12368 Commits

Author SHA1 Message Date
Playtester
9d50c57e8a No cell stacking implemented (official version) (bugreport:9378)
- Split config cell_stack_limit into custom_cell_stack_limit (previous feature) and official_cell_stack_limit (see below)
- Expanded map_count_oncell by a flag parameter, currently only one flag is supported: only count standing units (needed for official cell stack feature)
- Added a new function map_closest_freecell that will return the closest free cell using the same order that official servers use
- Monsters will now actively search for a free cell when starting to walk randomly and when unlocking target
- When any unit finishes walking (regularly) and is not on a free cell, it will now actively search for a free cell
- Step actions will be delayed until a suitable cell was found, they will even be executed when the player walked slightly out of attack range
2014-11-02 18:56:06 +01:00
icxbb-xx
a4f2bdb2c1 add new scriptcommand
- dispcolor or displaymessage
displaymessage("<message>"{,<color>{,<Account ID>}})
now you can send message with color to player
Hex color see more : http://www.colorschemer.com/online.html
2014-11-02 15:06:47 +07:00
Playtester
0d8a7c0313 Fixed NPC_STONESKIN, NPC_ANTIMAGIC, NPC_MAGICMIRROR and Autocast on magic hit
- Fixed NPC_STONESKIN, NPC_ANTIMAGIC, NPC_MAGICMIRROR (bugreport:6118, bugreport:9375)
  * Using the skills will now be 100% successful (can't be resisted)
  * Fixed skills not working for players (e.g. Ulfhedinn, Mithril Magic Cape, Platinum Shield)
  * Fixed level 5 and 10 not working at all
  * NPC_STONESKIN and NPC_ANTIMAGIC will no longer change DEF/MDEF, instead they will increase/reduce physical/magical damage percentually, this IS official behavior
- Fixed "Autocast on magic hit" having its chance halved (bugreport:9377)
2014-11-01 18:10:38 +01:00
icxbb-xx
c3e488ea5b Fixed Bug.
- bonus2 bVariableCastrate, bonus2 bFixedCastrate not working (bugreport:9114)(Hercules c5173e0)
- Safe check type cash disappear when overweight 90%
2014-11-01 22:35:50 +07:00
Playtester
b6b6b1366a Autobonus in combos and monster target drop
- Fixed Autobonus not working in combos (bugreport:8300)
  * Combos will now have a "pos" variable that saves the combination of equipment slots used
  * Autobonus now works with combined positions rather than just a single position
  * Autobonus should now also work with all equipment slots instead of just the first 15
  * This does NOT fix problems with multiple auto-bonuses activating at the same time
- Monsters will now stop instantly if their target is completely non-existent
  * This is mainly for looters that had their loot taken
  * Hide and most other situations still use the configuration setting monster_chase_refresh
2014-11-01 12:16:41 +01:00
icxbb-xx
aab669b685 Follow-up to e403ede 2014-11-01 07:16:10 +07:00
icxbb-xx
43f25e3509 Fixed Bug.
- Issue on packetver 20131223 or newer where skill-damage with type 6 would be considered by the client as endure-type, fixing by swapping with value 8 which presents no different graphical representation than it'd otherwise. (Hercules 1c1e10a)

- Implemented official party-leader-changed-packet (Hercules 14475dc)
- Add Older Packet ShowScript & Implemented to montransform status change parameter optional
- Add support for packet ZC_SKILL_POSTDELAY_LIST. (idAthena)
2014-11-01 05:50:18 +07:00
icxbb-xx
e403ede904 Update new param.
