51 Commits

Author SHA1 Message Date
Atemo
a12f1ce02f
EDP renewal change (#3485)
This setting only affects renewal mode:
- Switch to a different weapon or unequip a weapon now cancel EDP
- EDP can't be used with fist (right hand check only)

Thanks to @aleos89 and @cydh !
2018-09-19 00:33:45 +02:00
Daegaladh
99af1a4471 Fixed default traps invisibility setting for renewal (#2934) 2018-02-28 21:58:14 +01:00
Lemongrass3110
3c41d4eeb0 Fixed item creation with full inventory (#2914)
* Fixes #2858.
* Prevented items from being created if adding them to the inventory failed for whatever reason.
* Introduced a new config that allows to keep the old behavior.
Thanks to @Artuvazro and @Daegaladh!
2018-02-21 19:42:49 -05:00
Aleos
e804970c49 Added a config for Banana Bombs (#2211)
* Fixes #2095.
* Added a battle config banana_bomb_duration to allow people to adjust the default duration of Make Bomb - Banana Bomb.
2017-06-23 09:39:27 -04:00
Playtester
260655a3c4 Songs and Dances vs. Dispell and Vanishing Buster (fixes #1824)
* Songs and Dances can no longer be dispelled by Dispell and Vanishing Buster
* Added a configuration to simulate the old behavior: Dispelling works if target not inside song area
2016-12-25 20:02:07 +01:00
Playtester
b4225e8436 Tarot Card of Fate Follow-Up (fixes #1789)
* The tarot card THE SUN no longer blocks other cards in pre-re (still does in renewal)
* Added a configuration for equal chance for all cards in case someone prefers eAthena behavior
2016-12-12 19:10:28 +01:00
Playtester
989a2525ec Skills vs Icewalls/Traps, Talkie Box, Feint Bomb
* Implemented official behavior when attacking icewalls and traps with skills (fixes #1056)
-- Skills hitting icewalls and traps: Arrow Shower, Cold Slower, Tornado Kick, Sightless Mind, Meteor Assault, Spread Attack, Throw Huuma, Sightrasher, Sight Blaster, Earth Shaker, Rampage Blaster, Feint Bomb, Magnum Break, Fire Trap, Ice Trap, Cart Revolution, Napalm Vulcan, Triple Attack, Occult Impaction, Throw Spirit Sphere, Asura Strike, Spear Stab, Spiral Pierce, Holy Cross
-- Can target icewalls and traps but have strange behavior: Bowling Bash, Focused Arrow Strike, First Wind
-- Can hit icewalls and traps, but not target traps: Grimtooth, Raging Thrust, Blitz Beat, Napalm Beat, Fireball, Vulcan Arm, Tiger Cannon
-- Can hit icewalls and traps ONLY in PVP: Dragon Breath, Suicidal Destruction, Axe Tornado, Sky Blow
-- Can hit icewalls only: All other single target skills, Counter Slash
-- Can target icewalls but have strange behavior: Brandish Spear, Wind Cutter, Cannon Spear, Flame Launcher
-- Can not hit icewalls and traps: All unit skills, Frost Nova, Comet, Arms Cannon, Fatal Menace, Lion Howling
-- Can destroy traps but not hit icewalls: Claymore Trap
* When monsters use skills, they hit icewalls and traps and the damage displays, but they will no longer deal actual damage to the icewall or trap
-- Added an option to skill.conf with which you can define which types can damage icewalls and traps, by default it's 1 (player only), if you want to revert to previous behavior, set it to 31 (all)
* Fixed an issue where traps could not hit icewalls and other traps in PVP
* Taekwon combos can now trigger on traps
* Fixed an issue that caused damage to be displayed twice when attacking a trap with certain skills
* Fixed Feint Bomb causing knock-back to the target (see #1070)
* Fixed Talkie Box being triggered by monsters (fixes #1074)
2016-03-20 17:44:47 +01:00
Cydh Ramdh
f31475d5e3 Merge pull request #986 from rathena/feature/pk_traps_setting
Trap Invisibility, Fixes #892
* Changed `traps_setting` config values.
  * 0 = Always visible (default)
  * 1 = Enable invisibility in versus maps (GVG/PVP/BG)
  * 2 = Enable invisibility in all maps
* Added skill unit flag `UF_HIDDEN_TRAP = 0x20000` for trap invisibility. By default, there are (renewal) Hunter traps with this flag:
  * HT_SKIDTRAP
  * HT_LANDMINE
  * HT_ANKLESNARE
  * HT_SHOCKWAVE
  * HT_SANDMAN
  * HT_FLASHER
  * HT_FREEZINGTRAP
  * HT_TALKIEBOX
* Added some skills and effects that can reveal hidden traps. By default, Detect, Sight, Ruwach, and Improve Concentration can reveal hidden traps.
2016-03-17 05:45:27 +01:00
Cydh Ramdh
51c422cf7c Corrected trap invisibilty behavior.
* Changed `traps_setting` config values.
  * 0 = Always visible (default)
  * 1 = Enable invisibility in versus maps (GVG/PVP/BG)
  * 2 = Enable invisibility in all maps
* Added skill unit flag `UF_HIDDEN_TRAP 0x20000` for trap invisibilty.

