof Daszuta (Irukard)]]                 | Pixel artist | Poland}}&lt;br /&gt;
{{dev1| [[User:Trapdoor|trapdoor]]               | Programmer | England}}&lt;br /&gt;
{{dev2| [[User:Tuxtgz|Tuxtgz]]                   | Web-interface Programmer | Germany}}&lt;br /&gt;
{{dev1| [[User:Usiu|Mateusz Kaduk (Usiu)]]       | Programmer | Poland}}&lt;br /&gt;
{{dev2| [[User:VictorSan|VictorSan]]             | Programmer | Spain}}&lt;br /&gt;
{{dev1| [[User:Yosuhara|Yosuhara]]               | Pixel artist | Slovakia}}&lt;br /&gt;
{{dev2| [[User:Zipon|Zipon]]                     | Mapper | Denmark}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Viann&amp;diff=12057</id>
		<title>User:Viann</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Viann&amp;diff=12057"/>
		<updated>2009-05-07T20:06:23Z</updated>

		<summary type="html">&lt;p&gt;Crush2: Viann moved to User:Viann: user pages belong to the user namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Viann]]&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Groosse_merde&amp;diff=12055</id>
		<title>User:Groosse merde</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Groosse_merde&amp;diff=12055"/>
		<updated>2009-05-07T20:05:59Z</updated>

		<summary type="html">&lt;p&gt;Crush2: Groosse merde moved to User:Groosse merde: user pages belong into the user namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Groosse merde]]&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12047</id>
		<title>User:Crush/Customized Equipment Technical</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12047"/>
		<updated>2009-05-07T18:43:02Z</updated>

		<summary type="html">&lt;p&gt;Crush2: format fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Database ==&lt;br /&gt;
Layout for the SQL table to store customized equipment&lt;br /&gt;
{{beginsqltable|tmw_item_instances}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY | tmw_item_instances_modifiers.id, tmw_item_instances_runes.id | unique identifier}}&lt;br /&gt;
{{sqltablerow | archetype-id | INTEGER | | | entry from items.xml to determine the slot the item is equipped in, the used sprite, item icon and description. In case of weapons it also affects the weapon category (used skill) and the attack zone.}}&lt;br /&gt;
{{sqltablerow | color | TEXT | | | colorization string}}&lt;br /&gt;
{{sqltablerow | name | TEXT | | | item name}}&lt;br /&gt;
{{sqltablerow | inscription | TEXT | | | custom description which can be added by the crafting character}}&lt;br /&gt;
{{sqltablerow | durability | INTEGER | | | remaining durability of the item}}&lt;br /&gt;
{{sqltablerow | initial-durability | INTEGER | | | initial durability of the item}}&lt;br /&gt;
{{sqltablerow | weight | INTEGER | | | weight}}&lt;br /&gt;
{{sqltablerow | value | INTEGER | | | price NPCs pay for this item}}&lt;br /&gt;
{{sqltablerow | rune-slots | INTEGER | | | number of slots for spell runes}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Stat modifiers during item creation. Also includes elemental modifiers.&lt;br /&gt;
{{beginsqltable|tmw_item_instances_modifiers}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | attribute | BYTE |  |  | affected character attribute or modified element}}&lt;br /&gt;
{{sqltablerow | absolute | INTEGER |  |  | linear attribute modifier}}&lt;br /&gt;
{{sqltablerow | multiplier | FLOAT |  |  | attribute multiplier in case of character attribute. Elemental damage multiplier in case of element attribute.}}&lt;br /&gt;
{{sqltablerow | stackgroup | INTEGER |  |  | Stack group of the modifier effect. Every item may only have one effect from each stack group (with the exception of stack group 0) to avoid having multiple effects which are not supposed to stack. A weapon enchantment from a player would, for example, come from a specific stack group number which translates to &amp;quot;player weapon attack buff&amp;quot; making it impossible to apply it multiple times to the same weapon. }}&lt;br /&gt;
{{sqltablerow | time | INTEGER |  |  | time when the modifier wears off (for temporary enchantments)}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Spell runes engraved in the item.&lt;br /&gt;
{{beginsqltable|tmw_item_instances_runes}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | spell | INTEGER | | | spell of the rune }}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Custom variables for use in item scripts&lt;br /&gt;
{{beginsqltable|tmw_item_instances_vars}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | key | TEXT | | | key }}&lt;br /&gt;
{{sqltablerow | value | TEXT |  |  | value}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Netcode ==&lt;br /&gt;
&lt;br /&gt;
* Item IDs are 32 bit unsigned integers&lt;br /&gt;
* Item IDs 1 - 65.535 are non-customized generic items which may exist multiple times&lt;br /&gt;
* Item IDs 65.536 - 4.294.967.296 are unique equipment items which may only exist once in the game.&lt;br /&gt;
* When sending the inventory data to a character, every high id is followed by its archetype-id and colorization string. All other information about the item can be requested on demand with an additional message.&lt;br /&gt;
* When sending look information about other characters the archetype-id and the colorisation are transfered&lt;br /&gt;
* Colorisations are sent in a compressed format:&lt;br /&gt;
** 1 Byte bitfield of the used colorisation channels. For each channel:&lt;br /&gt;
*** 1 Byte for number of entries in the color ramp. for every entry:&lt;br /&gt;
**** 3 Byte for red, green and blue component of color&lt;br /&gt;
== Script API ==&lt;br /&gt;
&lt;br /&gt;
;tmw.create_item_instance(archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Creates a custom item in the server database. Returns the ID of the item.&lt;br /&gt;