- CharRename add for item Change_Name_Card (12790)
- Font
2014-11-01 04:20:20 +07:00
icxbb-xx
e72e4e2be8 Quick fixes
- hom_setting problem 0x08 when use teleport skill (bugreport:9292)
2014-11-01 03:16:07 +07:00
icxbb-xx
6b8c297a91 default battleground icon on non-allies is now visible! (Hercules 4ad0766) 2014-11-01 00:57:48 +07:00
Playtester
902c920b73 Knockback, stop effects and Skid Trap reworked, monster chase and direction updates, code optimizations
- Created a new function unit_blown_immune that will now serve as the central function to determine if an object can be knocked back or stopped (bugreport:7637)
  * Moved the check code from skill_blown to unit_blown_immune
  * Several stopping effects and traps will now use unit_blown_immune to check if the object can be stopped, if not, the object will always move to its target cell before stopping
  * Bosses and monsters immune to knockback will now no longer be stopped by such traps
  * Expanded the configuration skill_trap_type and moved its checks into unit_blown_immune, so it's possible to switch the "no stop" behavior off for GVG/BG and monsters individually
  * Long-term we should make all skills use this function to check for knockback immunity, it will make the checks a lot cleaner and more centralized
- Monster chase range updates (bugreport:7637)
  * Updated monster_chase_range in monster.conf from 1 to 3; I originally thought official value is 1, but doing some in-depth tests myself I realized it's 3 for the most important situations
  * When a monster cannot issue new "move" commands because it was affected by a status change, but is still moving due to knockback immunity, it will no longer unlock its target and stop
  * Fixed a bug that always caused the chase path monsters calculated to be 1 cell too short causing them to recalculate their path one cell before their goal every single time
- Fixed the direction calculation once again and optimized it at the same time (bugreport:9373)
  * Now the calculated direction is 100% official, really truly, checked it myself with every single cell and various skills
  * Added a new function map_calc_dir_xy that allows to check for a direction between two cells without the need of a block_list
  * map_calc_dir will now just use map_calc_dir_xy to avoid duplicate code
- Implemented Skid Trap properly (bugreport:9373)
  * The direction of the knockback will now be "away from position of the caster during cast" rather than "away from trap"
  * Skid Trap will now stop the target for 3 seconds; this works even in GVG/BG and on bosses, even though the actual knockback doesn't happen
2014-10-30 20:12:18 +01:00
Euphy
b735103505 Follow-up to 9cf01b2.
Signed-off-by: Euphy <euphy.raliel@rathena.org>
2014-10-29 12:05:04 -04:00
Euphy
9cf01b2812 Misc fixes.
- Updated turn-in requirements for Tripatriate Union's Feud. (incl. bugreport:9339)
http://rathena.org/board/tracker/issue-9339-the-tripartite-unions-feud/
- Moved "Voyage log" NPC coordinates. (bugreport:9225)
http://rathena.org/board/tracker/issue-9225-turtle-island-quest-voyage-log/
- Updated "Immuned Shield" (2168) item script. (bugreport:9319)
http://rathena.org/board/tracker/issue-9319-immuned-shield-is-using-the-pre-renewal-effect/
- Added Wolfchev's Laboratory warp to custom warper.

Signed-off-by: Euphy <euphy.raliel@rathena.org>
2014-10-29 12:01:00 -04:00
Playtester
cb7b9267c7 MaxHP, MaxSP and Autotrade fixes
- Percentual bonuses to MaxHP and MaxSP will now always be rounded down (Aegis style)
- Added a security check when calculating MaxHP and MaxSP so there can't be a number underflow (bugreport:9369)
- When an auto-vendor gets logged out because of at_timeout, his store will be deleted and no longer restored after server restart (bugreport:9370)
2014-10-29 13:50:42 +01:00
Playtester
b43b855d21 Improved Icewall walk block implementation
- Moved the configuration setting "icewall_walk_block" to monster.conf
- Split the configuration into mob_icewall_walk_block and boss_icewall_walk_block so it can be configured for bosses separately
- Expanded the configuration
  * If the value is set to 1, monsters on an ice wall cell will behave like trapped monsters, that means they won't be able to move at all, they will use idle skills and if they are attacked while nobody is in their attack range, they will use their rudeattacked skills; this is equal to official behavior of bosses
  * If the value is set to 2-255, it will behave as before but monsters in the AI loop now use both idle and chase skills, but will no longer use their rudeattacked skills even if attacked from range; this is equal to official behavior of normal monsters
  * Official values would be "220" for normal monsters (loop until Icewall expiration) and "1" for bosses (behave like trapped monster) on most official servers, but as some official servers have a less exploitable implementation (from looping AI only a limited amount of times up to outright blocking Icewall on all maps with bosses), we decided for less exploitable default values for now which are 75 for normal monsters (loop 15-35 seconds) and 0 for bosses (impossible to trap in Icewall)
- Cleaned up the rudeattacked code a little so it's easier to read
2014-10-28 23:40:39 +01:00
Playtester
37faf6b9f6 Icewall stacking update
- If you now cast Icewall on an existing ice wall cell, the duration (HP) will no longer be refreshed
- If casting Icewall doesn't change any cell, there won't be a skill animation/sound anymore (SP will still be consumed)
2014-10-28 13:41:40 +01:00
Playtester
4311630e8f Quick fixes
- Fire Pillar is no longer a trap and can no longer be hit or knocked back in renewal (bugreport:144)
- Fixed Super Novice Spirit not working and giving compiler warnings (bugreport:9366, bugreport:9365)
2014-10-28 08:55:42 +01:00
Playtester
b89b669325 Combo skill updates
- Cleaned up skill_combo so it's easier to understand and update
- Monk updates (bugreport:9364, bugreport:4534)
  * Default combo delay is now (1000 - 4*AGI - 2*DEX) milliseconds, it will be used when none is specified in the skill_cast_db.txt
  * Fixed DEX increasing combo delay rather than decreasing it
  * Fixed "Triple Attack" not giving any "can act" delay so you were able to use a skill right when it triggered
  * Fixed combo delays of all combo skills (turns out they all use the default in both pre-re and re!)