NOTES:
* Invisible traps are always visible for the trapper and trapper's partymates.
* If the trap is invisible, it always be hid immediately (except the people above).
* Revealed hidden traps, are always visible by everyone.
* Currently, only `HT_DETECTING` that can reveal the hidden traps (hardcoded). TODO: Sight, Ruwach, and Improve Concentration also able to reveal hidden traps.

Signed-off-by: Cydh Ramdh <cydh@pservero.com>
2016-02-22 22:34:08 +07:00
Playtester
a63b031958 aMotion delay is now set at cast begin (fixes #944)
* When casting a spell with cast time shorter than aMotion, the delay will now be set to aMotion or min_skill_delay_limit
* aMotion and min_skill_delay_limit are no longer applied at cast end nor by auto spells
* Aftercast delay can only increase the delay and never decrease it
* When there is no aftercast delay, the client will no longer show a non-existent 10 second delay
* Removed "double cast" code of Jupitel and Waterball, it's no longer needed as it fits into the official delay system
* Added a constant SECURITY_CASTTIME, which is added at cast begin and subtracted at cast end to prevent hackers to send in skill packets before the timer triggers cast end
* Set skill_amotion_leniency to 0 by default as it applies delay at cast end and would consequently block the official system from working; you can set it back to 90 or even 140 for increased security
2016-02-21 17:06:39 +01:00
Playtester
6ad062f6e3 Official line of damage path algorithm (fixes #658)
* Implemented the official line of damage algorithm that official servers use; it will calculate the direction between caster and target and apply one of eight possible AoEs
* Added a config setting with which you can switch back to the custom emulator path algorithm
* Updated Brandish Spear(5x5), Focused Arrow Strike(13x3), First Wind(5-9x3), NPC Breath attacks(14x7), Flame Launcher(5x3) and Cannon Spear(11x3) to use this algorithm and corrected range, splash and maxcount values for all these skills
* Fixed Brandish Spear's AoE being completely wrong and having holes in its AoE when attacking diagonally; also fixed the knock back being 3 instead of 2 and not working at all for the longest reach; Brandish Spear's AoE width and length can now be defined in skill_db.txt
* Focused Arrow Strike, First Wind and NPC breath attacks will at least hit one target, if no enemy is on the AoE, the target will be hit instead; Brandish Spear, Flame Launcher and Cannon Spear can completely miss
2016-02-02 23:41:05 +01:00
aleos89
73243e8e9d Fixed #138 - Updated trap visibility to official settings. 2015-01-23 14:39:13 -05:00
Cydh Ramdh
5c6afd7ea3 Clean up something RENEWAL_CAST
* Moved additive bonuses (reducing/increasing) to first calculation before the rate adjustment
* Corrected bFixedCastrate, shouldn't be stacked. Example between Puente_Robe (15012) is -3% and +10 Rafini_Staff (1649) is -10%, only -10% will be used not -13%.
* Reversed some value assignment, `-=` to `+=` and other part that affected by this changes.
* Also as follow up c3e488e & 4f4d8fe, fixed `bonus2 bFixedCastrate,"sk",rate;`
* Corrected `bFixedCastrate` for Krieger_Knuckle2 (1827) only for skill MO_EXTREMITYFIST
* Moved default the 20% of fixed cast rate to conf/battle/skill.conf `default_fixed_castrate`