;tmw.change_item_instance(id, archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Changes the values of a custom item in the server database. Every argument may be NULL to leave it as it is.&lt;br /&gt;
;tmw.add_modifier_to_item_instance(id, attribute, absolute, multiplier, stack, time): Adds a modifier to an item.&lt;br /&gt;
;tmw.add_rune_to_item_instance(id, spell): Adds a spell rune to an item.&lt;br /&gt;
;tmw.get_item_instance(id): Returns a table with the attributes of the item.&lt;br /&gt;
;tmw.get_item_instance_modifiers(id): Returns a table of tables with the modifier data of the item.&lt;br /&gt;
;tmw.get_item_instance_runes(id): Returns a table of tables with the rune data of the item.&lt;br /&gt;
;tmw.get_item_instance_var(id, key): Returns the string stored in &amp;quot;key&amp;quot; in the var table of the item&lt;br /&gt;
;tmw.set_item_instance_var(id, key, value): Sets the string stored in &amp;quot;key&amp;quot; in the var table of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(function names not checked for consistency with the rest of the api)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12046</id>
		<title>User:Crush/Customized Equipment Technical</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12046"/>
		<updated>2009-05-07T18:41:38Z</updated>

		<summary type="html">&lt;p&gt;Crush2: added anti stacking precaution to stat modifiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Database ==&lt;br /&gt;
Layout for the SQL table to store customized equipment&lt;br /&gt;
{{beginsqltable|tmw_item_instances}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY | tmw_item_instances_modifiers.id, tmw_item_instances_runes.id | unique identifier}}&lt;br /&gt;
{{sqltablerow | archetype-id | INTEGER | | | entry from items.xml to determine the slot the item is equipped in, the used sprite, item icon and description. In case of weapons it also affects the weapon category (used skill) and the attack zone.}}&lt;br /&gt;
{{sqltablerow | color | TEXT | | | colorization string}}&lt;br /&gt;
{{sqltablerow | name | TEXT | | | item name}}&lt;br /&gt;
{{sqltablerow | inscription | TEXT | | | custom description which can be added by the crafting character}}&lt;br /&gt;
{{sqltablerow | durability | INTEGER | | | remaining durability of the item}}&lt;br /&gt;
{{sqltablerow | initial-durability | INTEGER | | | initial durability of the item}}&lt;br /&gt;
{{sqltablerow | weight | INTEGER | | | weight}}&lt;br /&gt;
{{sqltablerow | value | INTEGER | | | price NPCs pay for this item}}&lt;br /&gt;
{{sqltablerow | rune-slots | INTEGER | | | number of slots for spell runes}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Stat modifiers during item creation. Also includes elemental modifiers.&lt;br /&gt;
{{beginsqltable|tmw_item_instances_modifiers}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | attribute | BYTE |  |  | affected character attribute or modified element}}&lt;br /&gt;
{{sqltablerow | absolute | INTEGER |  |  | linear attribute modifier}}&lt;br /&gt;
{{sqltablerow | multiplier | FLOAT |  |  | attribute multiplier in case of character attribute. Elemental damage multiplier in case of element attribute.}}&lt;br /&gt;
{{sqltablerow | stackgroup | INTEGER |  |  | Stack group of the modifier effect. Every item may only have one effect from each stack group (with the exception of stack group 0) to avoid having multiple effects which are not supposed to stack. A weapon enchantment from a player would, for example, come from a specific stack group number which translates to &amp;quot;player weapon attack buff&amp;quot; making it impossible to apply it multiple times to the same weapon.&lt;br /&gt;
{{sqltablerow | time | INTEGER |  |  | time when the modifier wears off (for temporary enchantments)}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Spell runes engraved in the item.&lt;br /&gt;
{{beginsqltable|tmw_item_instances_runes}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | spell | INTEGER | | | spell of the rune }}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Custom variables for use in item scripts&lt;br /&gt;
{{beginsqltable|tmw_item_instances_vars}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | key | TEXT | | | key }}&lt;br /&gt;
{{sqltablerow | value | TEXT |  |  | value}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Netcode ==&lt;br /&gt;
&lt;br /&gt;
* Item IDs are 32 bit unsigned integers&lt;br /&gt;
* Item IDs 1 - 65.535 are non-customized generic items which may exist multiple times&lt;br /&gt;
* Item IDs 65.536 - 4.294.967.296 are unique equipment items which may only exist once in the game.&lt;br /&gt;
* When sending the inventory data to a character, every high id is followed by its archetype-id and colorization string. All other information about the item can be requested on demand with an additional message.&lt;br /&gt;
* When sending look information about other characters the archetype-id and the colorisation are transfered&lt;br /&gt;
* Colorisations are sent in a compressed format:&lt;br /&gt;
** 1 Byte bitfield of the used colorisation channels. For each channel:&lt;br /&gt;
*** 1 Byte for number of entries in the color ramp. for every entry:&lt;br /&gt;
**** 3 Byte for red, green and blue component of color&lt;br /&gt;
== Script API ==&lt;br /&gt;
&lt;br /&gt;
;tmw.create_item_instance(archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Creates a custom item in the server database. Returns the ID of the item.&lt;br /&gt;
;tmw.change_item_instance(id, archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Changes the values of a custom item in the server database. Every argument may be NULL to leave it as it is.&lt;br /&gt;
