- 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
Cleaned up code.
Fixed invalid allocations from the old code.
Changed to struct.
Use correct packet id.
Fixed invalid RENEWAL check instead of PACKETVER.
Thanks to @aleos89
- When a Mercenary gains a bonus, there will now be an animation
- Mercenary bonuses now last for 5 minutes instead of 10 minutes
- Fixed HP/SP recovery values of Mercenaries (and Elementals)
- Mercenaries now recover HP when walking
- Homunculi no longer recover SP when walking
- Mercenary natural recovery interval is 8s for HP and 6s for SP
- Homunculus natural recovery interval is 2s for HP and 4s for SP
- MER_CRASH now only deals 1 hit and can be cast-cancelled
- Frenzy now drains HP every 10 seconds instead of every 15 in pre-renewal
- Fixed SP cost Mercenary Frenzy (100 -> 200 SP)
- Killing monsters exactly 2 times below you base level now still counts as mercenary kill
- Fixes#8184
- Fixes#7663
Communication between the login-server and the client is now done with structs.
Moved the definition of the global reusable packet buffer to socket.hpp
Faster and with no module bias
Removed rnd_init, rnd_uint32 and rnd_uniform
From now on we will only use rnd_value(min, max) for values in range [min, max] and rnd_chance(chance, base) for chances
Fixes#7881Fixes#7883Fixes#7884Fixes#7885
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
Added some malloc reporting
Forward socket allocation information
Forward WFIFOHEAD allocation information
Cleanup to clif_cashshop_show
Cleanup to clif_cashshop_result
Cleanup to clif_cashshop_list
Fixes#7757
Thanks to @ChiesaV
* Updated disablenpc/enablenpc script commands using OPTION_HIDE instead of OPTION_INVISIBLE, to correctly display the effects when the npcs are disabled/enabled. The other behaviors are kept.
* Converts the Homunculus Database and Homunculus Skill Tree Database into one YAML flat file.
* General cleanups and optimizations.
* Includes CSV2YAML converter.
Thanks to @Lemongrass3110 and @Atemo!
Co-authored-by: Atemo <capucrath@gmail.com>