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-11-29 01:54:56 +07:00
Playtester
e7e8b5454b Land Protector, Ground Skill Splash, Storm Gust Knock-back
- Land Protector now behaves like on official servers (bugreport:5237)
  * Land Protector now protects from units being placed on it, no matter if they have splash range or not
  * Land Protector no longer protects from damage from units not outside Land Protector that splash inside
  * Meteor Storm no longer shows meteors falling if they would land on Land Protector
  * Pneuma can no longer be placed next to Land Protector
  * Also cleaned up the code a bit, so the checks are done where they should be done
- Ground skill splash ranges updated to their official values (bugreport:5237)
  * Lord of Vermilion places units in a 11x11 area with 3x3 splash range each
  * Storm Gust places units in a 9x9 area with 3x3 splash range each
  * Heaven's Drive places units in a 5x5 area with no splash range
  * Venom Dust now has a splash range of 3x3 and is consequently larger than before
- Storm Gust's knock-back behavior updated to official (bugreport:5237)
  * Each of Storm Gust's units will knock back "Away from center"
  * As units in the south-west are processed first, the knock-back direction will usually be north-east
  * At the edges the knock-back direction will be "to the outside"
  * Land Protector and Ganbantein will influence the knock-back behavior strongly, e.g. if Storm Gust has a hole in the middle, it will have a "suck in" effect
  * Added a config option for those who want the old "random direction" behavior from eAthena
2014-11-15 16:32:26 +01:00
Playtester
04a1173f7d Plant damage, Land Mine, minor fixes and improvements
- Fixed up the damage code in regards of damage against plants (bugreport:9380)
  * Rewrote DAMAGE_DIV_FIX so that it rounds damage down when number of hits is negative (damage split on hits)
  * Created a function battle_apply_div_fix that does not only call DAMAGE_DIV_FIX but also makes sure that damage can only become 0 when the custom config setting skill_min_damage is not set for the current skill type
  * skill_min_damage is now 0 by default (official: all types can fail against plants as long as skills have negative number of hits), if set, all skills will deal as much damage as hits
  * Restructured and renamed function now known as "is_infinite_defense" that will work for all 3 damage types and returns if damage is infinite for the current situation, it will now also properly consider all "MD_IGNORE" modes
  * Fixed the order of processing of all 3 skill types in regards of plant damage: first all calculations are done, then plant damage is applied and then DAMAGE_DIV_FIX is applied
  * Sonic Blow and Rapid Shower are now skills with negative number of hits (i.e. they can't hit plants officially)
  * Traps can no longer ignore plant mode (only way to damage plant more is via status changes)
  * Final Strike is now able to hit plants (deals 1 HP damage)
  * When left-hand-wielding, you will now always deal 2 damage to plants per attack, regardless of whether double attack triggers or you don't even have a weapon in the right hand
  * There will no longer be backhand damage to plants (Katar)
- Land Mine is now a single target skill, the trap still triggers in a 3x3 area, but will only hit the first target that touches it (issue:99)
- Changed the "Don't return reflect damage" flag from 0x1000 to 0x1000000 as apparently the other flag was already used; updated function description so it's easier to see
- Improved SC_SIGHTBLASTER structure slightly
- Typo fixes and description improvements
2014-11-07 23:28:54 +01:00
Playtester
902c920b73 Knockback, stop effects and Skid Trap reworked, monster chase and direction updates, code optimizations
- Created a new function unit_blown_immune that will now serve as the central function to determine if an object can be knocked back or stopped (bugreport:7637)
  * Moved the check code from skill_blown to unit_blown_immune
  * Several stopping effects and traps will now use unit_blown_immune to check if the object can be stopped, if not, the object will always move to its target cell before stopping
  * Bosses and monsters immune to knockback will now no longer be stopped by such traps
  * Expanded the configuration skill_trap_type and moved its checks into unit_blown_immune, so it's possible to switch the "no stop" behavior off for GVG/BG and monsters individually
  * Long-term we should make all skills use this function to check for knockback immunity, it will make the checks a lot cleaner and more centralized
- Monster chase range updates (bugreport:7637)
  * Updated monster_chase_range in monster.conf from 1 to 3; I originally thought official value is 1, but doing some in-depth tests myself I realized it's 3 for the most important situations
  * When a monster cannot issue new "move" commands because it was affected by a status change, but is still moving due to knockback immunity, it will no longer unlock its target and stop
  * Fixed a bug that always caused the chase path monsters calculated to be 1 cell too short causing them to recalculate their path one cell before their goal every single time
- Fixed the direction calculation once again and optimized it at the same time (bugreport:9373)