  * Fixed "Palm Strike" in renewal having cast time rather than cast delay
  * Monk Spirit now reduces the SP cost of all Monk/Champion combo skills to 2 SP
- Taekwon updates (bugreport:9364)
  * Stances will no longer give you walk delay when they trigger
  * You can still use the Kick after moving as long as it's still within the combo delay
- Hunter updates (bugreport:9082)
  * Beast Strafing is now a target skill, you can target any brute or insect monster with it regardless of your previous target
  * You no longer need to target a brute or insect monster with Double Strafe for the combo to trigger
  * If the combo triggers you no longer get walk and attack delay (that means you can still use DS continuously)
  * You can still use Beast Strafe after moving as long as it's still within the combo delay
2014-10-27 20:02:43 +01:00
Playtester
78908d701d Status change and crash fixes
- Fixed a potential map server crash when attacking traps
- Fixed a problem that sometimes randomly a status change was removed on logout although it shouldn't
  * Special thanks to icxbb-xx for pointing these two issues out
- Sight Blaster will now always be removed on logout
- Implemented official formula for Gypsy's Kiss / Service For You (bugreport:9359)
2014-10-26 13:00:19 +01:00
Playtester
b88e95381d Sight Blaster and other skill fixes, magic reflect, crash, trap display and monster behavior fixes
- Fixed cast time of Sightrasher in pre-renewal (700ms -> 500ms)
- Official Sight Blaster behavior (bugreport:6945, partially bugreport:144)
  * Sight Blaster's AoE is now 3x3 even in pre-renewal (it was originally larger so it hits traps before they trigger)
  * Sight Blaster will now prevent traps from triggering as long as they are knocked back
  * Fixed a bug that caused Sight Blaster to not work on traps and ice walls at all
  * Sight Blaster will no longer expire when the attack was reflected
  * Sight Blaster will now expire when hitting an ice wall
  * Sight Blaster will now properly protect you from being attacked from its AoE range
- Sight, Ruwach and Sight Blaster will now check for a target every 20ms (previously every 250ms)
- Step action will now be canceled when being knocked back (skills won't be executed anymore when knocked out of range)
- When knock back magic is reflected it will no longer lead to the caster being knocked back (related to bugreport:6945)
- Activated traps can no longer be hit
- Fixed a problem that left "trap ghosts" forever on the screen when a trap was knocked out of the screen
- Fixed three more potential map server crashes
- Monster behavior fixes
  * Monsters will no longer be able to do normal attacks when hiding
  * If out of any reason a monster on "attack" state can't move and can't do normal attacks, it will now use "attack" state skills
  * The order of monster thought processing is now equal to official servers
2014-10-25 13:13:06 +02:00
Playtester
41ec18eae7 Map server crash fixes
- Fixed two parts of the code that could lead to a map server crash
2014-10-22 21:23:38 +02:00
aleos89
8b755e5419 Bug Fixes
* Fixed Decoration of Music status when equipping the headgear. (bugreport:9342)
* Fixed Warg Dash giving Endure when it shouldn't. (bugreport:9337)
* Fixed Mado Gear skill item requirements. (bugreport:9335)
* Fixed Super Novice Spirit being able to be casted by all classes. (bugreport:9344)
* Fixed Masquerade - Ignorance to work on monsters. (bugreport:8099)
* Fixed Voice of Siren duration depending on level of character. (bugreport:9289)
* Fixed Spirit Sympathy SP requirement reduction when summoning an Element. (bugreport:9329)
2014-10-21 14:04:05 -04:00
Capuche
5cfd3bd537 Corrected Ancient Gold Decoration description (bugreport 9154)
Signed-off-by: Capuche <capucrath@gmail.com>
2014-10-20 22:25:14 +02:00
Playtester
93c6930f99 Weapon endow removal updated
- Now weapon endow effects will no longer be removed when unequipping / changing a shield (bugreport:1490)
- Now weapon endow effects will be removed when dual wielding and unequipping / changing one of the two weapons
2014-10-20 19:58:22 +02:00
Playtester
753f4c5b31 Small Icewall implementation improvement
- Now monsters will walk into an icewall from the south and west if they already started moving to that cell
  * This will make it slightly easier to trap a monster in an icewall (this is official as can be seen in the videos I linked in the main commit)
  * This only applies if the icewall_walk_block configuration setting was not set to 0 (disabled)
2014-10-19 19:46:51 +02:00
Cydh Ramdh
03dc02d4d6 * Fixed bonus_script doesn't remove Status Icon when timer is over (bugreport:9341)
* Some little code stylization

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-10-19 20:59:44 +07:00
Playtester
a52b010668 - Merged config option knockback_left from Hercules