;tmw.add_modifier_to_item_instance(id, attribute, absolute, multiplier, stack, time): Adds a modifier to an item.&lt;br /&gt;
;tmw.add_rune_to_item_instance(id, spell): Adds a spell rune to an item.&lt;br /&gt;
;tmw.get_item_instance(id): Returns a table with the attributes of the item.&lt;br /&gt;
;tmw.get_item_instance_modifiers(id): Returns a table of tables with the modifier data of the item.&lt;br /&gt;
;tmw.get_item_instance_runes(id): Returns a table of tables with the rune data of the item.&lt;br /&gt;
;tmw.get_item_instance_var(id, key): Returns the string stored in &amp;quot;key&amp;quot; in the var table of the item&lt;br /&gt;
;tmw.set_item_instance_var(id, key, value): Sets the string stored in &amp;quot;key&amp;quot; in the var table of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(function names not checked for consistency with the rest of the api)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12045</id>
		<title>User:Crush/Customized Equipment Technical</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12045"/>
		<updated>2009-05-07T18:30:58Z</updated>

		<summary type="html">&lt;p&gt;Crush2: replaced customitem with item_instance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Database ==&lt;br /&gt;
Layout for the SQL table to store customized equipment&lt;br /&gt;
{{beginsqltable|tmw_item_instances}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY | tmw_item_instances_modifiers.id, tmw_item_instances_runes.id | unique identifier}}&lt;br /&gt;
{{sqltablerow | archetype-id | INTEGER | | | entry from items.xml to determine the slot the item is equipped in, the used sprite, item icon and description. In case of weapons it also affects the weapon category (used skill) and the attack zone.}}&lt;br /&gt;
{{sqltablerow | color | TEXT | | | colorization string}}&lt;br /&gt;
{{sqltablerow | name | TEXT | | | item name}}&lt;br /&gt;
{{sqltablerow | inscription | TEXT | | | custom description which can be added by the crafting character}}&lt;br /&gt;
{{sqltablerow | durability | INTEGER | | | remaining durability of the item}}&lt;br /&gt;
{{sqltablerow | initial-durability | INTEGER | | | initial durability of the item}}&lt;br /&gt;
{{sqltablerow | weight | INTEGER | | | weight}}&lt;br /&gt;
{{sqltablerow | value | INTEGER | | | price NPCs pay for this item}}&lt;br /&gt;
{{sqltablerow | rune-slots | INTEGER | | | number of slots for spell runes}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Stat modifiers during item creation. Also includes elemental modifiers.&lt;br /&gt;
{{beginsqltable|tmw_item_instances_modifiers}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | attribute | BYTE |  |  | affected character attribute or modified element}}&lt;br /&gt;
{{sqltablerow | absolute | INTEGER |  |  | linear attribute modifier}}&lt;br /&gt;
{{sqltablerow | multiplier | FLOAT |  |  | attribute multiplier in case of character attribute. Elemental damage multiplier in case of element attribute.}}&lt;br /&gt;
{{sqltablerow | time | INTEGER |  |  | time when the modifier wears off (for temporary enchantments)}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Spell runes engraved in the item.&lt;br /&gt;
{{beginsqltable|tmw_item_instances_runes}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | spell | INTEGER | | | spell of the rune }}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Custom variables for use in item scripts&lt;br /&gt;
{{beginsqltable|tmw_item_instances_vars}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | key | TEXT | | | key }}&lt;br /&gt;
{{sqltablerow | value | TEXT |  |  | value}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Netcode ==&lt;br /&gt;
&lt;br /&gt;
* Item IDs are 32 bit unsigned integers&lt;br /&gt;
* Item IDs 1 - 65.535 are non-customized generic items which may exist multiple times&lt;br /&gt;
* Item IDs 65.536 - 4.294.967.296 are unique equipment items which may only exist once in the game.&lt;br /&gt;
* When sending the inventory data to a character, every high id is followed by its archetype-id and colorization string. All other information about the item can be requested on demand with an additional message.&lt;br /&gt;
* When sending look information about other characters the archetype-id and the colorisation are transfered&lt;br /&gt;
* Colorisations are sent in a compressed format:&lt;br /&gt;
** 1 Byte bitfield of the used colorisation channels. For each channel:&lt;br /&gt;
*** 1 Byte for number of entries in the color ramp. for every entry:&lt;br /&gt;
**** 3 Byte for red, green and blue component of color&lt;br /&gt;
== Script API ==&lt;br /&gt;
&lt;br /&gt;
;tmw.create_item_instance(archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Creates a custom item in the server database. Returns the ID of the item.&lt;br /&gt;
;tmw.change_item_instance(id, archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Changes the values of a custom item in the server database. Every argument may be NULL to leave it as it is.&lt;br /&gt;
;tmw.add_modifier_to_item_instance(id, attribute, absolute, multiplier, time): Adds a modifier to an item.&lt;br /&gt;
;tmw.add_rune_to_item_instance(id, spell): Adds a spell rune to an item.&lt;br /&gt;
;tmw.get_item_instance(id): Returns a table with the attributes of the item.&lt;br /&gt;
;tmw.get_item_instance_modifiers(id): Returns a table of tables with the modifier data of the item.&lt;br /&gt;
;tmw.get_item_instance_runes(id): Returns a table of tables with the rune data of the item.&lt;br /&gt;
;tmw.get_item_instance_var(id, key): Returns the string stored in &amp;quot;key&amp;quot; in the var table of the item&lt;br /&gt;