  * Now the calculated direction is 100% official, really truly, checked it myself with every single cell and various skills
  * Added a new function map_calc_dir_xy that allows to check for a direction between two cells without the need of a block_list
  * map_calc_dir will now just use map_calc_dir_xy to avoid duplicate code
- Implemented Skid Trap properly (bugreport:9373)
  * The direction of the knockback will now be "away from position of the caster during cast" rather than "away from trap"
  * Skid Trap will now stop the target for 3 seconds; this works even in GVG/BG and on bosses, even though the actual knockback doesn't happen
2014-10-30 20:12:18 +01:00
Playtester
b43b855d21 Improved Icewall walk block implementation
- Moved the configuration setting "icewall_walk_block" to monster.conf
- Split the configuration into mob_icewall_walk_block and boss_icewall_walk_block so it can be configured for bosses separately
- Expanded the configuration
  * If the value is set to 1, monsters on an ice wall cell will behave like trapped monsters, that means they won't be able to move at all, they will use idle skills and if they are attacked while nobody is in their attack range, they will use their rudeattacked skills; this is equal to official behavior of bosses
  * If the value is set to 2-255, it will behave as before but monsters in the AI loop now use both idle and chase skills, but will no longer use their rudeattacked skills even if attacked from range; this is equal to official behavior of normal monsters
  * Official values would be "220" for normal monsters (loop until Icewall expiration) and "1" for bosses (behave like trapped monster) on most official servers, but as some official servers have a less exploitable implementation (from looping AI only a limited amount of times up to outright blocking Icewall on all maps with bosses), we decided for less exploitable default values for now which are 75 for normal monsters (loop 15-35 seconds) and 0 for bosses (impossible to trap in Icewall)
- Cleaned up the rudeattacked code a little so it's easier to read
2014-10-28 23:40:39 +01:00
Playtester
5540d89cb0 Official Icewall implementation and other fixes
- Reverted all the icewall-related changes done in SVN r15777 and following as testing shows they aren't official and are actually pretty exploitable (bugreport:7412)
- Instead implemented the official icewall characteristic that monsters can only leave an icewall cell to the west or south, the changes include:
  * The "sight" path check no longer checks for the current cell so standing on an icewall allows you to see/attack into any direction
  * The path finding will still ignore the current cell as before but the walk routine will not allow to walk east or north while standing on an icewall cell
  * This leads monsters in the situation where they go through an AI loop not allowing them to escape the icewall (if their target is north or east of them)
  * Monster in this situation will use idle skills and if they get attacked will use their rudeattacked skills if available, similar to traps like Spiderweb
  * Added a configuration icewall_walk_block that allows to configure how long a monster should go through the AI loop before the server allows it any movement, this "safety" system is official and seems to equal about 75 AI loops; if you want to disable the whole icewall system so that monsters don't get stuck in icewall at all, just set this to 0
  * Here are videos from jRO showing how this system works: http://ragdo.blog56.fc2.com/blog-entry-763.html
- Implemented the official calculation for "direction"; now you will be considered horizontal/vertical/diagonally aligned with a target cell in the exact same way as on official servers, this is for example used to determine whether an icewall or a firewall should be horizontal, vertical or diagonal; the only thing that is still unofficial is the default direction (officially always "west"); effectively now there are more situations considered diagonal than before
- Fixed a compiler warning (converting double to float)
- Further cleanups on the idle skill use code for immobile monsters and monsters near a player but without a target (now skill using will always go via mob_unlocktarget)
  * This also fixes that monsters switched to idle mode and start to use idle skills one second too late
2014-10-18 16:52:55 +02:00
Playtester
2c86ee4356 Monster skill use behavior, ranges, position lag fixes
- Updated monster skill use behavior so monsters use skills the same way and at the same rhythm as official servers (bugreport:009326), the changes include:
 * Unified the "monster can't move by default" and the "monster trapped" code as it really should behave exactly the same
 * Fixed a bug that caused the "monster skill use" routine to be called 20 times more often than it should in some situations
 * When a monster attacks you and you run away from it, the monster will now check if it has a ranged skill on "attack" state before switching to chase state
 * Monsters will now always do a normal attack before using "attack" state skills
 * Fixed a bug that caused monsters to switch to idle mode and never use their chase skills when they get hit continuously
