1418 Commits

Author SHA1 Message Date
Cydh Ramdh
6a5dd45fde * Follow up 111eb0c1, fixed Elemental Shield doesn't work for self if not in party. Thank @RagnarokNova.
* Follow up 2b870c24, 'missing' rate explanation for status_percent_change.
* Follow up 2ef7a7da, revert documentation rate for bHPVanishRate and bSPVanishRate

Signed-off-by: Cydh Ramdh <cydh@pservero.com>
2015-06-09 07:07:04 +07:00
Cydh Ramdh
11f42f27ab Fixed #453
* Added check if cash shop has item on the list or not.

Signed-off-by: Cydh Ramdh <cydh@pservero.com>
2015-06-08 21:26:30 +07:00
Cydh Ramdh
2fdcd92336 Bug Fixes:
* Fixed #371, missing entry for Solid Skin (EL_SOLID_SKIN) in skill_cast_db.txt, causing the skill gives effect only for a ms.
* Follow up f19e2dc6 `pc_mapid2jobid` gives wrong value and revert `JOBL_SUPER_NOVICE` flag that was introduced in 82561947.

Signed-off-by: Cydh Ramdh <cydh@pservero.com>
2015-04-17 01:33:29 +07:00
Cydh Ramdh
5ed75dc877 * Merge pull request #294 and its clean up
* Moved Bank Vault from `login` table (login-server level) to `global_reg_value` as #BANKVAULT (char-server level)
  * IMPORTANT: Read & import upgrade_20150408.sql
* Follow up cbdc0127, another fix for Point Shop NPC.
* Follow up 022d7289, corrected picklog initial for bound items that removed when member of guild/party or guild/party is broken. Please import upgrade_20150408_log.sql

Signed-off-by: Cydh Ramdh <cydh@pservero.com>
2015-04-09 01:26:17 +07:00
Cydh Ramdh
c7062e5e7d Added status change (SC) documentation as merge #238. Thank @nanakiwurtz
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-03-31 17:52:25 +07:00
Cydh Ramdh
ee24f5c321 * Follow up 9d247d88c1f8a5d04a386ac6891726724ee226f9
* Typo

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-03-30 22:59:19 +07:00
Cydh Ramdh
7d929a06a3 NPC Market Shop support
* New shop script definition: `<map name>,<x>,<y>,<facing>%TAB%marketshop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>:<quantity>{,<itemid>:<price>:<quantity>...}`
* Added script command to update shop NPC: 'npcshopupdate "<name>",<itemid>,<price>{,<stock>}'
* Added NPCMarketDB (DBMap) for market data persistance method.
* Added `market_table` definition for market table in conf/inter_athena.conf.
* Thank to @aleos89, @Lemongrass, @icxbb-xx, merged HerculesWS/Hercules@cf19b26.

NOTES:
* Minimum client needed 2013-12-23 (but this client has bugs there-and-there).
* There's new table, see `upgrade_20150327.sql`.
* Market shop doesn't support discount.
* Added items by script `npcshopitem` or `npchopadditem` will be assumed as persistance items, will be loaded on next script reload or server start even market_shop NPC does't list them (unless NPC is not exists, entries will be removed).

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-03-27 21:11:07 +07:00
aleos89
1b69b981fa More cleanups
- Enabled Packet Obfuscation by default.
- Added a bit of documentation.
2015-03-14 11:45:42 -04:00
aleos89
1be5665580 Small cleanup
- Fixed some compile warnings when Packet Obfuscation is disabled.
2015-03-06 09:48:08 -05:00
aleos89
86f1cebee8 Merge branch 'master' of https://github.com/rathena/rathena into feature/official_packet_obfuscation 2015-03-06 09:41:41 -05:00
Cydh Ramdh
f05119b36c Packet Obfuscation support
* Enable it by uncomment `#define PACKET_OBFUSCATION` in mmo.h
* Obfuscation keys are defined in db/packet_db.txt, each packet_ver has their own default keys (for temperory lookup) in `packet_keys:` right after `packet_ver:`
* Keys can be refined (user-defined keys) by defining the keys in `packet_keys_use:` in file db/[import/]packet_db.txt
* This feature only for client 20110817 or newer
* `@reloadpacketdb` won't changes the keys, so make sure define everything before run the map-server.