* Now the default direction is "east" and consequently the knockback direction is "west" when standing
  * This means if the source cell (ground target center or position of caster) is on the same cell as the target, it will be knocked back to the west
  * This also can effect other things like how an object is placed when cast on the cell you are currently standing on
  * If you disable the option it will use the old behavior and use the direction of the unit as default direction (and backwards as knock direction)
  * Special thanks to kisuka and Michieru for the original implementation: 2b8d5013ea
- Optimized the knockback / instant movement code
  * clif_blown will now call both clif_slide and then clif_fixpos, this is what Aegis does when any instant movement effect occurs and ensures proper updating of the position
  * skill_blown will call clif_blown and ensures the correct client information already, so it's no longer necessary to manually call clif_slide and clif_fixpos after it
  * replaced all calls of clif_slide and then clif_fixpos in row with a single call of clif_blown, makes the code look a lot cleaner
  * I tested over 20 knockback situations including knockback of frozen target and it worked fine for me, please report if there is still anything wrong (was why fixpos commented in the first place?)
2014-10-19 11:58:57 +02:00
Playtester
5540d89cb0 Official Icewall implementation and other fixes
- Reverted all the icewall-related changes done in SVN r15777 and following as testing shows they aren't official and are actually pretty exploitable (bugreport:7412)
- Instead implemented the official icewall characteristic that monsters can only leave an icewall cell to the west or south, the changes include:
  * The "sight" path check no longer checks for the current cell so standing on an icewall allows you to see/attack into any direction
  * The path finding will still ignore the current cell as before but the walk routine will not allow to walk east or north while standing on an icewall cell
  * This leads monsters in the situation where they go through an AI loop not allowing them to escape the icewall (if their target is north or east of them)
  * Monster in this situation will use idle skills and if they get attacked will use their rudeattacked skills if available, similar to traps like Spiderweb
  * Added a configuration icewall_walk_block that allows to configure how long a monster should go through the AI loop before the server allows it any movement, this "safety" system is official and seems to equal about 75 AI loops; if you want to disable the whole icewall system so that monsters don't get stuck in icewall at all, just set this to 0
  * Here are videos from jRO showing how this system works: http://ragdo.blog56.fc2.com/blog-entry-763.html
- Implemented the official calculation for "direction"; now you will be considered horizontal/vertical/diagonally aligned with a target cell in the exact same way as on official servers, this is for example used to determine whether an icewall or a firewall should be horizontal, vertical or diagonal; the only thing that is still unofficial is the default direction (officially always "west"); effectively now there are more situations considered diagonal than before
- Fixed a compiler warning (converting double to float)
- Further cleanups on the idle skill use code for immobile monsters and monsters near a player but without a target (now skill using will always go via mob_unlocktarget)
  * This also fixes that monsters switched to idle mode and start to use idle skills one second too late
2014-10-18 16:52:55 +02:00
Playtester
5110ddbaf4 MVP item drop mode setting added
- Added a new configuration setting "item_drop_mvp_mode"
* By default "item_drop_mvp_mode" is set to official order (0) which is always starting at first, then going to the second if the first didn't drop and only checking the third if the second didn't drop either
* @mobinfo will now properly consider this and display the effective chance, so if the MVP has 3 MVP item drops at 50%, the first item will display the chance 50%, the second 25% and the third 12.5%, this should help a lot against drop rate confusion (e.g. players wondering why always only the first item drops when all three are displayed at 100%); this only applies to official order (0)
* When "item_drop_mvp_mode" is set to random order (1), MVP item drops are checked in random order, but if one MVP item drops, the process will be canceled, so you will never get more than one MVP item no matter how high the drop rate is
* When "item_drop_mvp_mode" is set to all items (2), all MVP item drops are checked and have a chance to drop, regardless of other MVP items already being dropped or not (i.e. there is a chance that the player gets all 3 MVP items)