 * Changed default for skillrange_from_weapon from 30 (all but player) to 0 (none); monsters will now use all skills at the skill range and not at their own attack range, if they get tanked from farther away than skill range, they won't use these skills
- Updated ranges to work as on official servers (bugreport:009326), the changes include:
 * Implemented new functions "check_distance_client" and "distance_client", that instead of the server-sided square range system use the circular one that the client uses; these functions should be used for units that send their commands via the client (players mostly)
 * Applied the new distance algorithm to some player-specific range checks, players will now have a circular attack range that reflects their attack range on the client; this makes it impossible to hack the client for more diagonal range
 * Removed the arbitrary +1 range bonus at range checks; as monsters now react fluently, they won't need it anymore, that means a monster with for example 4 attack range will now only attack targets within a 9x9 area around it, the moment you step out of this area, the attacks will stop (if the monster can move it will follow you); as for players, the extra cell attack range when on a linear line to the target now is integrated into the distance algorithm, that means a player with attack range 4 can attack from 5 cells away when directly on line with a monster, but no longer diagonally as range is circular for players now
 * Implemented a new "step action" feature to reflect official chase range behavior; when an attack or skill is used inside the attack range, it will act exactly as now, the skill is used once the signal from the client was received; however, if an attack or skill is used outside the attack range, the player should move into the chase area which is 1 cell inside the attack range border; the client actually sends us where to use the attack / skill from, but previously we just dropped that information the moment an attack request came; now instead of stopping the player instantly on an attack request, the player will continue moving to the target cell and then automatically use the command received earlier (it will be remembered); this change was absolutely necessary as the client sends the attack request slightly before attack range is reached, execution on official servers only takes place on every full cell moved; the new system copies this behavior
- Implemented an improved hit-lock system (bugreport:007460), the changes include:
 * MVPs are no longer immune to being stopped by a hit unless they used Endure
 * When hitting any unit, it will stop for its "dMotion" interval, exactly at the end of "dMotion" it will continue walking (official behavior); this helps getting more "move" packets to be displayed
 * The unit that was hit will be immune to being stopped for another "dMotion" interval, this allows to slow down any units by hitting them frequently, but makes it almost impossible to completely stop them forever (depends a lot of ASPD and dMotion value); this does not affect special hit-lock properties (some skills and events should set delay anyway)
 * The unit that was hit will no longer be "pulled" to the next cell; this caused a lot of position lag, it should be much better now
- Fixed Sightrasher missing its variable cast time in Renewal
2014-10-05 17:26:06 +02:00
Cydh Ramdh
9b4d922ef4 Bug Fixes:
* Follow up 2d2991a, remove trailing spaces in inter_athena.conf
* Added `bound` field on `picklog` table (bugreport:9240) Thank @icxbb-xx (Napster)
* Fixed Randomize Spell infinite loop. Failure of skill improvise db reading. (bugreport:9288)
* Added **max_extended_aspd** for caping max ASPD for KO/Rebellion, default is 193. Pointed by @raynra & Ziu
* Mail attachment
  * Added `bound` field on `mail` table, since group with PC_PERM_TRADE_BOUNDED can put bound item into attachment
  * Fixed wrong data type causing wrong zeny amount (bugreport:9291)
* Fixed item color issue for bound item (bugreport:9238)
  * Stackable item shouldn't be displayed as yellow color
  * Equip doesn't shown as yellow after relog or item is moved
* Silence status immunity for Renewal (bugreport:9227)
  * Bleeding (SC_BLEEDING): Vit -> Agi
  * Silence (SC_SILENCE): Vit -> Int
  * Sleep (SC_SLEEP): Int -> Agi
  * Thank @Playtester, @Lilith-, partial merge of Hercules:6f26451
* Fixed status check when cast a skill to hidden target
  * Stone Curse shouldn't be casted to hidden enemy when the caster has intravision (bugreport:9266)
  * Added **INF3_HIT_HIDING** for skills that *maybe* have effect to/can hit the hidden target. Previously, every Earth Element skills *always* had it, doesn't matter ground skill or single-target skill
  * **!TODO: Confirm other skills that have ability for this!**
  * **!FIXME: For now, I rely as the previous check did, I put some Earth Element skills (and) with area/ground effect**
* Correcting Devotion behavior (Hercules:e7be725, 41f28c0)
  * Failing to cast Devotion to the 6th player
  * Only player who devotes other that 'shout' Auto Guard when it active also with the walk delay
  * Status icon that inherited from devoter won't be displayed at devoted player
  * Reflect Damage on devoted player won't reflect normal attack, only melee skill attack
  * Added config **devotion_rdamage_skill_only** for backward compability, ignore the behavior above

