* Monsters no longer have Vulture's Eye level 10 and Snake's Eye level 10 learned by default
* When you tank Cecil Damon from 10-14 cells away, she will no longer use her target skills
* Added a configuration with which you can set the level of Vulture's Eye and Snake's Eye that monsters have learned
* Moved parsing for start_point and start_items to separate functions.
* Moved startitem struct to mmo.h and declared start_items in the charserv_config.
* Adjusted the MAP_DEFAULT_NAME for pre-renewal to the correct map.
* Waterball now uses UNT_DUMMYSKILL
* Deluge/Volcano/Gale will no longer be blocked by UNT_DUMMYSKILL units
* Waterball will no longer cancel when damage is 0, on official servers this only happens if damage is negative but rAthena is no longer coded to handle negative damage unless you enable a custom feature, so... just don't use Waterball on water monsters, ok?
* Fixed two compiler warnings
* Mystical Amplification cast time can no longer be reduced by item bonuses except Staff of Destruction (fixes#903)
* Foresight will no longer stack additively with other cast time reductions (fixes#899)
* Suffragium and Foresight will now be consumed by skills, even if they aren't affected by them
Note: Whether skill-specific reductions stack additively with general reductions and how it works in renewal still needs to be tested, going to create separate issues for those once confirmed.
* Simplified the check (no need to check for ensemble and Adoramus separately)
* Fixed PR_BENEDICTIO not working at all
* Fixed chorus skills and WZ_COMET only counting to 1 rather than MAX_PARTY
- Implemented Waterball and Jupitel Thunder double cast (fixes#907)
* Waterball and Jupitel now won't apply a delay after they have been cast and won't notify the client about the spell until 150ms later, if another skill request is received, it will actually be cast as well
* To prevent exploits this behavior can only be used every 2 seconds
* This allows you to cast a spell after Jupitel that would not have enough range to be cast after knockback
- Finally implemented the official waterball unit behavior
* When casting Waterball, water, deluge and suiton units will be turned into waterball units
* These waterball units are then turned into waterballs one-by-one
* All unit behavior now also applies to waterball, special handling is now solved via db files
* If there are multiple waterball timers active at the same time, they will actually compete for the waterball units
* When waterball does not deal damage (100% resist), it will now cancel, allowing you to act and move again
* If this breaks anything, please notify me
- Mystical Amplification improved (fixes#908)
* Mystical Amplification will now toggle at cast begin rather than cast end
* When Mystical Amplification ends, spell damage will be immediately lower even for ongoing spells
Fixed an error where Makibishi unit_db was set to have an AoE, so when
you would refresh the screen you would see
http://i.imgur.com/mr3g1zG.png become http://i.imgur.com/UnecX60.png
This makes the skill behave as intended, as before the real AoE was that
of the second image.
* Behaves like Devotion now.
* Damage beyond Aqua's HP is not reflected back to the master.
* Damage is now properly displayed on Aqua rather than the master.
Thanks to @exneval.
* Expanded the array for Comet's SP cost to MAX_PARTY to avoid overflow.
* Refined the count check for skill_check_condition_char_sub:
-- Included Adoramus in the check.
-- Added a fail safe check.
Thanks to @theultramage.
Added the missing status icons(which were not in const.txt when converting it).
Also validated the status changes and removed the TODO mark since all of them are exported correctly.
Added unique indices to ensure that aegis name is only used once per table.
Also added all scripts from sql-files to the travis CI script so that our build check will fail if we have a sql syntax error in there or some duplicate values.
Clean up the way we handle our script constants.
Since most of them come from source anyway we now export them directly into the scripting engine to ensure that they use the correct values.
The main benefits are that you users don't have to fear that we forget to adjust something according to source changes, if you use the constants in your scripts that is, and we developers do not have to think about updating them anyway. It also guarantees that constants that used wrong values before this use the correct values that are defined source side.