- When a monster is killed, its first item will now always drop at the exact cell the monster was on
- When a monster drops more than one item, the items will be deployed on 3 cells around the monster (looping): SE, W and N
- Fixed drop position of looted items (similar to regular drops but independent to it and starts north)
- Fixed item drop order (script-granted -> regular drops -> looted drops)
- Fixed looted items showing special drop effects
- Searching for a free cell to drop an item on now uses the official algorithm
- When a monster drops an item, it will no longer drop on cells that are occupied by characters or pets
- When a player drops an item, it will now drop in a 5x5 area around the player
- Items dropped by players can now stack on the same cell unless the new "item_stacking" config is disabled
- When an MVP drop drops to the floor because the player's inventory was full, it will now always drop on that player's cell
- Fixes#8345
- 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
Updated Level 250/50 to 260/55.
Hp and Sp are unknown.
Additionally updated Super_Novice_E job level from 50 to 70 (note: this class doesn't get additional stats by job level).
* Added missing items equipment up to 02/10/2023
* Implemented the item bonuses bIgnoreResRaceRate and bIgnoreMResRaceRate
Thanks to @attackjom for the review!
Converted last_point to mapname
Converted save_point to mapname
Converted memo to mapname
Converted start point to mapname
Removed default map
Converted party member to mapname
Converted maplists to mapname
Removed mapindex loading
Fixed instance loading with multiple map-servers
Fixed castle loading with multiple map-servers
Fixed battleground loading with multiple map-servers
Fixed warping between map-servers
Thanks to @aleos89 for his help!
Fixed#6671, vendor & buyer location never been updated if the location is changed
Added MF_NOBUYINGSTORE and CELL_NOBUYINGSTORE to separate from MF_VENDING & CELL_NOVENDING
Added some missing check for buyingstore states
Updated mapflag doc
Added new constants
Co-authored-by: Aleos <aleos89@users.noreply.github.com>
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
* Changes the mapflag storage type from an unordered_map to vector giving it a performance boost.
* This changes all lookups and modifications to O(1) rather than a possible O(log).
* Allow creating instance with no timer
* Added NoNpc to prevent copying NPCs from the source map
* Added NoMapFlag to prevent copying Mapflags from the source map
* Added instance_list script command to retrieve the instance IDs for the given map name/instance mode
Co-authored-by: Aleos <aleos89@users.noreply.github.com>
Co-authored-by: Atemo <atemo@users.noreply.github.com>
Co-authored-by: Lemongrass3110 <3517879+Lemongrass3110@users.noreply.github.com>
Merged Rytech2/4CrAM-Open@978d4fc406
Original author is @Rytech2 and all credits belong to him.
Cleanups by @Lemongrass3110, @aleos89 and @Atemo.
Co-authored-by: Rytech2 <rytech16@gmail.com>
Co-authored-by: aleos <aleos89@users.noreply.github.com>
Co-authored-by: Atemo <capucrath@gmail.com>
* 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>
* Converts the job_db, job_db2, job_basehpsp_db, job_exp, and job_param_db to YAML.
* Optimizes several places utilizing C++ features.
* Removes 3rd class job data from pre-renewal.
* Adds minimal support for 4th jobs.
* Job level bonus stats now supports multiple bonuses per level as well as an integer for the specific stat instead of only being limited to 1.
* Includes CSV2YAML converter.
Thanks to @Lemongrass3110, @Atemo, @Balferian, @attackjom, @dimasshotta!
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 !
* Combines mob_race2 and mob_drop databases into one.
* General cleanups and optimizations.
* Includes CSV2YAML conversion tool.
Thanks to @vstumpf, @lukasrmattos, and @Lemongrass3110!
* Fixes#4183.
* Adds 3 new guild skills: GD_CHARGESHOUT_FLAG, GD_CHARGESHOUT_BEATING, and GD_EMERGENCY_MOVE
* Changes 5 minute guild global cooldown to be 3 minute individual cooldowns for GD_RESTORE, GD_REGENERATION, GD_BATTLEORDER, GD_EMERGENCYCALL, and GD_ITEMEMERGENCYCALL.
* Reduces GD_RESTORE fixed cast time from 10 seconds to 1.