**IMPORTANT**
  * Please import sql-files/upgrades/upgrade_20140915_log.sql
  * Please import sql-files/upgrades/upgrade_20140915.sql

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-09-15 18:02:49 +07:00
Cydh Ramdh
70b8b8bc38 Bug Fixes:
- Fixed map-server crashed caused by Wall of Thorn when atatcked by Fire element (with wide range skill unit, bugreport9102). Also reverted some changes in c046668
- Added config conf/battle/skill.conf 'arrow_shower_knockback', as follow up 453b6d0. Direction of Arrow Shower knockback depends on Arrow Shower location

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-08-22 23:28:48 +07:00
aleos89
79fbd3bc69 Bug Fixes
* Updated Pointpoint Attack to also have a chance to break Helm equips. (bugreport:8735)
* Fixed Feint Bomb stacking with Hiding and Stealth. (bugreport:8346)
* Updated the trigger area of Feint Bomb to be 3x3 and AoE is 5x5. (bugreport:8346)
* Fixed Chemical Protection not removing Strip effects. (bugreport:8746)
* Fixed Warg Strike's Warg requirement, reverted to misc attack, and ignores target's Flee. (bugreport:8732)
* Warg Bite and Warg Dash now ignore target's Flee.
* Corrected Epiclesis HP/SP recovery timer. (bugreport:8751)
* Fixed Crimson Moon not working with Epiclesis.
* Updated Spirit Sphere requirement for Gentle Touch - Cure to 1.
* Fixed Shield Boomerang not taking weapon element into account. (bugreport:8757)
* Homunculus skill re-use delay is no longer reset when vaporized.
* Lauda Agnus and Lauda Ramus can now be casted when the caster is not in a party.
* Cart Revolution will now always knock targets to the West (added config to disable). (bugreport:8753)
* Updated all non-3rd class skills cast times. (Hercules e2fdc3b)
* Corrected Prestige magic evasion formula. (bugreport:8737)
* Poem of Netherworld will now only effect enemies except in WoE. (bugreport:8771)
* Poem of Netherworld can be removed by Status Recovery and Lion Howling.
* Updated Deep Sleep, Crystalize, and Vacuum Extreme to use base status. (bugreport:8749)
* Self Destruction now ignores target's DEF cards.
* Fixed Raising Dragon not recovering SP. (bugreport:8769)
* Fixed Charm bonuses for Kagerou/Oboro. (bugreport:8319)
* Moved calculation for Chorus bonus.
* Fixed Over Brand damaging targets on the entire map. (bugreport:8736)
* Fixed Cast Ninja Spell not randomly picking a status ailment to cast on target. (bugreport:8774)
2014-03-17 11:37:36 -04:00
aleos89
931f26065c Teleport and Map Warp Portals
- Added a battle_config to allow avoidance of Teleporting on top of Map Warp Portals. (bugreport:8584)
- Officially no one has been able to Teleport on top of a Map Warp Portal.
2014-03-05 15:31:31 -05:00
aleos89
f6cc486ab7 Bug Fixes
* Taekwon stances will now be removed on logout to prevent them being permanently on when a Taekwon is no longer ranked. (bugreport:8614)
* Added a battle config (taekwon_mission_mobname) for Taekwon Mission to check for kills based on monster names, off by default. (bugreport:8614) -- Credits to clydelion for the base.
* Removed a case that ignores damaging a target when they are on the same cell as the caster for Frost Nova. (bugreport:8705)
* Removed a skill unit check for Overbrand. (bugreport:8711)
2014-03-04 13:53:58 -05:00
Euphy
61f3caa106 Added config 'path_blown_halt' for official pushback behavior. (bugreport:8322)
Hitting a wall will now always cause units to halt, rather than to continue sliding against the wall.
http://rathena.org/board/tracker/issue-8322-backslide-skill-issue/

Signed-off-by: Euphy <euphy.raliel@rathena.org>
2014-01-27 19:35:36 -05:00
Cydh Ramdh
2211ea156a * Follow up 51074a0, 2bf2216, 432cdb7
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2013-12-25 12:13:02 +07:00
Cydh Ramdh
432cdb7686 Implemented 'devotion_rdamage' on conf/battle/skill.conf for suggestion on http://rathena.org/board/topic/78620-renewal-devotion/
// Using 'old' behavior for devotion vs reflect damage? (Note 2)
// Default is 0 (official). If 'devotion_rdamage' is > 0 (chance to devot the reflected damage),
// when player with devotion attacks player with reflect damage ability (item bonus or skill),
// the damage will be taken by the person who provides devotion instead the attacker.
devotion_rdamage: 0

