Faster and with no module bias
Removed rnd_init, rnd_uint32 and rnd_uniform
From now on we will only use rnd_value(min, max) for values in range [min, max] and rnd_chance(chance, base) for chances
Fixes#7881Fixes#7883Fixes#7884Fixes#7885
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
* Fixes#7904 and fixes#7916.
* Resolves NPC_RUN and NPC_RANDOMMOVE monsters not always reaching their intended escape distance.
* Resolves Marine Sphere calling the run skill too early resulting in the distance escaped not always being the same.
* Resolves Wink of Charm not forcing the target to fail skill use on the caster.
* Renames the monster alchemist state to can_escape to fit multiple uses.
Thanks to @Leemonn and @Lemongrass3110!
* Updated disablenpc/enablenpc script commands using OPTION_HIDE instead of OPTION_INVISIBLE, to correctly display the effects when the npcs are disabled/enabled. The other behaviors are kept.
* Vectorize npc_id_dynamic to support multiple dynamic npc with different ids
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
Thanks to @dimasshotta and @eppc0330 !
* Make map_session_data a class, call constructor/destructor on alloc/free
* add getSCE
* add create, delete, clear SCE
* Use getSCE, make data access private
* add a cache for last-fetched status
This is required for features like #6640
Added COLOR_LIGHT_YELLOW
Cleaned up color definitions, its useless to store them as string first.
Dynamic NPCs will stay when you switch map and come back in time.
Dynamic NPCs will be removed instantly when you log out.
You can only create one dynamic NPC at a time.
Thanks to @Atemo!
* Fixes#7038.
* Implements script commands: petautobonus, petautobonus2, and petautobonus3.
* This allows pets to utilize the same autobonus features that players can use without having to check for the equipped item position.
Thanks to @EditorFc's suggestion and @Lemongrass3110!
* Fixes#7104.
* Implements Shadow Scar as a timer on units.
* Implements the official packet for Shadow Scar counter.
* Enchanting Shadow can now be triggered by skills as well as melee.
* Removes the hit count limit.
* Adjusts the damage rate of Shadow Wounds to increase by 3%.
* Adjusts the duration of Shadow Scar from 30 seconds to 15.
Thanks to @eppc0330 and @Lemongrass3110!
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
* Fixes#7195.
* Adds a new save field for battle config spawn_direction which was not working for players who log out and in.
Thanks to @SapitoSucio and @Lemongrass3110!
* Removed leftover old debug info that made it necessary to the hide the real function behind a define.
* Introduced a C++ default argument for timer id, as the timer id is only needed a single time, when the status expires naturally.
* Replaced all currently existing calls that had INVALID_TIMER as argument and made use of the new default argument.
* Fixes#5340.
* Resolves an issue where monsters may tend to lose their target if they are too slow and the destination is too far when using script commands unitwalkto/unitwalk.
* Allow script command unitstopwalk to remove the state tracking for script commands unitwalk/unitwalkto.
* Print a warning to the console if a unit is forced to walk again and hasn't yet reached its initial destination.
Thanks to @NeutralDev and @Lemongrass3110!
- Fixes#6939
- Looters will now use complex pathing to find a way to an item they can see
- Monsters no longer stop when using NPC_EMOTION or NPC_EMOTION_ON
- Added a security check to prevent endless loops when easy pathing is used (no longer used by default)
Special thanks to @secretdataz.
- Fixes#6899
- Monsters will now always walk to the end of their chase path before checking for their target again (you can still change this by changing monster_chase_refresh in monster.conf)
- A monster's chase range is now exactly as defined in mob_db.yml except when it was just attacked
- A just-attacked monster's chase range is now only enhanced until it reaches its original target cell
- Ranged monsters will now always stop when their target is in attack range, even if they still have attack delay
- Fixed a small math error when calculating chase path
- When a monster loses its target, it will now always spread to an empty cell when it was chasing something and reaches the end of its chase path, but will no longer spread when it was already attacking the target that disappeared (it will still spread if you set the custom mob_ai setting for this)
- Fixed monsters not starting to chase a target while they are randomly walking
Thanks to @aleos89 for support.