2014-10-13 21:11:16 +02:00
Playtester
464dd45863 Monster idle skills, chase, final cleanups
- Spotted monsters will now use their idle skills even if no players are on the map
* This is official behavior and allows them to metamorph and heal up even if nobody is on the map
* I originally had concerns about the performance, but as the dynamic mobs option is enabled by default and set to 5 minutes, monsters will only stay "spotted" for 5 minutes when nobody is on the map anyway, this doesn't cost much extra performance
- Increased chase range of monsters by 2
* Tested this thoroughly and the effective chase range is actually 2 cells larger than listed in the "Range3" column
* Special thanks to ultramage and Michieru for helping me testing this
- Some final cleanups in the unit_stop_attack and unit_stop_stepaction functions
* Special thanks to icxbb-xx for pointing these out
2014-10-12 21:39:18 +02:00
Playtester
c2377c8f54 Minor monster walk and skill use fixes
- Fixed a bug that caused monsters to never use their idle skills even if the define MOB_LAZYSKILLPERC was set
* The default value of the define is now 100% for spotted mobs and 0% for non-spotted mobs as on official servers
* On officials, spotted monsters also use skills when nobody is on the map (healing up, metamorphing), but I decided to not implement this out of performance reasons for now; needs to be discussed as this would prevent the exploit of players leaving the map to heal up SP and then coming back to kill an MVP
- Monsters now use complex path searching for their random walk, so they can also walk around corners now (OFFICIAL_WALKPATH still applies!)
- Fixed spotted monsters using their "walk" skills even if nobody is on the map
- Monsters will no longer stop when using "walk" skills (they are supposed to be used while walking)
2014-10-12 14:43:34 +02:00
Playtester
b1330a4c63 Random walking, monster target dropping
- Implemented official behavior for random walking of monsters (bugreport:9340)
  * Updated the interval between walks from 3-6 seconds to 4-5 seconds
  * Added a define MIN_RANDOMWALKTIME that is now used anywhere the interval is applied so it's easier to change
  * Monsters will no longer attempt to walk to the cell they are currently standing on (note: still requires a proper "no cell stacking" implementation)
  * Monsters will only target a cell within a 15x15 area around them
- Moved the "mob_ai" 0x008 configuration setting to mob_unlocktarget, so it applies to all cases of monsters unlocking targets
- Cleaned up the unit_stop_attack and unit_stop_stepaction functions
  * unit_stop_attack now makes sure that the target is always set to 0, even if no attack timer currently exists
  * replaced several calls of unit_set_target that set target to 0 with unit_stop_attack, this is important because the attack timer should always be deleted at the same time the target is set to 0
  * this also fixes the problem that caused monsters to sometimes drop their target after an attack
2014-10-10 21:11:05 +02:00
Playtester
f3916c1baf More code optimizations
- Added a new function unit_stop_stepaction which completely cleans up a planned action
- The new function will now be called when a new action request is received and when changing the map
- Removed setting of "chaserange" as part of the step action system as it's no longer used
- Changed check_distance functions to return "bool" rather than "int"
- Special thanks to Cydh for pointing out possible optimizations
2014-10-07 20:22:23 +02:00
Playtester
ebd3dc97bc Code optimization and bug fixes
- Removed redundant code
- Fixed two small bugs in the distance_client calculation
- Improved the "step action" system added in the last commit
  * Added a "unit_step_timer" that is now used for all step actions; now even skills will always be executed at "full cell" (if you don't lag)
  * The "step action" system will no longer mess with anything and rather just call the normal attack/skill functions that are also called by the client; this removes a lot of unneeded code and also works a lot better since the existing functions have been bug-tested the most; this also fixes a problem with the "auto-follow if you can't reach target" system
2014-10-06 23:03:46 +02:00
Playtester
2c86ee4356 Monster skill use behavior, ranges, position lag fixes
- Updated monster skill use behavior so monsters use skills the same way and at the same rhythm as official servers (bugreport:009326), the changes include:
 * Unified the "monster can't move by default" and the "monster trapped" code as it really should behave exactly the same
 * Fixed a bug that caused the "monster skill use" routine to be called 20 times more often than it should in some situations