Thank to @icxbb-xx, @aleos, 5a942993dd

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-03-01 15:16:56 +07:00
Playtester
d4aa4c70a7 Walkpath loop fix (fixes #198)
- Move requests one cell west will now be ignored if the target cell is occupied
- You can now set official_cell_stack_limit to 0 to completely disable it including the limitation above
2015-02-28 15:41:18 +01:00
aleos89
d3625e5c10 Cleaned up merge issues. 2015-02-21 15:43:58 -05:00
Cydh Ramdh
2ae4bcb694 Implemented 'NeedLevel' for Homunculus skill tree
* Changed 'JobLevel' to 'NeedLevel' and don't make it as optional.
* Make sure homun_skill_tree.txt column number is 15!

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-02-16 00:38:09 +07:00
Cydh Ramdh
9d3d34205f Skill DB clean ups
* Changed skill_db array to better memory allocation.
* Reduced MAX_SKILL_LEVEL from 100 to 10 (part of Hercules 0f4a50d135), also has changes on skill_get checks for skill level that more than 10.
* Reduced MAX_SKILL from 5020 to 1200 (actually only 1109 skills are used).
* Added macros for checking Homunculus, Guild, Mercenary, & Elemental skill ranges.
* Added skill check & index validation when player logged in and when @reloadskilldb.
* Corrected `enum e_skill_flag` order for SKILL_FLAG_REPLACED_LV_0's sake.
* Merged 'addtoskill' script command just as alias of 'skill' script command.
* Fixed #277
* Changed 'skill' script command flag to constant value

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>

NOTE:
* Decreased memory usage by map-server reduced up to 50 MB.
* Decreased memory for each player because of mmo_charstatus::skill[] only has 1200 array, before is 5020.
* Please use skill_get_index() for accessing sd->status.skill[] or skill_db[], don't reckless use skill_id as array index.
* Please import upgrade_20150211_skillset.sql

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-02-12 15:50:50 +07:00
aleos89
083cf5d962 Bug Fixes
* Fixed Severe Rainstorm not being able to be copied by Reproduce. (bugreport:9361)
* Fixed #137 - Updated Homunculus S Race and Element values to official.
* Fixed #163 - Proper renewal calculations for Homunculus. Merge from HerculesWS/Hercules@8faef4f
* Fixed #254 - Corrected King's Grace cooldown to be 60 seconds.
* +20 Foods cannot be dispelled or removed by death.
2015-02-10 12:13:08 -05:00
Aleos
0e533fa7ab Revert "Skill DB clean ups" 2015-02-10 09:33:00 -05:00
Aleos
da081129d5 Merge pull request #264 from rathena/cleanup/skill_db
Skill array clean up
- Changed skill_db array to better memory allocation.
- Reduced MAX_SKILL_LEVEL from 100 to 10 (part of Hercules HerculesWS/Hercules@0f4a50d), also has changes on skill_get checks for skill levels greater than 10.
- Reduced MAX_SKILL from 5020 to 1200 (only 1109 skills are used).
- Added macros for checking Homunculus, Guild, Mercenary, and Elemental skill ranges.
- Added skill check and index validation when player logs in and on use of @reloadskilldb.
- Corrected enum e_skill_flag order for SKILL_FLAG_REPLACED_LV_0's sake.
- Merged 'addtoskill' script command just as alias of 'skill' script command.
Summary:
- Decreased memory usage by map-server up to 50 MB.
- Decreased memory for each player because of mmo_charstatus::skill[] array size from 5020 to 1200.
- Please use skill_get_index() for accessing sd->status.skill[] or skill_db[], don't recklessly use skill_id as array index.
NOTE:
- Please import upgrade_20150131_skillset.sql
2015-02-07 01:12:21 -05:00
Aleos
a427dbf513 Merge pull request #247 from aleos89/hotfix/issue138
Fixed #138 - Updated trap visibility to official settings.
2015-02-07 01:03:47 -05:00
Cydh Ramdh
72617ac98b Skill DB clean ups
* Changed skill_db array to better memory allocation.
* Reduced MAX_SKILL_LEVEL from 100 to 10 (part of Hercules 0f4a50d135), also has changes on skill_get checks for skill level that more than 10.
* Reduced MAX_SKILL from 5020 to 1200 (actually only 1109 skills are used).
* Added macros for checking Homunculus, Guild, Mercenary, & Elemental skill ranges.
* Added skill check & index validation when player logged in and when @reloadskilldb.
* Corrected `enum e_skill_flag` order for SKILL_FLAG_REPLACED_LV_0's sake.
* Merged 'addtoskill' script command just as alias of 'skill' script command.