;tmw.set_item_instance_var(id, key, value): Sets the string stored in &amp;quot;key&amp;quot; in the var table of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(function names not checked for consistency with the rest of the api)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12044</id>
		<title>User:Crush/Customized Equipment Technical</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12044"/>
		<updated>2009-05-07T18:28:43Z</updated>

		<summary type="html">&lt;p&gt;Crush2: added script variables (former tmw_item_attributes)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Database ==&lt;br /&gt;
Layout for the SQL table to store customized equipment&lt;br /&gt;
{{beginsqltable|tmw_customitem}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY | tmw_customitem_modifiers.id, tmw_customitem_runes.id | unique identifier}}&lt;br /&gt;
{{sqltablerow | archetype-id | INTEGER | | | entry from items.xml to determine the slot the item is equipped in, the used sprite, item icon and description. In case of weapons it also affects the weapon category (used skill) and the attack zone.}}&lt;br /&gt;
{{sqltablerow | color | TEXT | | | colorization string}}&lt;br /&gt;
{{sqltablerow | name | TEXT | | | item name}}&lt;br /&gt;
{{sqltablerow | inscription | TEXT | | | custom description which can be added by the crafting character}}&lt;br /&gt;
{{sqltablerow | durability | INTEGER | | | remaining durability of the item}}&lt;br /&gt;
{{sqltablerow | initial-durability | INTEGER | | | initial durability of the item}}&lt;br /&gt;
{{sqltablerow | weight | INTEGER | | | weight}}&lt;br /&gt;
{{sqltablerow | value | INTEGER | | | price NPCs pay for this item}}&lt;br /&gt;
{{sqltablerow | rune-slots | INTEGER | | | number of slots for spell runes}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Stat modifiers during item creation. Also includes elemental modifiers.&lt;br /&gt;
{{beginsqltable|tmw_customitem_modifiers}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | attribute | BYTE |  |  | affected character attribute or modified element}}&lt;br /&gt;
{{sqltablerow | absolute | INTEGER |  |  | linear attribute modifier}}&lt;br /&gt;
{{sqltablerow | multiplier | FLOAT |  |  | attribute multiplier in case of character attribute. Elemental damage multiplier in case of element attribute.}}&lt;br /&gt;
{{sqltablerow | time | INTEGER |  |  | time when the modifier wears off (for temporary enchantments)}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Spell runes engraved in the item.&lt;br /&gt;
{{beginsqltable|tmw_customitem_runes}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | spell | INTEGER | | | spell of the rune }}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Custom variables for use in item scripts&lt;br /&gt;
{{beginsqltable|tmw_customitem_vars}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | key | TEXT | | | key }}&lt;br /&gt;
{{sqltablerow | value | TEXT |  |  | value}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Netcode ==&lt;br /&gt;
&lt;br /&gt;
* Item IDs are 32 bit unsigned integers&lt;br /&gt;
* Item IDs 1 - 65.535 are non-customized generic items which may exist multiple times&lt;br /&gt;
* Item IDs 65.536 - 4.294.967.296 are unique equipment items which may only exist once in the game.&lt;br /&gt;
* When sending the inventory data to a character, every high id is followed by its archetype-id and colorization string. All other information about the item can be requested on demand with an additional message.&lt;br /&gt;
* When sending look information about other characters the archetype-id and the colorisation are transfered&lt;br /&gt;
* Colorisations are sent in a compressed format:&lt;br /&gt;
** 1 Byte bitfield of the used colorisation channels. For each channel:&lt;br /&gt;
*** 1 Byte for number of entries in the color ramp. for every entry:&lt;br /&gt;
**** 3 Byte for red, green and blue component of color&lt;br /&gt;
== Script API ==&lt;br /&gt;
&lt;br /&gt;
;tmw.create_custom_item(archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Creates a custom item in the server database. Returns the ID of the item.&lt;br /&gt;
;tmw.change_custom_item(id, archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Changes the values of a custom item in the server database. Every argument may be NULL to leave it as it is.&lt;br /&gt;
;tmw.add_modifier_to_item(id, attribute, absolute, multiplier, time): Adds a modifier to an item.&lt;br /&gt;
;tmw.add_rune_to_item(id, spell): Adds a spell rune to an item.&lt;br /&gt;
;tmw.get_custom_item(id): Returns a table with the attributes of the item.&lt;br /&gt;
;tmw.get_custom_item_modifiers(id): Returns a table of tables with the modifier data of the item.&lt;br /&gt;
;tmw.get_custom_item_runes(id): Returns a table of tables with the rune data of the item.&lt;br /&gt;
;tmw.get_custom_item_var(id, key): Returns the string stored in &amp;quot;key&amp;quot; in the var table of the item&lt;br /&gt;
;tmw.set_custom_item_var(id, key, value): Sets the string stored in &amp;quot;key&amp;quot; in the var table of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(function names not checked for consistency with the rest of the api)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12041</id>
		<title>User:Crush/Customized Equipment Technical</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12041"/>
		<updated>2009-05-07T17:03:28Z</updated>

		<summary type="html">&lt;p&gt;Crush2: about compression of colorisations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Database ==&lt;br /&gt;
Layout for the SQL table to store customized equipment&lt;br /&gt;
{{beginsqltable|tmw_customitem}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY | tmw_customitem_modifiers.id, tmw_customitem_runes.id | unique identifier}}&lt;br /&gt;