 * When a monster attacks you and you run away from it, the monster will now check if it has a ranged skill on "attack" state before switching to chase state
 * Monsters will now always do a normal attack before using "attack" state skills
 * Fixed a bug that caused monsters to switch to idle mode and never use their chase skills when they get hit continuously
 * Changed default for skillrange_from_weapon from 30 (all but player) to 0 (none); monsters will now use all skills at the skill range and not at their own attack range, if they get tanked from farther away than skill range, they won't use these skills
- Updated ranges to work as on official servers (bugreport:009326), the changes include:
 * Implemented new functions "check_distance_client" and "distance_client", that instead of the server-sided square range system use the circular one that the client uses; these functions should be used for units that send their commands via the client (players mostly)
 * Applied the new distance algorithm to some player-specific range checks, players will now have a circular attack range that reflects their attack range on the client; this makes it impossible to hack the client for more diagonal range
 * Removed the arbitrary +1 range bonus at range checks; as monsters now react fluently, they won't need it anymore, that means a monster with for example 4 attack range will now only attack targets within a 9x9 area around it, the moment you step out of this area, the attacks will stop (if the monster can move it will follow you); as for players, the extra cell attack range when on a linear line to the target now is integrated into the distance algorithm, that means a player with attack range 4 can attack from 5 cells away when directly on line with a monster, but no longer diagonally as range is circular for players now
 * Implemented a new "step action" feature to reflect official chase range behavior; when an attack or skill is used inside the attack range, it will act exactly as now, the skill is used once the signal from the client was received; however, if an attack or skill is used outside the attack range, the player should move into the chase area which is 1 cell inside the attack range border; the client actually sends us where to use the attack / skill from, but previously we just dropped that information the moment an attack request came; now instead of stopping the player instantly on an attack request, the player will continue moving to the target cell and then automatically use the command received earlier (it will be remembered); this change was absolutely necessary as the client sends the attack request slightly before attack range is reached, execution on official servers only takes place on every full cell moved; the new system copies this behavior
- Implemented an improved hit-lock system (bugreport:007460), the changes include:
 * MVPs are no longer immune to being stopped by a hit unless they used Endure
 * When hitting any unit, it will stop for its "dMotion" interval, exactly at the end of "dMotion" it will continue walking (official behavior); this helps getting more "move" packets to be displayed
 * The unit that was hit will be immune to being stopped for another "dMotion" interval, this allows to slow down any units by hitting them frequently, but makes it almost impossible to completely stop them forever (depends a lot of ASPD and dMotion value); this does not affect special hit-lock properties (some skills and events should set delay anyway)
 * The unit that was hit will no longer be "pulled" to the next cell; this caused a lot of position lag, it should be much better now
- Fixed Sightrasher missing its variable cast time in Renewal
2014-10-05 17:26:06 +02:00
Playtester
c009b3f4a4 Pathfinding now works exactly as on the client
- This should solve most of the position lag problems, especially ones that caused monsters to suddenly appear next to you (happened especially often when using icewall)
- Added a new heap implementation to db.h (POP2, PUSH2, SIFTUP, SIFTDOWN, UPDATE) that simulates the heap that the client uses, there was no other way to reproduce 100% exact behavior
- I recommend using the old heap implementation for everything else
- Updated path.c to use the new heap macros and also fixed the order in which the different possible directions are pushed into heap
- Special thanks to rversteegen for helping me with various tests and the heap implementation
- Special thanks to ultramage for providing info that helped us narrowing down the possible variables
2014-10-03 17:51:24 +02:00
Cydh Ramdh
1fe4ad5af4 Item Updates:
* Changed type of some box-type items, from '11' to '18'
* Corrected some Aegis names
* Uncommented some item packages
* Updated item_db_re.sql file

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-10-03 16:42:01 +07:00
aleos89
a39f9ac8a2 Various cleanups.