Summary:
* Decreased memory usage by map-server reduced up to 50 MB.
* Decreased memory for each player because of mmo_charstatus::skill[] only has 1200 array, before is 5020.
* Please use skill_get_index() for accessing sd->status.skill[] or skill_db[], don't reckless use skill_id as array index.

NOTE:
* Please import upgrade_20150131_skillset.sql

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-01-31 19:45:52 +07:00
Cydh Ramdh
1d275262b6 Quest DB update (core)
* Change quest_db_data[] with fixed array to DBMap *questdb

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-01-24 11:13:04 +07:00
aleos89
73243e8e9d Fixed #138 - Updated trap visibility to official settings. 2015-01-23 14:39:13 -05:00
aleos89
48020c4d5c Merge branch 'master' of https://github.com/rathena/rathena 2015-01-21 12:20:00 -05:00
Cydh Ramdh
817d6bf800 Multi-client support for clif_equipitemack with packet identifier ZC_WEAR_EQUIP_ACK
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-01-15 02:07:06 +07:00
Cydh Ramdh
fa75733cc1 Item Max Level clif_equipitemack messages
* Max level to equip item now works for Pre-Renewal too, since the field is optional. 0 means no max level limit.
* Fixed fail message on clif_equipitemack when item cannot be equipped because level limitation

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-01-15 01:17:54 +07:00
aleos89
6ae8404e4e Merge branch 'cleanup/autotrade_persistance' of https://github.com/rathena/rathena 2015-01-13 13:11:52 -05:00
aleos89
a683e005d7 Merge pull request #197 from rathena/hotfix/bug9338
* Changed Guild/Party Bound Item Retrieval Methods:
- Fixes bugreport:9338
- Now resend the list to map-server from char/inter-server to avoid "weird" item allocation on guild storage. Example, previously you will meet stacked item like GUID does, but it shouldn't!
- Also will check the maximum amount that can be store in guild store. If guild storage is full (the slots or item stack limit is reach) the rest value/item will be dropped.
- Account of kicked guild member won't be kicked from server any more if the player idle on character select window (just prevents player to login when retrieving items are in progress)
- Delete guild bound items from guild master when guild is disbanded! Previously, the bound type just changed to NONE. Also for party bound item.
- If kicked guild/party member is trading bound item when be kicked, the trade will be cancelled!
- If the guild member is being kicked when open guild storage, storage will be closed first waiting for next item retrieval.
- Now when guild storage is opened, storage_status (changed the var to 'opened') will be used to hold char_id who opens it.
* Misc:
- Cleanup guild storage prefix functions, changed them to "gstorage_*"
- Added picklog type 'B' for logging deleted bound item because of kicked from guild/party.
- Updated documentation for new used packet 0x3857
2015-01-13 12:59:19 -05:00
Cydh Ramdh
7fcacb64c4 Autotrade persistance cleanup
* Moved redundant structs for vending & buyingstore, move it to vending.h
* Removed redundant query to update autotrade info (autotrade state, head, body direction, & sit state) that previously executed in vending_reopen & vending_openvending, buyingstore_reopen & buyingstore_create.
* Removed lines to execute queries each iteration to insert vending/buyingstore list, now using StringBuf and just being executed once after the item listing. (in vending_openvending & buyingstore_create)
* Revert the ways initializing autotrader list by using DBMap (vending_autotrader_db & buyingstore_autotrader_db)

