9485 Commits

Author SHA1 Message Date
Atemo
a47f868be0 ZC_PROPERTY_PET 2024-06-01 16:45:31 +02:00
Atemo
11d84fb634 ZC_ACK_REQNAME_BYGID 2024-06-01 16:45:29 +02:00
Atemo
6edc930f4a WZ_ESTIMATION 2024-06-01 16:45:27 +02:00
Atemo
420635e7af ZC_NOTIFY_GROUNDSKILL 2024-06-01 16:45:25 +02:00
Atemo
f95829581f ZC_NOTIFY_SKILL 2024-06-01 16:45:23 +02:00
Lemongrass3110
545417ef11 Follow up to 1b9e46b
Fixes #8392

Thanks to @Beginerxx
2024-06-01 15:54:19 +02:00
idk-whoami
f60a4bdfaf
Corrected script for some item #28 (#8340) 2024-05-31 17:10:01 +02:00
Daegaladh
1f9a43c9d2
Replaces more constant names with the official ones (#8374)
Co-authored-by: Aleos <aleos89@users.noreply.github.com>
2024-05-31 14:51:59 +02:00
Lemongrass3110
1b9e46b247
Generic cleanup of packets (#8369)
Standardized initial packet length of dynamic packets to sizeof
Standardized normal casts of packet_buffer to reinterpret_cast
Standardized packet length incrementations to static_cast with decltype
Removed unused function clif_setdisguise
Fixed an issue with string length in clif_scriptmenu
Removed struct keywords
Resolved a few warnings
2024-05-31 14:28:40 +02:00
Playtester
98eaf85a90
Arch Mage, S.MATK, Warlock Summon/Release (#8386)
- Fixed job stat bonuses of Arch Mage
- Fixed damage formula of Summon Elemental Ball / Release 2
- S.MATK is now applied before skill ratio
- Fixes #8381
2024-05-29 09:04:23 +02:00
Playtester
19f94e18f0
Renewal Guillotine Fist, Counter Slash, Shield Press Damage (#8376)
- Fixed the "constant addition" damage bonus being applied before the ratio in renewal, resulting in way too high damage for Guillotine Fist, Rapid Smiting and Shield Press
- Guillotine Fist is now reduced by SoftDEF+HardDEF in renewal
- Guillotine Fist is no longer reduced by Res
- Fixed Counter Slash adding Agi and Job Level to base damage rather than skill ratio
- Fixed Shield Press multiplying the damage by 5 instead of dividing it among 5 hits
- Only base STR of players will increase the Shield Press skill ratio now
- The fixed VIT*REFINE damage bonus of Shield Press is now a bonus that is applied even on MISS
- Fixes https://github.com/rathena/rathena/issues/8363
2024-05-28 22:47:06 +02:00
Lemongrass3110
924d1ddad7
Fixed clif_clearchar_skillunit (#8371)
Follow up to cc60c46
2024-05-27 01:00:25 +02:00
Lemongrass3110
79935a75c9
Updated Hercules packets (#8368) 2024-05-26 17:31:23 +02:00
eppc0330
9e2b0b4a4d
New pcblock flag PCBLOCK_EQUIP (#8367) 2024-05-26 15:43:32 +02:00
Daegaladh
05ced985e3
Replaced custom with official message names (#8361) 2024-05-26 13:17:05 +02:00
Atemo
cc60c46e5f
Converted some packets to structs (#8353)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-05-25 22:17:12 +02:00
Playtester
b4ae40d401
Synchronize Damage Feature (#8305)
- Added a new monster stat "ClientAttackMotion" to mob_db.yml which is the time from when a monster attacks until which the damage shows on the client at 1x speed
- Added a new config synchronize_damage; when set to "yes", the client will display the damage of normal monster attacks at the exact time it is applied on the server, removing position lag (fixes #259)

Special thanks to all people who worked together to make this possible.

Co-authored-by: aleos, Lemongrass3110, Atemo
2024-05-25 18:59:22 +02:00
Lemongrass3110
023263df7d Fixed another crash in clif_wis_message
Follow up to 7ddd035 and a44d954

Fixes #8359

Thanks to @gmragnarok
2024-05-25 15:31:30 +02:00
Atemo
361530a1b6
Converted some packets to structs (#8351) 2024-05-21 21:28:01 +02:00
Atemo
d1cf6f4ac7
Converted some packets to structs (#8332) 2024-05-20 21:13:59 +02:00
Playtester
c83f41a5a3
Consistent Dirx / Diry Array Usage (#8343)
- All skills now use the globally defined dirx/diry variables instead of defining their own
2024-05-20 09:14:18 +02:00
Playtester
5d232db89e
Spawn and Free Cell Search Behavior (#8324)
- 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
2024-05-19 17:12:44 +02:00
eppc0330
949a33081f
Fix slavemob bahavior (#7978)
Fixes #6885