{{sqltablerow | archetype-id | INTEGER | | | entry from items.xml to determine the slot the item is equipped in, the used sprite, item icon and description. In case of weapons it also affects the weapon category (used skill) and the attack zone.}}&lt;br /&gt;
{{sqltablerow | color | TEXT | | | colorization string}}&lt;br /&gt;
{{sqltablerow | name | TEXT | | | item name}}&lt;br /&gt;
{{sqltablerow | inscription | TEXT | | | custom description which can be added by the crafting character}}&lt;br /&gt;
{{sqltablerow | durability | INTEGER | | | remaining durability of the item}}&lt;br /&gt;
{{sqltablerow | initial-durability | INTEGER | | | initial durability of the item}}&lt;br /&gt;
{{sqltablerow | weight | INTEGER | | | weight}}&lt;br /&gt;
{{sqltablerow | value | INTEGER | | | price NPCs pay for this item}}&lt;br /&gt;
{{sqltablerow | rune-slots | INTEGER | | | number of slots for spell runes}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Stat modifiers during item creation. Also includes elemental modifiers.&lt;br /&gt;
{{beginsqltable|tmw_customitem_modifiers}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | attribute | BYTE |  |  | affected character attribute or modified element}}&lt;br /&gt;
{{sqltablerow | absolute | INTEGER |  |  | linear attribute modifier}}&lt;br /&gt;
{{sqltablerow | multiplier | FLOAT |  |  | attribute multiplier in case of character attribute. Elemental damage multiplier in case of element attribute.}}&lt;br /&gt;
{{sqltablerow | time | INTEGER |  |  | time when the modifier wears off (for temporary enchantments)}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Spell runes engraved in the item.&lt;br /&gt;
{{beginsqltable|tmw_customitem_runes}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | spell | INTEGER | | | spell of the rune }}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
== Netcode ==&lt;br /&gt;
&lt;br /&gt;
* Item IDs are 32 bit unsigned integers&lt;br /&gt;
* Item IDs 1 - 65.535 are non-customized generic items which may exist multiple times&lt;br /&gt;
* Item IDs 65.536 - 4.294.967.296 are unique equipment items which may only exist once in the game.&lt;br /&gt;
* When sending the inventory data to a character, every high id is followed by its archetype-id and colorization string. All other information about the item can be requested on demand with an additional message.&lt;br /&gt;
* When sending look information about other characters the archetype-id and the colorisation are transfered&lt;br /&gt;
* Colorisations are sent in a compressed format:&lt;br /&gt;
** 1 Byte bitfield of the used colorisation channels. For each channel:&lt;br /&gt;
*** 1 Byte for number of entries in the color ramp. for every entry:&lt;br /&gt;
**** 3 Byte for red, green and blue component of color&lt;br /&gt;
== Script API ==&lt;br /&gt;
&lt;br /&gt;
;tmw.create_custom_item(archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Creates a custom item in the server database. Returns the ID of the item.&lt;br /&gt;
;tmw.change_custom_item(id, archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Changes the values of a custom item in the server database. Every argument may be NULL to leave it as it is.&lt;br /&gt;
;tmw.add_modifier_to_item(id, attribute, absolute, multiplier, time): Adds a modifier to an item.&lt;br /&gt;
;tmw.add_rune_to_item(id, spell): Adds a spell rune to an item.&lt;br /&gt;
;tmw.get_custom_item(id): Returns a table with the attributes of the item.&lt;br /&gt;
;tmw.get_custom_item_modifiers(id): Returns a table of tables with the modifier data of the item.&lt;br /&gt;
;tmw.get_custom_item_runes(id): Returns a table of tables with the rune data of the item.&lt;br /&gt;
&lt;br /&gt;
(function names not checked for consistency with the rest of the api)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush&amp;diff=12040</id>
		<title>User:Crush</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush&amp;diff=12040"/>
		<updated>2009-05-07T16:44:26Z</updated>

		<summary type="html">&lt;p&gt;Crush2: /* Subpages */ removed canonized articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:::&#039;&#039;&amp;quot;A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.&amp;quot;&#039;&#039;&lt;br /&gt;
::::-- Robert A. Heinlein&lt;br /&gt;
&lt;br /&gt;
I am contributing to many different aspects of the project. Pixel artist, mapper, programmer, game concepts and i even tried to compose music, although with minor success. My credo is &amp;quot;when you want something to be done properly, do it yourself&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I am always concerned about the opinions of other developers and the fan base. So i am usually showing a lot of unfinished work on the forum.&lt;br /&gt;
&lt;br /&gt;
==Projects I took part in==&lt;br /&gt;
&lt;br /&gt;
=== Pixel Art ===&lt;br /&gt;
These pieces of art are mostly made by me:&lt;br /&gt;
* Woodland tileset&lt;br /&gt;
* Woodland Village indoor and outdoor tilesets&lt;br /&gt;
* Pink monster&lt;br /&gt;
* Ambient GFX&lt;br /&gt;
* Female version of cotton shirt&lt;br /&gt;
* Some tuneups at female player set&lt;br /&gt;
* The following Headgear sprites: Miners helm, Fancy hat, Headbands, Santa hat&lt;br /&gt;
* Light platemail armor&lt;br /&gt;
&lt;br /&gt;
I also made some minor improvements at the following pieces:&lt;br /&gt;
* Desert tileset&lt;br /&gt;
* Dropshadow of the bats&lt;br /&gt;
* Shading of the mushroom monster.&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
The maps made by me in chronological order of creation:&lt;br /&gt;
* new_9-1.tmx.gz (first woodland map)&lt;br /&gt;
* new_4-1.tmx.gz (Bat Cave)&lt;br /&gt;