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-01-07 15:08:14 +07:00
Cydh Ramdh
022d72891e Changed Guild/Party Bound Item Retrieval Methods:
* Bug Fixes bug:9338
* Now resend the list to map-server from char/inter-server to avoid "weird" item allocation on guild storage. Example, previously you will meet stacked item like GUID does, but it shouldn't!
* Also will check the maximum amount that can be store in guild store. If guild storage is full (the slots or item stack limit is reach) the rest value/item will be dropped.
* Account of kicked guild member won't be kicked from server anymore if the player idle on character select window (just prevents player to login when retriving items are in progress)
* Delete guild bound items from guild master when guild is disbanded! Previously, the bound type just changed to NONE. Also for party bound item.
* If kicked guild/party member is trading bound item when be kicked, the trade will be canceled!
* If the guild member is being kicked when open guild storage, storage will be closed first waiting for next item retrieval.
* Now when guild storage is opened, storage_status (changed the var to 'opened') will be used to hold char_id who opens it.
Misc:
* Cleanup guild storage prefix functions, changed them to "gstorage_*"
* Added `picklog` type 'B' for logging deleted bound item because of kicked from guild/party.
* Updated documentation for new used packet 0x3857

NOTE: Please import upgrade-20150103_log.sql
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-01-03 20:37:38 +07:00
Cydh Ramdh
0987aeeb5d Official Item BindOnEquip Support
* Added item flag value: 8 to init default item with BindOnEquip. Item with this flag will be character bound item once equipped.
* Added optional config 'default_bind_on_equip' in conf/battle/items.conf to set default bind type. By default the type is character bound.
* Hercules merge 1f5161a2bd

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2015-01-02 14:44:49 +07:00
lighta
8066bdef46 Data alignement
Align account_id and char_id to uint32 as this is the value they can be
in DB.
Remove src/test folder, unused
Remove useless #include to speedup compilation.
2014-12-19 21:31:04 -05:00
Cydh Ramdh
4d5fc9604c Some typos
* Changed -1 for timer id to INVALID_TIMER
* Changed values for pc_bound_chk(). 2 to BOUND_GUILD and 3 to BOUND_PARTY

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-12-17 18:18:56 +07:00
Cydh Ramdh
7295bdc925 Merge pull request #143 from rathena/feature/separated_item_guid
Corrected `guid` implementation of item package in 51074a0. See http://rathena.org/board/topic/99743-item-guid/
2014-12-16 20:26:16 +07:00
icxbb-xx
14f6654943 Fixed bugs.
- problem fast movement animation when disguised.
- devotion behaviour Can't cast on other characters when limit is reached.
2014-12-05 03:23:11 +07:00
Cydh Ramdh
b92b8ffefc Added core.h config ENABLE_ITEM_GUID
* Enabled by default to take effect of `guid` function.
* When it's disabled, `guid` function will be ignored as suggestion to disable this 'weird. official feature.
* NOTE: If this feature is disabled "in the middle" of your game, the separated is still separated in inventory, storage, or guild storage until player move the item to/from storage/inventory to restack them.