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2013-12-19 12:59:26 +07:00
Cahyadi Ramadhan Togihon
5e6626e312 Plagiarism & Reproduce updates:
-- Fixed bugreport:6994, Preseve only prevent to copy skill via Plagiarism, player still able to copy skill by Reproduce
-- Re-structure db/skill_reproduce_db.txt becomes db/skill_copyable_db.txt that allow you customize the avaiable skill to be copied
-- Removed 'copyskill_restrict' config from conf/battle/skill.conf, this setting can be set on db/skill_reproduce_db.txt
-- Enjoy structure of skill_copyable_db.txt! SkillName,Option{,JobAllowed{,RequirementRemoved}}
2013-09-23 12:11:30 +07:00
euphyy
dda3f76534 * Updated custom Warper to v1.4, which adds menus for the new Guild Dungeons.
* Cleaned up spelling and extra spaces in documentation. (credits: Akkarin)
* Sending whisper to a player from an admin account (group 99) will also display the message as a self-announce to the player. (Hercules 8568f17)
* Reins of Mount (12622) can now be used when sitting and will ignore delay when it fails. (Hercules 2316772)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17370 54d463be-8e91-2dee-dedb-b68131a5f0ec
2013-06-17 19:29:50 +00:00
playtester
a15cee063d - Implemented official Bowling Bash with all its special behaviors including the gutter line (bugreport:4209)
* As many servers probably want to remove the gutter line problem, it is configurable; just adjust the bowling_bash_area setting in skill.conf
- Sonic Blow now has a fixed range of 1, even for monsters; a monster can't use this skill if you tank it from farther away (bugreport:3453)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17295 54d463be-8e91-2dee-dedb-b68131a5f0ec
2013-04-25 19:52:09 +00:00
lemongrass3110
9b076614e1 Fixed place skills to target the caster when it should not.
Related mainly to dance skills and quagmire. Thanks again to playtester for showing me how to reproduce it and test the fix afterwards.

Related bugreports:
bugreport:7221
bugreport:6686

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17223 54d463be-8e91-2dee-dedb-b68131a5f0ec
2013-03-30 12:53:54 +00:00
euphyy
994b566002 * Follow-up r17126, documented checkidle() function.
* More clearly defined variables in eA Job System documentation (bugreport:7259).
* Added missing 'stopnpctimer' in custom Cluckers script (bugreport:7260).
* Restricted skill_trap_type config to GvG only (Hercules 4c9bfed, follow-up r17109, bugreport:4832).

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17127 54d463be-8e91-2dee-dedb-b68131a5f0ec
2013-02-10 04:50:53 +00:00
euphyy
d030e8cfd4 > Hercules merges:
* 620b36d:
Fixing a typo on skill_trap_type description.

* 13317f0:
Spider web no longer triggers on players on non-pvp maps. (bugreport:7234)
(also fixed tab align on switch and a logical thing on skill_additional_effect)

* fc2e159:
@follow will not stop immeadily when turned off, instead of waiting for the current walk path to be complete. (bugreport:6918)

* 638e2b5:
Replaced strncpy with safestrncpy where I found would be beneficial. (bugreport:3080)

* 74ed3ed:
Players in chatrooms can now equip/unequip gear, can talk to NPCS, and can't use consumable items. (bugreport:6097)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17114 54d463be-8e91-2dee-dedb-b68131a5f0ec
2013-01-31 22:32:19 +00:00
flaid
7baefc8b95 > Hercules merges:
* e9d07bd:
Fixed bug with garments not displaying properly. (bugreport:7018)

* 9f75e12:
Fixed Ankle Snare to behave as in official servers, you only stop walking when you reach your destination and activates all other traps in the path. (bugreport:4832)

* cba3bef:
New skill config - After due consideration we thought it'd be in the best interest of the community to provide a switch to this official feature since it drastically change the way traps can be used.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17109 54d463be-8e91-2dee-dedb-b68131a5f0ec
2013-01-29 03:57:58 +00:00
glighta
25c1cf6691 -Follow up r17065
--removing useless check on skill_id
--fix few broken atcommand due to failed sscanf
-Change skill_amotion_leniency as pointed out on tid:76492 so amotion delay wont be twice by default, (also increase intervall if you do want higher acd)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17072 54d463be-8e91-2dee-dedb-b68131a5f0ec
2013-01-02 09:40:01 +00:00
rud0lp20
882ca9d44d Follow up r17062 where ignore def is not working properly.XD
Fixed bugreport:6408 where casting WL_WHITEIMPRISON caster is not attach to trigger autoloot and events.
Update WZ_ESTIMATION settings to RE default.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@17064 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-12-30 07:13:29 +00:00
glighta
752776e4cc -Add Homon-S skills, 1st implementation (all done except Eleanors)
--Upd Skill conf to set land-limit for homonculus by default (ground skill limit)
--Mv MH_HEILIGE_STANGE and MH_ANGRIFFS_MODUS skill from Eleanor to Bayeri