* new_14-1.tmx.gz (woodland map released with 0.0.21)&lt;br /&gt;
* new_15-1.tmx.gz (desert map released with 0.0.21)&lt;br /&gt;
* new_16-1.tmx.gz (woodland map released with 0.0.21)&lt;br /&gt;
* new_18-1.tmx.gz (woodland village surrounding)&lt;br /&gt;
* new_19-1.tmx.gz (woodland village outdoor)&lt;br /&gt;
* new_20-1.tmx.gz (woodland village indoor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
These are the subsystems where i was the major programmer:&lt;br /&gt;
====Client====&lt;br /&gt;
* XML based animation system&lt;br /&gt;
* Ambient overlays&lt;br /&gt;
* Smooth scrolling&lt;br /&gt;
* XML based client-sided equipment sprite database and monster database&lt;br /&gt;
* [[User:Crush/Particle engine|Particle engine]]&lt;br /&gt;
====TMWServ====&lt;br /&gt;
* Provisoric monster AI&lt;br /&gt;
* Attacking&lt;br /&gt;
* Attribute handling&lt;br /&gt;
&lt;br /&gt;
==Current projects==&lt;br /&gt;
I am currently most involved in server programming.&lt;br /&gt;
&lt;br /&gt;
== Subpages==&lt;br /&gt;
*[[User:Crush/Crafting]] (notes)&lt;br /&gt;
*[[User:Crush/Scripting]] (notes)&lt;br /&gt;
*[[User:Crush/Weather]] (draft)&lt;br /&gt;
*[[User:Crush/Special_Attacks]] (draft)&lt;br /&gt;
*[[User:Crush/Economy]] (notes)&lt;br /&gt;
*[[User:Crush/Food]] (draft)&lt;br /&gt;
*[[User:Crush/Alcohol]] (draft)&lt;br /&gt;
*[[User:Crush/Particle Engine Tutorial]] (draft)&lt;br /&gt;
*[[User:Crush/Move_Code_Rewrite]] (notes)&lt;br /&gt;
*[[User:Crush/Customized_Equipment_Technical]] (concept)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush2/Customized_Equipment_Technical&amp;diff=12038</id>
		<title>User:Crush2/Customized Equipment Technical</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush2/Customized_Equipment_Technical&amp;diff=12038"/>
		<updated>2009-05-07T16:43:30Z</updated>

		<summary type="html">&lt;p&gt;Crush2: User:Crush2/Customized Equipment Technical moved to User:Crush/Customized Equipment Technical: wrong userspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Crush/Customized Equipment Technical]]&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12037</id>
		<title>User:Crush/Customized Equipment Technical</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12037"/>
		<updated>2009-05-07T16:43:29Z</updated>

		<summary type="html">&lt;p&gt;Crush2: User:Crush2/Customized Equipment Technical moved to User:Crush/Customized Equipment Technical: wrong userspace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Database ==&lt;br /&gt;
Layout for the SQL table to store customized equipment&lt;br /&gt;
{{beginsqltable|tmw_customitem}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY | tmw_customitem_modifiers.id, tmw_customitem_runes.id | unique identifier}}&lt;br /&gt;
{{sqltablerow | archetype-id | INTEGER | | | entry from items.xml to determine the slot the item is equipped in, the used sprite, item icon and description. In case of weapons it also affects the weapon category (used skill) and the attack zone.}}&lt;br /&gt;
{{sqltablerow | color | TEXT | | | colorization string}}&lt;br /&gt;
{{sqltablerow | name | TEXT | | | item name}}&lt;br /&gt;
{{sqltablerow | inscription | TEXT | | | custom description which can be added by the crafting character}}&lt;br /&gt;
{{sqltablerow | durability | INTEGER | | | remaining durability of the item}}&lt;br /&gt;
{{sqltablerow | initial-durability | INTEGER | | | initial durability of the item}}&lt;br /&gt;
{{sqltablerow | weight | INTEGER | | | weight}}&lt;br /&gt;
{{sqltablerow | value | INTEGER | | | price NPCs pay for this item}}&lt;br /&gt;
{{sqltablerow | rune-slots | INTEGER | | | number of slots for spell runes}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Stat modifiers during item creation. Also includes elemental modifiers.&lt;br /&gt;
{{beginsqltable|tmw_customitem_modifiers}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | attribute | BYTE |  |  | affected character attribute or modified element}}&lt;br /&gt;
{{sqltablerow | absolute | INTEGER |  |  | linear attribute modifier}}&lt;br /&gt;
{{sqltablerow | multiplier | FLOAT |  |  | attribute multiplier in case of character attribute. Elemental damage multiplier in case of element attribute.}}&lt;br /&gt;
{{sqltablerow | time | INTEGER |  |  | time when the modifier wears off (for temporary enchantments)}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Spell runes engraved in the item.&lt;br /&gt;
{{beginsqltable|tmw_customitem_runes}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | spell | INTEGER | | | spell of the rune }}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
== Netcode ==&lt;br /&gt;
&lt;br /&gt;
* Item IDs are 32 bit unsigned integers&lt;br /&gt;
* Item IDs 1 - 65.535 are non-customized generic items which may exist multiple times&lt;br /&gt;
* Item IDs 65.536 - 4.294.967.296 are unique equipment items which may only exist once in the game.&lt;br /&gt;
* When sending the inventory data to a character, every high id is followed by its archetype-id and colorization string. All other information about the item can be requested on demand with an additional message.&lt;br /&gt;
* When sending look information about other characters the archetype-id and the colorisation are transfered&lt;br /&gt;
&lt;br /&gt;
== Script API ==&lt;br /&gt;
&lt;br /&gt;
;tmw.create_custom_item(archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Creates a custom item in the server database. Returns the ID of the item.&lt;br /&gt;
;tmw.change_custom_item(id, archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Changes the values of a custom item in the server database. Every argument may be NULL to leave it as it is.&lt;br /&gt;
