* Change the lookup method for getMapZone to utilize the value stored in the map_data rather than looking through map_zone memory bringing faster results.
- 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
* Fixes atcommands pvpon, pvpoff, gvgon, and gvgoff to properly toggle the current map with the appropriate zone.
* Atcommand pvpon will assign the MAPTYPE_NOPENALTY_FREEPKZONE zone.
* Atcommand gvgon will assign the MAPTYPE_EVENT_GUILDWAR zone.
* Adds getMapZone() to return a map's zone.
* Adds setZone() to set a map's zone.
Thanks to @Atemo!
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).
* Implements Map Zones which allows easier configuration of map settings.
* The restricted mapflag has been removed as they will no longer be needed.
* General cleanups and optimizations.
* 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>