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-11-30 18:44:20 +07:00
Cydh Ramdh
5ce80555a7 Corrected guid implementation of item package in 51074a0
* GUID
  - `guid` field in official PackageItem.lua supposed to make item will be separated even item is stackable item.
  - Currently `guid` usage is using item Unique ID that generated when item with GUID flag is appear from package.
  - Some item containers in official PackageItem.lua are also separated, not stacked when player obtain it. Example when using atcommand "@item Xmas_Bless". For current implementation, the items are flagged in item_flag.txt (db folder) with flag 4.
  - `isNamed` field in item group is replaced by `GUID` and move the `isNamed` as new additional field. See doc/item_group.txt or db/re/item_package.txt.
* NPC:
  - Enabled npc/re/other/item_merge.txt and it's now usable.
* Script Command:
  - Added `mergeitem` to merge separated items in player's inventory. See doc/script_commands.txt.
* Misc:
  - Changed how to broadcast the item that obtained from package with flag `isAnnounced` to intif_broadcast, so it will be announced to all connected map-servers.
  - Added some items that flagged as 'item group container' in db/re/item_flag.txt

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-11-30 13:52:52 +07:00
Cydh Ramdh
a16701f33a Disabled @accinfo request in CZ_REQ_ACCOUNTNAME to avoid unnecessary request. Follow up c953236, bugreport:9186. Thank @anacondaqq
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-11-23 18:03:04 +07:00
Cydh Ramdh
a212839665 Fixed #122 @accountinfo issue
* Now inter-server always asking to login-server for account info instead using direct query to `login` table. Merged from HerculesWS/Hercules@da233d5
* Inter-server packet usage: HA 0x2720 & AH 0x2721
* Additional changes from inter-server to map-server to parse the account info result with type 1 by using packet 0x3808 for clif_account_name(). Just some changes from @lighta at his old diff
* Moved some messages to char_msg.conf
* Updated inter-server packet documentation

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-11-22 18:58:29 +07:00
icxbb-xx
ccebc42dc6 Follow-up to (43f25e3)
- Revert skill cooldown list not support found problem map server crash.
I will try check again.
2014-11-09 23:13:55 +07:00
icxbb-xx
a4f2bdb2c1 add new scriptcommand
- dispcolor or displaymessage
displaymessage("<message>"{,<color>{,<Account ID>}})
now you can send message with color to player
Hex color see more : http://www.colorschemer.com/online.html
2014-11-02 15:06:47 +07:00
icxbb-xx
43f25e3509 Fixed Bug.
- Issue on packetver 20131223 or newer where skill-damage with type 6 would be considered by the client as endure-type, fixing by swapping with value 8 which presents no different graphical representation than it'd otherwise. (Hercules 1c1e10a)

