* 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
* 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!
* 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.
- 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.
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.
Created the respective enum on source side and changed the script doc to only refer to the constants not the direct values.
Additionally adjusted the sample script.
* Fixed#879. Added check while equiping 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 Gunslinger's Mine (Ground Drift) must cannot be casted on target's foot and must cannot be stacked.
Signed-off-by: Cydh Ramdh <cydh@pservero.com>