Co-authored-by: aleos89 <aleos89@users.noreply.github.com>
2024-05-19 14:10:23 +02:00
eppc0330
a9a8b0d0c4
Fixed plagiarized skills not removed (#8329) 2024-05-14 09:10:03 +02:00
Lemongrass3110
da8229b8f5
Added some suggested code improvements (#8331)
Fixes #8309

Thanks to @mrpond
2024-05-13 17:46:47 +02:00
Lemongrass3110
8980203f7b
Small cleanup to NJ_ZENYNAGE (#8320)
Split NJ_ZENYNAGE from KO_MUCHANAGE
2024-05-13 16:50:30 +02:00
Lemongrass3110
fe9f617f97
Fixed clif_sendfakenpc (#8330)
Fixes #8321
Fixes #8328

Thanks to @kaninhot004
2024-05-13 11:45:00 +02:00
Lemongrass3110
580511c0bb Fixed a warning
Fixes #8325

Thanks to @Beginerxx
2024-05-13 07:44:36 +02:00
Playtester
f85ca81066
Fixed Magic vs. Plant Damage (#8323)
- Fixed magic damage on plants always being 0
- Follow-up to 2963e52
2024-05-11 08:52:39 +02:00
Playtester
04117614cb
Attacking While Casting Crash Fix (#8322)
- Fixed a server crash that occurs when a unit did a normal attack while casting a spell (e.g. Free Cast)
- Follow-up to ffe40de
- Fixes #8319
2024-05-10 18:19:19 +02:00
Lemongrass3110
04386a8ebc Follow up to d445497 2024-05-10 00:12:10 +02:00
Jittapan Pluemsumran
d445497870
Converted a bunch of packets to structs (#8295)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-05-09 23:06:32 +02:00
Playtester
ffe40def4a
NPC_RUN, Monster Skill Interval (#8302)
- 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
2024-05-08 09:02:48 +02:00
Atemo
bcb34695a5
Updated item DB and mapcache up to may 2 2024 (#8314) 2024-05-07 17:08:29 +02:00
Banana
fd9b475446
Added a command to reload cash shop db (#3257)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-05-07 10:08:55 +02:00
Aleos
8546f9f089
Resolves a potential crash from Howling Mine (#8147)
* Fixes #8146.
* Minor cleanups to ensure the Howling Mine status is active before accessing.
Thanks to @LadyNanuia!
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-05-06 19:15:37 -04:00
eppc0330
c8cbc2e3a1
Fixed SHC_SHADOW_STAB damage bonus (#8288)
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>
2024-05-06 21:22:54 +02:00
Lemongrass3110
a44d9540fb
Fixed clif_wis_message (#8308)
Fixes #8307

Thanks to @mrpond
2024-05-06 02:04:51 +02:00
Singe Horizontal
fd36fc04b2
Fixes clif_viewequip_ack packet length (#8304) 2024-05-05 15:13:06 +02:00
Lemongrass3110
b48948822a
Replaced NULL with nullptr (#8298) 2024-05-03 19:38:13 +02:00
Lemongrass3110
3ada0c11be
Converted some banking packets to struct (#8297) 2024-05-03 13:35:20 +02:00
Kanin Temsrisuk
90b2b9cbbf
Fix auto spell list on renewal (#8299)
Follow up to 9440869
2024-05-03 10:12:31 +02:00
Daegaladh
7ddd035442
Fixed clif type conversion warnings (#8294)
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
2024-05-03 09:26:02 +02:00
Lemongrass3110
827517f8cf
Cleaned up a few TODOs from #7963 (#8254) 2024-05-02 22:44:31 +02:00
Atemo
2ebdd50e08
Fixed warning about favorite item (#8290) 2024-05-02 15:35:00 +02:00
Jittapan Pluemsumran
d949740cd9
Moved battle_fix_damage definition to battle.cpp (#8292)
Fixes #8291
2024-05-02 13:56:20 +02:00
Playtester
cad5cab976
Coma Rework, Exp Calc Type, Fiber Lock Range (#8287)
- 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
2024-05-01 08:58:51 +02:00
Playtester
9e959f7fd6
Renewal Offhand Damage, Left-hand Weapon Only Attack (#8285)
- 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
2024-04-27 15:55:41 +02:00
Playtester
0e434aa73b
Grand Cross Damage and Trigger Rework (#8283)
- 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
2024-04-27 10:22:50 +02:00
Playtester
2963e52fc6
Pre-Re Monster Stats, CSV2YAML Converter, Damage Inaccuracy Fix (#8278)
- 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
2024-04-24 21:04:34 +02:00