- Implemented official party-leader-changed-packet (Hercules 14475dc)
- Add Older Packet ShowScript & Implemented to montransform status change parameter optional
- Add support for packet ZC_SKILL_POSTDELAY_LIST. (idAthena)
2014-11-01 05:50:18 +07:00
icxbb-xx
6b8c297a91 default battleground icon on non-allies is now visible! (Hercules 4ad0766) 2014-11-01 00:57:48 +07:00
Playtester
b88e95381d Sight Blaster and other skill fixes, magic reflect, crash, trap display and monster behavior fixes
- Fixed cast time of Sightrasher in pre-renewal (700ms -> 500ms)
- Official Sight Blaster behavior (bugreport:6945, partially bugreport:144)
  * Sight Blaster's AoE is now 3x3 even in pre-renewal (it was originally larger so it hits traps before they trigger)
  * Sight Blaster will now prevent traps from triggering as long as they are knocked back
  * Fixed a bug that caused Sight Blaster to not work on traps and ice walls at all
  * Sight Blaster will no longer expire when the attack was reflected
  * Sight Blaster will now expire when hitting an ice wall
  * Sight Blaster will now properly protect you from being attacked from its AoE range
- Sight, Ruwach and Sight Blaster will now check for a target every 20ms (previously every 250ms)
- Step action will now be canceled when being knocked back (skills won't be executed anymore when knocked out of range)
- When knock back magic is reflected it will no longer lead to the caster being knocked back (related to bugreport:6945)
- Activated traps can no longer be hit
- Fixed a problem that left "trap ghosts" forever on the screen when a trap was knocked out of the screen
- Fixed three more potential map server crashes
- Monster behavior fixes
  * Monsters will no longer be able to do normal attacks when hiding
  * If out of any reason a monster on "attack" state can't move and can't do normal attacks, it will now use "attack" state skills
  * The order of monster thought processing is now equal to official servers
2014-10-25 13:13:06 +02:00
aleos89
8b755e5419 Bug Fixes
* Fixed Decoration of Music status when equipping the headgear. (bugreport:9342)
* Fixed Warg Dash giving Endure when it shouldn't. (bugreport:9337)
* Fixed Mado Gear skill item requirements. (bugreport:9335)
* Fixed Super Novice Spirit being able to be casted by all classes. (bugreport:9344)
* Fixed Masquerade - Ignorance to work on monsters. (bugreport:8099)
* Fixed Voice of Siren duration depending on level of character. (bugreport:9289)
* Fixed Spirit Sympathy SP requirement reduction when summoning an Element. (bugreport:9329)
2014-10-21 14:04:05 -04:00
Playtester
a52b010668 - Merged config option knockback_left from Hercules
* Now the default direction is "east" and consequently the knockback direction is "west" when standing
  * This means if the source cell (ground target center or position of caster) is on the same cell as the target, it will be knocked back to the west
  * This also can effect other things like how an object is placed when cast on the cell you are currently standing on
  * If you disable the option it will use the old behavior and use the direction of the unit as default direction (and backwards as knock direction)
  * Special thanks to kisuka and Michieru for the original implementation: 2b8d5013ea
- Optimized the knockback / instant movement code
  * clif_blown will now call both clif_slide and then clif_fixpos, this is what Aegis does when any instant movement effect occurs and ensures proper updating of the position
  * skill_blown will call clif_blown and ensures the correct client information already, so it's no longer necessary to manually call clif_slide and clif_fixpos after it
  * replaced all calls of clif_slide and then clif_fixpos in row with a single call of clif_blown, makes the code look a lot cleaner
  * I tested over 20 knockback situations including knockback of frozen target and it worked fine for me, please report if there is still anything wrong (was why fixpos commented in the first place?)
2014-10-19 11:58:57 +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
aleos89
2b870c24d5 Various cleanups.
* Added and cleaned up comments.
* Added checks to prevent map server crashes.
* Cleaned up some reports from CPPCheck.
* Other various stylization cleanups.
2014-10-02 09:16:52 -04:00
Cydh Ramdh
ce090ce916 Skill Changes:
* Wizard/Warlock Skill
  * Moved Sightrasher (WZ_SIGHTRASHER) requirement to check Sight (SC_SIGHT) is active or not to skill_check_condition_castend section.
  * Fixed Sightrasher (WZ_SIGHTRASHER) splash area to 3x3. (bugreport:9298)
  * Now Comet (WL_COMET) cannot hits Hiding target (The mistake is not at flag 0x10000 in skill_db.txt, the flash should be added by SD_ANIMATION). (bugreport:8909).
  * Now Reading Spell Book (WL_READING_SB) checking the number of available spell books in Spell Book DB first to prevent infinite loop.
* Sage Skill
  * Now Abracadabra (SA_ABRACADABRA) checking the number of available skills in Abra DB first to prevent infinite loop.
  * Reduced MAX_SKILL_ABRA_DB from 350 to 160.
* Shadow Chaser Skill
  * Fixed Chaos Panic (SC_CHAOSPANIC) effect. (bugreport:9321).
* Genetic Skill
  * Now Wall of Thorn (GN_WALLOFTHORN) can be knocked back but not a whole skill group and durability (HP & max hit) for each skill unit.
* Guillotine Cross Skill
  * Now Magic Mushroom (SC_MAGICMUSHROOM) effect checks the number of available skills in Magic Mushroom DB first to prevent infinite loop.
  * Changed 'RemoveFlag' in db/magicmushroom_db.txt value to 1 to remove skill by importing. (bugreport:9322).
* Wanderer/Minstrel Skill
  * Now Randomize Spell (WM_RANDOMIZESPELL) checks the number of available skills in Improvise DB first to prevent infinite loop.
  * Reduced MAX_SKILL_IMPROVISE_DB from 50 to 30.
* Rebellion Skill
  * Cleaned up, added, corrected some (missing) sequences & DB values.
  * Fixed Hammer of God (RL_HAMMER_OF_GOD) splash damage.
  * Fixed Shaterred Strom (RL_S_STORM) push back & force to sit effect (for player, or stun for monsters) (first implementation leftover).
  * Fixed Slug Shot (RL_SLUGSHOT) hitrate-distance penalty (first implementation leftover).
  * Fixed Howling Mine (RL_H_MINE) damage ratios (first implementation leftover).
  * Now Bind Trap (RL_B_TRAP) only can be placed 1 at same time.
  * Fixed Bind Trap (RL_B_TRAP) damage calculation by using Caster's DEX, Target's Current HP, & Skill Level. FIXME: Exact formula still unknown (refers to idAthena formula).
  * Now Dragon Tail (RL_D_TAIL) doesn't split damage among targets anymore.
  * Now Crimson Marker (RL_C_MARKER) will fails to cast if no slot available.
  * Implemented official packet `ZC_C_MARKERINFO` of Crimson Marker (RL_C_MARKER) mini-map marker (first implementation leftover). !TODO: Confirm the packet for older or newer clients (idAthena partial merge r1497)
  * References: http://forums.irowiki.org/showpost.php?p=1387992&postcount=968, follow up 507f047, dd67f9d

