* Increases an equipped weapon's ATK/MATK by given rate.
* bWeaponMatkRate does not work in pre-renewal as there is no MATK for weapons in pre-renewal.
* Renamed 'bonus2 bWeaponAtkRate' to 'bonus2 bWeaponDamageRate'.
- Seems to be unused in the current item database.
- Damage fits the bonus name better as it increased the final damage, not the weapon's attack specifically.
Refactored part of guild emblem validation
* Corrected clif_validate_emblem returning incorrect value types.
* Created readable constants.
Thanks to @wilkemeyer!
Corrected some packet structure issues
* Resolves a chatting issue while using fake names.
* Resolves an incorrect packet header size for requesting player registries.
Thanks to @wilkemeyer!
* Follow up to 55e4df1.
* Added an extra check to make sure block list is not null on skill use.
Thanks to @Vomaito, @keitenai, @spinzaku, @Playtester, and @Tokeiburu!
Bug:
It was Initially declared as size of UINT16_MAX (0xffff) but as the skill-id itself which will be used
as offset can reach this value, it's too small.
Pathfinding uses BHEAP_* (vector) operations from db.h, before this optimization each pathsearch resulted in an call to aMalloc() / aFree() which is quite costly as it fragments memory over time & may cause software stalls when the application's heap must be resized.
Now it allocates the Heap once (& may grow it accordingly) and re-uses the allocated memory every time/call.
This makes also tons of monsters less cpu-time intensive.
- Marionette Control now has a range of 7 (fixes#1239)
- Mechanic Back/Front Slide skills are no longer blocked by gear that makes you knock-back immune (fixes#1227)
Fixes#1234, thanks to @julia40124009.
Please note that it is currently not supported to resend the cashshop data to the players. It is only transmitted once during login as per request from the client.
- Lunatic Carrot Beat and Catnip Meteor now deal 300% to 700% damage which is calculated once and split between multiple hits rather than calculating damage per hit; despite this, they can still hit plants
- Reduced cast time of Lunatic Carrot Beat from 3000ms to 1500ms and cooldown from 8000ms to 6000ms according to latest tests on kRO
- Fixed Catnip Meteor still having a fixed cast time
- Increased stun chance of Lunatic Carrot Beat from 10% to 20%
- Increased curse chance of Catnip Meteor from 10% to 20%
- Increased cast time of Grand Cross in pre-re to 3000ms (see #1140)
- Fixed Grand Cross sometimes having 4 intervals instead of 3 (see #1140)
Note:
this build-step has been taken from the old VCProject file.
A cleaner way would be a separate POST_BUILD Dummy-Project which executes a batch file which would perform these actions. (So it's subject-to-change :))
pc_setpos now delivers an enum for the error that happened.
Additionallly it now returns a different return value when the targeted player is in autotrade state.
Added usage of this new return value to all recall commands.
As a skill ID is UINT16 && our skill index is also UINT16 - there is absolutly NO need for a B-Tree.
The lookup id2idx is done really often. so a tree-traversal is a bit too costly here.
The new -array based- implementation will consume 256 KiB on 32 Bit && 512 KiB memory to provide
a static lookup table.
* This rewrite allows for better adaptation from the Aegis Class and Attribute fields.
* Refactored the renewal level penalty function.
* Slaves are now properly assigned an official slave mode of CanWalk, CanAttack, and NoRandomWalk.
* Removed extra Boss checks and adjusted others to use their proper functions.
* Properly implemented Skill Immunity mode to match Aegis.
* Separated MVP and Boss modes.
-- MVP mode defines when mobs should give MEXP, MVP Drops, and show the MVP sign.
-- MVP now have their own item drop configurations.
* Updated the mob_db and mob_skill_db to match the new mode structure.
-- Included a Perl tool (tools/convert_monstermode.pl) to allow people to convert their custom mobs to the new mode structure.
Thanks to @Playtester and @Lemongrass3110 for help with debugging and information!
Sorry guys, we actually created this issue ourselves, because we overwrote the data of the next incoming packet eventually.
Maybe this will make 2015-10-29 also useable again.
Fixes#1049.
* Tiger Cannon and Sky Net Blow will now properly give Combo State bonus damage to splash targets.
* Corrected Flash Combo not delaying attacks, acting, and item usage for the entire cast time.