- When searching for a map-wide free cell, the tiles 15 cells from the edge are no longer considered
* Added a configuration to change the edge size to any value between 1 and 40
- When searching for a free cell, the tiles 4-5 cells from the edge are now considered invalid and trigger a retry
* If you make the edge size smaller than this, it will use edge size instead
- Searching for a free cell now defaults to 50 tries, but if the "no spawn on player" option is active, those failed attempts are not counted towards the limit anymore
- When a monster spawns in a defined area there will now be 8 attempts to spawn it on a valid cell within the area and then one attempt on the center cell; if all 9 attempts fail, there will now be 50 tries to spawn it map-wide before it gives up
- When a monster has fixed spawn coordinates, but those coordinates are a wall, it will now spawn in a random location map-wide instead
* This also applies to icewall blocking the cell unless the boss_monster command was used
- Each monster in an area spawn will now receive its own spawn center within the spawn area on server start
* This results in the spawn area being larger but having a bias towards the center
* Added a configuration to disable this behavior
- Fixed slave monsters always being active and constantly calling the "search freecell" function even though neither them nor their master have been spotted yet
- Fixed map server crash when setting no_spawn_on_player to 100 (follow-up to 33b2b02)
- Updated prontera field spawns to official episode 18+
- Updated all champion mob respawn times to 3 minutes and sorted them by map name
- Fixes#8300
Add a separate job to run specifically for GCC 13 in Ubuntu 24.04 as the package was removed from Ubuntu 22.04.
Related issue actions/runner-images#9866
- Fixed some monsters using the normal player level 10 version of a skill instead of the special NPC powerskill version (e.g. Heal for 9999 HP)
* See doc/mob_skill_db_powerskill.txt for more information
- Fixed Silver Sniper and Magic Decoy using Heal 10
- Fixed Magic Decoy doing normal attacks
- Fixes#8306
- Monsters will now properly run away when using NPC_RUN (fixes#7941)
- Introduced a new function unit_get_walkpath_time that returns the time the unit needs to walk its current walkpath
* This is now used for NPC_RUN and random walking
- Fixed an issue with mismatching timer warnings when a monster casts NPC_RUN multiple times in row
- Monsters will now always attempt to use non-berserk-state skills once per second (fixes#1700)
* This completely replaces the "ugly" solution to use a walk_count for idle, walk and chase skills
* This interval is now a lot more accurate and no longer influenced by external factors such as canact delay
* This interval is now also used for lazy monsters rather than MIN_MOBTHINKTIME*10 so that MIN_MOBTHINKTIME can be reduced without having to worry about skills being cast more often
* Angry skills no longer replace the normal attack and now follow the once per second rule; they will always first be attempted at the end of the walk delay after a normal attack
- The special follow-up attack skill monsters use when you move out of their attack range, now is only used when they are in Angry state
* Also fixed a bug that this was checked every 100ms until the monster used a skill, instead of just once per second
- Monsters now can use chase skills even before they start moving (assuming one second has already passed since last skill check)
- Removed "hack" to make monsters cast chase skills when trapped in icewall
* This was solved by implementing checking for chase skills before starting to move
- Monsters will now receive an aMotion walk delay after having used a skill
- A monster that could not walk randomly because of walk delay will now walk immediately once the walk delay expires
- Using angry or berserk skills will now set a monster's attack delay
* Fixes#8146.
* Minor cleanups to ensure the Howling Mine status is active before accessing.
Thanks to @LadyNanuia!
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
Fixed SHC_SHADOW_STAB damage bonus not being applied during cloaking exceed status.
Remove cloaking bonus: Bonus should be granted on only cloaking exceed status, not cloaking
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
- Coma item bonus is no longer an additional effect / status change, but instead replaces the attack damage with setting HP/SP to 1
* That means Coma attacks will never kill someone, even if the original attack would be lethal
* When doing a Coma attack, the attack displays the original damage and this is also what counts towards the mob damage log
- Coma is checked for every single event that applies damage, including reflect damage, and for Provoke / Self Provoke
* Some Renewal-only effects couldn't be tested and were left unchanged (e.g. damage from White Imprison)
- Coma now sets SP to 1 instead of 0
- bComaRace, bWeaponComaRace and bWeaponComaEle won't work on bosses, GVG and battlefield objects
- bComaClass and bWeaponComaClass no longer work on GVG and battlefield objects, but can work on bosses if you specify Class_Boss or Class_All
- Edge is now defined to only work on normal monster
- The default exp_calc_type 0 no longer counts the first attacker twice and instead works like on official servers
- Added a new exp_calc_type 2 that counts the first attacker twice as previously
- The damage logged will now include overkill damage on exp_calc_type 0 and 2, but not count Coma damage (it will count the damage you would have originally dealt instead)
- Fiber Lock now has a range of 9 instead of 7
- Fixes#8279
- Fixed renewal offhand damage being double as high as it should be
- You will now deal unarmed main hand damage if you equip a weapon only in your left hand
- Your offhand damage will now be the same regardless of whether you have a weapon in the main hand or not
- Fixes#8284
- Grand Cross on target is now considered a full magic attack and no longer triggers drain and similar effects that only work with physical attacks
* This problem as was introduced in d8a02e9 to fix Coma not working on Grand Cross, but the reason that Coma works on Grand Cross is because it can also trigger on Magic skills (this is already working)
- Grand Cross damage on self is still considered as "physical damage received" for reactive cards (e.g. Alarm Card), but no longer as "magical damage received" (e.g. Platinum Shield does not trigger)
- Grand Cross no longer channels through the whole "weapon attack" code and just calls the necessary parts directly (it only considers ATK, DEF/VIT_DEF and refine)
- Damage parts of Grand Cross can now go below 1 and reduce the other part (e.g. -5 physical damage and 15 magical damage now results in 10 damage instead of 16)
- Implemented the official renewal damage formula for Grand Cross:
[((ATK+MATK)/2)*RATIO - DEF - VIT_DEF - MDEF - MDEF2]
- Fixed the order of damage processing for Grand Cross for fully accurate damage (there were a lot of rounding issues before)
- The attribute table is no longer applied twice on self damage (still applied twice on target)
- Cards that increase magic damage now work with Grand Cross (e.g. Skeggiold Card)
- Changed Grand Cross range to 9 as that's the official range (you never know when it matters)
- Fixes#1140
- Fixed several pre-re monster stats being 1 instead of 0
* Issue was introduced in 05a17d8 as safety measure to prevent division by 0, but it results in wrong damage numbers
* Players can get 0 on stats as well, so it's better to put such safety measures at the point where the division takes place
- Minimum stat for monsters is now 0 instead of 1
- Monsters that have 0 Luk after this change can no longer be cursed
- Improved csv2yaml converter to no longer lose the information whether a stat is 0 or 1
- Fixed an issue with converting Race2 in the csv2yaml converter
- Removed arbitrary "+1 MATK" bonus that was probably added due to people not figuring out why the damage was off by 1
- Fixed small damage inaccuracy issue in PVP
- Fixes#8277
- Fixed immobile monsters targeting random bystanders with their spells even though they already have a target
- Fixed some Malaya Port enemies targeting randomly
- Fixes#8273