Todo:
Review the unittalk part (only the message should be displayed)
- unittalk display the npc hidden name
- npctalk display the visible name and don't have parameter to call another npc
Check for maprespawnguildid parameter value (should remove monster?) Manager_TE npc in main_TE.txt
Change in the folder:
agitcheck -> agitcheck3
OnAgitStart -> OnAgitStart3
OnAgitInit -> OnAgitInit3
OnAgitEnd -> OnAgitEnd3
Add:
OnAgitStart3
OnAgitInit3
OnAgitEnd3
mob into mob_db.txt
item_db restricted
Convert:
CheckSiegeTime 3 -> agitcheck3
OpenHour_SiegeMode 3 3600 (seems to return 1 if woe start in less than 3600 secs)
IsAllianceGuild
ResetBuffLowLevelSiege
Maybe move:
te_merchant in merchant folder
CanEnterwoeTE function into global function
Search:
hour start/end woe TE
CanParticipatewoeTE function should include rebellion?
* This database contains status (SC) that will be disabled/blocked on certain map.
* The specified map for SC is determined by map type or zone.
* The disabled SC will be removed if player has the SC from previous map and will fail to be applied again.
Thanks to @cydh!
* Monsters will now always find a cell to walk to on first attempt as long as there is at least one cell available
* Performance for searching a cell improved, a monster no longer tries the same cell twice
* Removed the "MOB can't move" warning by default; the warning could appear with legit behavior like using Icewall and actually made the monster re-spawn
* Added a config option to monster.conf, where you can re-enable the warning and the re-spawning again
* Includes fixes for Dragon Combo, Fallen Empire, Tiger Cannon, and Sky Net Blow.
* Removed the SR_FLASHCOMBO_ATK_STEP usage.
* Fixes#627, fixes#725, fixes#741, and fixes#765.
Thanks to @exneval and @Rytech!
* Fixes 921
* Chorus skills now work as long as another performer is in the same party and on screen as the caster -- no longer has to be adjacent to caster.
Fixed#779
* Fixed 'Elemental Resistance Potions' doesn't work without changing any equipment.
* Moved player's Elemental resistance & attack bonus from status_calc_pc_ that need SCB_BASE to status_calc_atk_ele_pc and status_calc_def_ele_pc as a child of SCB_ATK_ELE and SCB_DEF_ELE (doesn't need to calculate everything just for these points)
* Fixed the renewal damage formula, the base damage formula is now 100% official
* Fixed the Spear Mastery riding bonus not working
* Fixed Spear Stab only giving +15% per level instead of +20% (it used to be +15% pre-trans, but is +20% in pre-re and re)
* Implemented proper behavior of range when players use skills
-- All skills with range 4 or higher are considered ranged and can be blocked by Pneuma instead of Safety Wall
-- This mainly affects Spear Stab which is now ranged instead of melee
-- Removed unnecessary code for Gate of Hell
* Fixed#879. Added check while equipping Gun-type weapon X Ammo (bullets and grenades).
* Fixed Gunslinger's Spread Shot can be used by equipping Shotgun + Bullet or Grenade Launcher + Grenade.
* Fixed Sightblaster printing errors to the map server log every time it's not used against a trap
* Fixed Sightblaster displaying damage twice and showing it's animation on every hit (partial revert of d95f5d2)
(Added a few comments so that it's clear it can't be moved to the other traps.)
* Pneuma / Arrow Shower / Ranges (fixes#915)
-- Pneuma now also protects against knockback from ranged skills
-- Arrow Shower cast by monsters is now always a melee skill and cannot be blocked by Pneuma, but can always be blocked by Safety Wall
-- When monsters cast a skill that has no specific rule, it will be considered melee when the target is within a 7x7 area around the monster, rather than a 11x11 area
* Charge Attack (fixes#417)
-- Damage: 0-3 cells 100%, 4-6 cells 200%, 7-9 cells 300%, 10-12 cells 400%, 13 cells 500%
-- Cast time pre-Renewal: 0-3 cells 500ms, 4-6 cells 1000ms, 7+ cells 1500ms
-- Cast time renewal: 500ms (250ms fixed)
-- The caster will now move to the cell next to the target rather than right on it
-- When the attack misses, there won't be knockback (but the caster will still move)
* Waterball/Jupitel (follow up to 6ebcb67, fixes#907)
-- Waterball/Jupitel now can hit through shootable walls
-- Waterball cells now can overlap
* NPC_EVILLAND now has 3+level intervals, a target range of 7 and ignores flee,
* NPC_EVILLAND's area of effect per unit is now 11x11 on level 1-9 and 27x27 on level 10
* NPC_EVILLAND now ignores Devotion
* Sanctuary now has exactly 1+3*level heal intervals, regardless of number of players healed
* Sanctuary will end early when 3+level targets have been hit, targets currently on Sanctuary might still be hit when it expires
* Monsters with mode MD_CHANGETARGET_MELEE will now only change targets on "attack" state if they are attacked by a normal attack
* Monsters will change targets if the target is within "attack range+1" distance instead of a static distance of 3
* When a monster gets attacked, it will now switch to the attacker even if the attacker is farther away than its current target and the current target is auto-attacking it
* Angry mode monsters will now always switch target to the first person that attacked them
* Power-Thrust will no longer affects players that don't have a weapon equipped
* If weapon requirements on Adrenaline Rush or Power-Thrust are not met, the target will no longer display the buff animation
* Party members now only gain +5% ATK from Power-Thrust on all skill levels
* Hilt binding now increases the duration of Adrenaline Rush, Power-Thrust and Power Maximize for all party members as long as the caster has learned it
* Tooth of Warg damage is now considered Weapon Mastery ATK which ignores elements.
* Warg Dash damage is no longer affected by player weight.
* When under the Warg Bite status players cannot use Hide, Cloaking, Cloaking Exceed, or Camouflage.
* Dance With Wug:
-- Damage is now considered a SC bonus.
-- Skills affected by Dance With Wug are now in INF3.
* Warg Strike and Warg Bite:
-- No longer affected by caster's % damage cards.
-- No longer ignores target's flee.
-- Ignores Demi-Human and Elemental reductions.
Thanks to @NovaRagnarok for helping test and get info!
Implemented Randomized Start Point
* Fixes#805.
* Character's will follow somewhat of the official method of a 'random' start point at their first login.
* Official servers use load balancing for setting the start point dynamically according to user count, whereas we at rAthena wanted to stay simple since we don't believe you guys will need this kind of load balancing for new characters.
* 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