;tmw.add_modifier_to_item(id, attribute, absolute, multiplier, time): Adds a modifier to an item.&lt;br /&gt;
;tmw.add_rune_to_item(id, spell): Adds a spell rune to an item.&lt;br /&gt;
;tmw.get_custom_item(id): Returns a table with the attributes of the item.&lt;br /&gt;
;tmw.get_custom_item_modifiers(id): Returns a table of tables with the modifier data of the item.&lt;br /&gt;
;tmw.get_custom_item_runes(id): Returns a table of tables with the rune data of the item.&lt;br /&gt;
&lt;br /&gt;
(function names not checked for consistency with the rest of the api)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush&amp;diff=12036</id>
		<title>User:Crush</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush&amp;diff=12036"/>
		<updated>2009-05-07T16:43:01Z</updated>

		<summary type="html">&lt;p&gt;Crush2: /* Subpages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:::&#039;&#039;&amp;quot;A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects.&amp;quot;&#039;&#039;&lt;br /&gt;
::::-- Robert A. Heinlein&lt;br /&gt;
&lt;br /&gt;
I am contributing to many different aspects of the project. Pixel artist, mapper, programmer, game concepts and i even tried to compose music, although with minor success. My credo is &amp;quot;when you want something to be done properly, do it yourself&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I am always concerned about the opinions of other developers and the fan base. So i am usually showing a lot of unfinished work on the forum.&lt;br /&gt;
&lt;br /&gt;
==Projects I took part in==&lt;br /&gt;
&lt;br /&gt;
=== Pixel Art ===&lt;br /&gt;
These pieces of art are mostly made by me:&lt;br /&gt;
* Woodland tileset&lt;br /&gt;
* Woodland Village indoor and outdoor tilesets&lt;br /&gt;
* Pink monster&lt;br /&gt;
* Ambient GFX&lt;br /&gt;
* Female version of cotton shirt&lt;br /&gt;
* Some tuneups at female player set&lt;br /&gt;
* The following Headgear sprites: Miners helm, Fancy hat, Headbands, Santa hat&lt;br /&gt;
* Light platemail armor&lt;br /&gt;
&lt;br /&gt;
I also made some minor improvements at the following pieces:&lt;br /&gt;
* Desert tileset&lt;br /&gt;
* Dropshadow of the bats&lt;br /&gt;
* Shading of the mushroom monster.&lt;br /&gt;
&lt;br /&gt;
=== Maps ===&lt;br /&gt;
The maps made by me in chronological order of creation:&lt;br /&gt;
* new_9-1.tmx.gz (first woodland map)&lt;br /&gt;
* new_4-1.tmx.gz (Bat Cave)&lt;br /&gt;
* new_14-1.tmx.gz (woodland map released with 0.0.21)&lt;br /&gt;
* new_15-1.tmx.gz (desert map released with 0.0.21)&lt;br /&gt;
* new_16-1.tmx.gz (woodland map released with 0.0.21)&lt;br /&gt;
* new_18-1.tmx.gz (woodland village surrounding)&lt;br /&gt;
* new_19-1.tmx.gz (woodland village outdoor)&lt;br /&gt;
* new_20-1.tmx.gz (woodland village indoor)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
These are the subsystems where i was the major programmer:&lt;br /&gt;
====Client====&lt;br /&gt;
* XML based animation system&lt;br /&gt;
* Ambient overlays&lt;br /&gt;
* Smooth scrolling&lt;br /&gt;
* XML based client-sided equipment sprite database and monster database&lt;br /&gt;
* [[User:Crush/Particle engine|Particle engine]]&lt;br /&gt;
====TMWServ====&lt;br /&gt;
* Provisoric monster AI&lt;br /&gt;
* Attacking&lt;br /&gt;
* Attribute handling&lt;br /&gt;
&lt;br /&gt;
==Current projects==&lt;br /&gt;
I am currently most involved in server programming.&lt;br /&gt;
&lt;br /&gt;
== Subpages==&lt;br /&gt;
*[[User:Crush/Crafting]] (notes)&lt;br /&gt;
*[[User:Crush/Rune_combination]] (draft)&lt;br /&gt;
*[[User:Crush/Scripting]] (notes)&lt;br /&gt;
*[[User:Crush/Weather]] (draft)&lt;br /&gt;
*[[User:Crush/Special_Attacks]] (draft)&lt;br /&gt;
*[[User:Crush/Economy]] (notes)&lt;br /&gt;
*[[User:Crush/Food]] (draft)&lt;br /&gt;
*[[User:Crush/Alcohol]] (draft)&lt;br /&gt;
*[[User:Crush/Particle Engine Tutorial]] (draft)&lt;br /&gt;
*[[User:Crush/The_nature_of_mana_and_magic]]&lt;br /&gt;
*[[User:Crush/Move_Code_Rewrite]] (notes)&lt;br /&gt;
*[[User:Crush/Customized_Equipment_Technical]] (concept)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12035</id>
		<title>User:Crush/Customized Equipment Technical</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12035"/>
		<updated>2009-05-07T16:19:29Z</updated>

		<summary type="html">&lt;p&gt;Crush2: script api&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Database ==&lt;br /&gt;
Layout for the SQL table to store customized equipment&lt;br /&gt;
{{beginsqltable|tmw_customitem}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY | tmw_customitem_modifiers.id, tmw_customitem_runes.id | unique identifier}}&lt;br /&gt;
{{sqltablerow | archetype-id | INTEGER | | | entry from items.xml to determine the slot the item is equipped in, the used sprite, item icon and description. In case of weapons it also affects the weapon category (used skill) and the attack zone.}}&lt;br /&gt;
{{sqltablerow | color | TEXT | | | colorization string}}&lt;br /&gt;
{{sqltablerow | name | TEXT | | | item name}}&lt;br /&gt;
{{sqltablerow | inscription | TEXT | | | custom description which can be added by the crafting character}}&lt;br /&gt;
{{sqltablerow | durability | INTEGER | | | remaining durability of the item}}&lt;br /&gt;
{{sqltablerow | initial-durability | INTEGER | | | initial durability of the item}}&lt;br /&gt;
{{sqltablerow | weight | INTEGER | | | weight}}&lt;br /&gt;
{{sqltablerow | value | INTEGER | | | price NPCs pay for this item}}&lt;br /&gt;
{{sqltablerow | rune-slots | INTEGER | | | number of slots for spell runes}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Stat modifiers during item creation. Also includes elemental modifiers.&lt;br /&gt;
{{beginsqltable|tmw_customitem_modifiers}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | attribute | BYTE |  |  | affected character attribute or modified element}}&lt;br /&gt;