-Enforce all zeny transaction to use pc_payzeny and pc_getzeny handlers, (auto log and clif)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16914 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-11-12 00:06:25 +00:00
rud0lp20
5896647207 Follow up r16669 updated the new monster hp to its official behavior.
Follow up r16661 added missing configuration for variable cast time reduction through stats.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16704 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-08-25 17:19:57 +00:00
cookiecrumbs
c9269c0db9 Added a new configuration option to allow either weapon switching to cancel SC_DANCING or not.
Fixed an issue where movement is frozen (caster) with Longing for Freedom (walking outside of the cast).
Added checks related to dancing/ensemble skills to prevent frozen characters.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16470 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-07-22 01:26:48 +00:00
mercurial123
0f47604f2d - Replaced all occurrences of "eAthena" to "rAthena" string
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15251 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-12-24 21:30:42 +00:00
brianluau
29ba2cdf6f - Removed ASCII art from text files (keeping it in the console though).
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15250 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-12-24 20:25:28 +00:00
epoque11
a5be723648 - Added new check conditions to prevent abuse from no-delay .act files (bugreport:4249)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15105 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-12-14 14:07:25 +00:00
Inkfish
1d90917604 * Implemented script command "areamobuseskill" and skill NPC_INVINCIBLE and NPC_INVINCIBLEOFF. (topic:217330)
* Using items no longer cancels invincibility(but using target and ground skills through items does). (bugreport:3259)
* Fixed Butterfly Wings not working during GVG. (bugreport:3264)


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13897 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-06-19 13:26:50 +00:00
Inkfish
4a786aef74 Fixed bHPGainValue and bSPGainValue worked on all types of attacks and was only activated on mob's death.(bugreport:3193) [Inkfish]
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13863 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-06-08 13:47:32 +00:00
Inkfish
5f16111215 * Added a configuration for whether damage of EarthQuake with single target can be reflected.
* Fixed Wizard Spirit can block reflected magical damage other than Kaite's.(bugreport:3161)
* Fixed Kaite works against bosses.(follow up to r13857)


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13860 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-06-08 12:30:42 +00:00
Inkfish
f090bdbdbc * Added a new battle flag for telling which skills can have bHealPower effect.
* Added documentation for bHealPower.
* Fixed some behaviors for healing skills, (thanks to L0ne_W0lf)

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13821 54d463be-8e91-2dee-dedb-b68131a5f0ec
2009-05-29 14:25:14 +00:00
zephyrus
5acebe170f - Starting Mercenary Skill implementation.
- MS_BASH Completed.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13189 54d463be-8e91-2dee-dedb-b68131a5f0ec
2008-09-03 13:32:38 +00:00
skotlex
614c28dbf9 - Removed 'skill_steal_type' from skill.conf as said config no longer exists.
- Corrected @slaveclone/@clone behaving as @evilclone when you change the @ symbol.
- Modified SC_ARMOR_ELEMENT so it grants elemental resist as if it they were card granted bonuses.
- fixed a SA_DISPELL crash when casted on an object with no status changes.
- Adjusted the autospell code so that it does not relies on card_id == 0 for subtracting rates.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@12041 54d463be-8e91-2dee-dedb-b68131a5f0ec
2008-01-10 13:10:13 +00:00
skotlex
34b9b6f16e - Removed the config setting firewall_hits_on_undead setting, Firewall and kaensin now automatically calculate the number of hits they should do per iteration based on the skill trigger frequency (you may want to raise that delay of 1ms in the db, though)
- Cleaned a bit the loop for the Warmth skills.
- Added a mising pc_class2idx invocation (fixes a very minor bug when you request max skill lv for a skill in your tree with different max than the skill_db max)


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11578 54d463be-8e91-2dee-dedb-b68131a5f0ec
2007-10-26 07:16:47 +00:00
skotlex
49ee59c5cb - Again modified the delayfix function to reflect the current skill delay knowledge. Skills with 0 delay use amotion always (regardless of cast times)
- Renamed the config default_skill_delay to default_walk_delay as that is the only thing it does now.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@11446 54d463be-8e91-2dee-dedb-b68131a5f0ec
2007-10-13 10:50:37 +00:00