* Removes the initialization of Status Changes via hard-code and puts it into YAML form.
* From this database it is much easier to delegate icons, calc flags, opt flags, miscellaneous flags, and several other things for all stats changes.
* Statuses can quickly be reloaded via atcommand reloadstatus.
Thanks to @cydh, @Atemo, @Lemongrass3110, and the others who helped!
Signed-off-by: Cydh Ramdh <cydh@pservero.com>
Co-authored-by: atemo <capucrath@gmail.com>
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
* Converts the Mercenary Tables file into YAML.
* Includes CSV2YAML converter.
* Fixed mercenary name not properly displayed after moving
Co-authored-by: Aleos <aleos89@users.noreply.github.com>
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
* Wave mode instances - walkthrough conversions
* NPC_EMOTION and NPC_EMOTION_ON disrupted the walking system and have been restricted on the maps.
* Implemented AI_SPECIALs. AI and normal monsters can naturally fight each others. However monsters with AI_SPECIAL can't be hit by normal monsters.
* Implemented mob_setidleevent command.
`mob_setidleevent <GID>,<event>;`
This command will attach an event label to the monster with the given <GID> which will execute when the <GID> is idle.
* Added parameters to unitskilluseid and unitskillusepos
-- `<cancel>`: define if the skill can be interrupted when hit (by default the cancel value was 'castcancel' from skill_db.txt)
-- `<Line_ID>` : the monster will say the message from 'Line_ID' in mob_chat_db.yml when casting the skill
* Added `UMOB_IGNORE_CELL_STACK_LIMIT` for setunitdata/getunitdata script command.
When true, the monster will ignore the stack limit (max number of characters that can stack within a single cell) defined by 'official_cell_stack_limit' in misc.conf
* The script is disabled by default like on KRO
Thanks to @Lemongrass3110 @aleos89 @Badarosk0 @sigtus @Questune09 !
* Fixes#2217.
* Adjusts the storage for skill unit group from DBMap to unordered_map.
* Removes the MAX_SKILLUNITGROUP limit.
* Cleans up memory management to utilize shared_ptr.
Thanks to @Lemongrass3110!
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
* Updates various skills following kRO's job improvement patch.
* Change log: https://ro.gnjoy.com/news/notice/View.asp?BBSMode=10001&seq=7275&curpage=2
* Does not include changes to homunculus HP/SP level up bonuses as more information is required.
Thanks to @ecdarreola, @attackjom, @Haydrich, @rye305, @eppc0330, @Badarosk0, and @Lemongrass3110!
* Combines mob_race2 and mob_drop databases into one.
* General cleanups and optimizations.
* Includes CSV2YAML conversion tool.
Thanks to @vstumpf, @lukasrmattos, and @Lemongrass3110!
* Combines item_avail, item_buyingstore, item_delay, item_flag, item_nouse, item_stack, and item_trade databases into one.
* General cleanups and optimizations.
* Includes CSV2YAML conversion tool.
* Includes YAML2SQL conversion tool.
* Adjusts dummy_item from being created by malloc and now creates it by make_shared.
* Item combos are now stored as a STL.
Thanks to @Lemongrass3110, @Atemo, and @cydh!
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
* Fixes#3622 and fixes#5220.
* Monsters now properly escape from the attacker.
* NPC_RUN should determine distance based on skill level > 1.
* Resolves Sphere Mine when summoned by an Alchemist not escaping.
Thanks to @Balferian, @Indigo000, and @Daegaladh!
* Fixes#5032.
* Soul Reaper souls will now persist relogs.
* Removed the soul_timer as the timer data is stored to the status change.
Thanks to @laziem and @Tokeiburu!
* Added support to trigger 'OnTouch'/'OnTouch_' npc label when a npc is moving through npcwalkto script command.
* Fixed#502
Thanks to @aleos89, @wbgneto !