{{sqltablerow | absolute | INTEGER |  |  | linear attribute modifier}}&lt;br /&gt;
{{sqltablerow | multiplier | FLOAT |  |  | attribute multiplier in case of character attribute. Elemental damage multiplier in case of element attribute.}}&lt;br /&gt;
{{sqltablerow | time | INTEGER |  |  | time when the modifier wears off (for temporary enchantments)}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Spell runes engraved in the item.&lt;br /&gt;
{{beginsqltable|tmw_customitem_runes}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | spell | INTEGER | | | spell of the rune }}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
== Netcode ==&lt;br /&gt;
&lt;br /&gt;
* Item IDs are 32 bit unsigned integers&lt;br /&gt;
* Item IDs 1 - 65.535 are non-customized generic items which may exist multiple times&lt;br /&gt;
* Item IDs 65.536 - 4.294.967.296 are unique equipment items which may only exist once in the game.&lt;br /&gt;
* When sending the inventory data to a character, every high id is followed by its archetype-id and colorization string. All other information about the item can be requested on demand with an additional message.&lt;br /&gt;
* When sending look information about other characters the archetype-id and the colorisation are transfered&lt;br /&gt;
&lt;br /&gt;
== Script API ==&lt;br /&gt;
&lt;br /&gt;
;tmw.create_custom_item(archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Creates a custom item in the server database. Returns the ID of the item.&lt;br /&gt;
;tmw.change_custom_item(id, archetype-id, color, name, inscription, durability, initial-durability, weight, value, runeslots): Changes the values of a custom item in the server database. Every argument may be NULL to leave it as it is.&lt;br /&gt;
;tmw.add_modifier_to_item(id, attribute, absolute, multiplier, time): Adds a modifier to an item.&lt;br /&gt;
;tmw.add_rune_to_item(id, spell): Adds a spell rune to an item.&lt;br /&gt;
;tmw.get_custom_item(id): Returns a table with the attributes of the item.&lt;br /&gt;
;tmw.get_custom_item_modifiers(id): Returns a table of tables with the modifier data of the item.&lt;br /&gt;
;tmw.get_custom_item_runes(id): Returns a table of tables with the rune data of the item.&lt;br /&gt;
&lt;br /&gt;
(function names not checked for consistency with the rest of the api)&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12034</id>
		<title>User:Crush/Customized Equipment Technical</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Crush/Customized_Equipment_Technical&amp;diff=12034"/>
		<updated>2009-05-07T16:09:44Z</updated>

		<summary type="html">&lt;p&gt;Crush2: netcode notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Database ==&lt;br /&gt;
Layout for the SQL table to store customized equipment&lt;br /&gt;
{{beginsqltable|tmw_customitem}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY | tmw_customitem_modifiers.id, tmw_customitem_runes.id | unique identifier}}&lt;br /&gt;
{{sqltablerow | category | BYTE | | | slot the item is equipped in}}&lt;br /&gt;
{{sqltablerow | archetype-id | INTEGER | | | entry from items.xml to determine the used sprite, item icon and description. In case of weapons it also affects the weapon category (used skill) and the attack zone.}}&lt;br /&gt;
{{sqltablerow | color | TEXT | | | colorization string}}&lt;br /&gt;
{{sqltablerow | name | TEXT | | | item name}}&lt;br /&gt;
{{sqltablerow | inscription | TEXT | | | custom description which can be added by the crafting character}}&lt;br /&gt;
{{sqltablerow | durability | INTEGER | | | remaining durability of the item}}&lt;br /&gt;
{{sqltablerow | initial-durability | INTEGER | | | initial durability of the item}}&lt;br /&gt;
{{sqltablerow | weight | INTEGER | | | weight}}&lt;br /&gt;
{{sqltablerow | value | INTEGER | | | price NPCs pay for this item}}&lt;br /&gt;
{{sqltablerow | rune-slots | INTEGER | | | number of slots for spell runes}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Stat modifiers during item creation. Also includes elemental modifiers.&lt;br /&gt;
{{beginsqltable|tmw_customitem_modifiers}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | attribute | BYTE |  |  | affected character attribute or modified element}}&lt;br /&gt;
{{sqltablerow | absolute | INTEGER |  |  | linear attribute modifier}}&lt;br /&gt;
{{sqltablerow | multiplier | FLOAT |  |  | attribute multiplier in case of character attribute. Elemental damage multiplier in case of element attribute.}}&lt;br /&gt;
{{sqltablerow | time | INTEGER |  |  | time when the modifier wears off (for temporary enchantments)}}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
Spell runes engraved in the item.&lt;br /&gt;
{{beginsqltable|tmw_customitem_runes}}&lt;br /&gt;
{{sqltablerow | id | INTEGER | PRIMARY KEY |  | id of the custom item affected}}&lt;br /&gt;
{{sqltablerow | spell | INTEGER | | | spell of the rune }}&lt;br /&gt;
{{endsqltable}}&lt;br /&gt;
&lt;br /&gt;
== Netcode ==&lt;br /&gt;
&lt;br /&gt;
* Item IDs are 32 bit unsigned integers&lt;br /&gt;
* Item IDs 1 - 65.535 are non-customized generic items which may exist multiple times&lt;br /&gt;
* Item IDs 65.536 - 4.294.967.296 are unique equipment items which may only exist once in the game.&lt;br /&gt;
* When sending the inventory data to a character, every high id is followed by its archetype-id and colorization string. All other information about the item can be requested on demand with an additional message.&lt;br /&gt;
* When sending look information about other characters the archetype-id and the colorisation are transfered&lt;/div&gt;</summary>
		<author><name>Crush2</name></author>
	</entry>
</feed>