Misc:
* Fixed some skills that should work only in shoot range (map_foreachinshootange, by default), and added check for respecting *skill_wall_check* (map_foreachinrange).
* Fixed item stackable check for `/item` command, follow up 9b4d922.
* Fixed npc source file isn't removed properly by @unloadnpcfile. (bugreport:9311).
* Added constantan for status_change_start() and sc_start() scripts as well
  * SCSTART_NONE = 0x0
  * SCSTART_NOAVOID = 0x1
  * SCSTART_NOTICKDEF = 0x2
  * SCSTART_LOADED = 0x4
  * SCSTART_NORATEDEF = 0x8
  * SCSTART_NOICON = 0x10
* Moved and changed itemdb_unique_id() to pc_generate_unique_id().
* Seperated check for skill SC requirement to skill_check_condition_sc_required().
* Added skill unit flag `UF_KNOCKBACK_GROUP`, just an option to make skill unit can be knocked back a whole group.
* Typos and other minor changes!

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-10-01 17:42:30 +07:00
aleos89
82561947e3 Bug Fixes
* Updated Napalm Vulcan damage to official. (bugreport:9297)
* Firing Trap should be removed immediately once it has detonated.
* Updated Expanded Super Novice ASPD values for weapons to match normal Super Novices.
* Updated Expanded Super Novice and Super Baby to be able to do anything normal Super Novices can do. Guardian Angel, Dori Dori, etc.
* Super Novices are able to equip any level 4 weapons of type Daggers, 1H Swords, 1H Axes, 1H Maces, and 1H/2H Staves while Soul Linked. (bugreport:2765, bugreport:5568)
* Reverted the Warlock elemental summons to not be limited per level from 237579c. All levels allow up to 5 summons.
2014-09-29 14:22:50 -04:00
aleos89
a080117a74 Bug Fixes
* Switching arrows no longer stops attacks. (bugreport:9270)
* Looter monsters will now randomly pick items rather than going for the closest one. (bugreport:9268)
* Follow up to 0fed97c. Moved pc_setsit before skill_sit to not break skills that count players who are sitting. (bugreport:8966)
* Follow up to 2d2991a. Cleaned up some compile warnings.
* Updated the inf3 descriptions in the skill_db.
2014-09-20 11:44:44 -04:00