* Updated comments for chat.c and pet.c files.
* Cleaned up various other comments and stylization.
2014-10-02 12:49:04 -04:00
aleos89
2b870c24d5 Various cleanups.
* Added and cleaned up comments.
* Added checks to prevent map server crashes.
* Cleaned up some reports from CPPCheck.
* Other various stylization cleanups.
2014-10-02 09:16:52 -04:00
Cydh Ramdh
ce090ce916 Skill Changes:
* Wizard/Warlock Skill
  * Moved Sightrasher (WZ_SIGHTRASHER) requirement to check Sight (SC_SIGHT) is active or not to skill_check_condition_castend section.
  * Fixed Sightrasher (WZ_SIGHTRASHER) splash area to 3x3. (bugreport:9298)
  * Now Comet (WL_COMET) cannot hits Hiding target (The mistake is not at flag 0x10000 in skill_db.txt, the flash should be added by SD_ANIMATION). (bugreport:8909).
  * Now Reading Spell Book (WL_READING_SB) checking the number of available spell books in Spell Book DB first to prevent infinite loop.
* Sage Skill
  * Now Abracadabra (SA_ABRACADABRA) checking the number of available skills in Abra DB first to prevent infinite loop.
  * Reduced MAX_SKILL_ABRA_DB from 350 to 160.
* Shadow Chaser Skill
  * Fixed Chaos Panic (SC_CHAOSPANIC) effect. (bugreport:9321).
* Genetic Skill
  * Now Wall of Thorn (GN_WALLOFTHORN) can be knocked back but not a whole skill group and durability (HP & max hit) for each skill unit.
* Guillotine Cross Skill
  * Now Magic Mushroom (SC_MAGICMUSHROOM) effect checks the number of available skills in Magic Mushroom DB first to prevent infinite loop.
  * Changed 'RemoveFlag' in db/magicmushroom_db.txt value to 1 to remove skill by importing. (bugreport:9322).
* Wanderer/Minstrel Skill
  * Now Randomize Spell (WM_RANDOMIZESPELL) checks the number of available skills in Improvise DB first to prevent infinite loop.
  * Reduced MAX_SKILL_IMPROVISE_DB from 50 to 30.
* Rebellion Skill
  * Cleaned up, added, corrected some (missing) sequences & DB values.
  * Fixed Hammer of God (RL_HAMMER_OF_GOD) splash damage.
  * Fixed Shaterred Strom (RL_S_STORM) push back & force to sit effect (for player, or stun for monsters) (first implementation leftover).
  * Fixed Slug Shot (RL_SLUGSHOT) hitrate-distance penalty (first implementation leftover).
  * Fixed Howling Mine (RL_H_MINE) damage ratios (first implementation leftover).
  * Now Bind Trap (RL_B_TRAP) only can be placed 1 at same time.
  * Fixed Bind Trap (RL_B_TRAP) damage calculation by using Caster's DEX, Target's Current HP, & Skill Level. FIXME: Exact formula still unknown (refers to idAthena formula).
  * Now Dragon Tail (RL_D_TAIL) doesn't split damage among targets anymore.
  * Now Crimson Marker (RL_C_MARKER) will fails to cast if no slot available.
  * Implemented official packet `ZC_C_MARKERINFO` of Crimson Marker (RL_C_MARKER) mini-map marker (first implementation leftover). !TODO: Confirm the packet for older or newer clients (idAthena partial merge r1497)
  * References: http://forums.irowiki.org/showpost.php?p=1387992&postcount=968, follow up 507f047, dd67f9d

Misc:
* Fixed some skills that should work only in shoot range (map_foreachinshootange, by default), and added check for respecting *skill_wall_check* (map_foreachinrange).
* Fixed item stackable check for `/item` command, follow up 9b4d922.
* Fixed npc source file isn't removed properly by @unloadnpcfile. (bugreport:9311).
* Added constantan for status_change_start() and sc_start() scripts as well
  * SCSTART_NONE = 0x0
  * SCSTART_NOAVOID = 0x1
  * SCSTART_NOTICKDEF = 0x2
  * SCSTART_LOADED = 0x4
  * SCSTART_NORATEDEF = 0x8
  * SCSTART_NOICON = 0x10
* Moved and changed itemdb_unique_id() to pc_generate_unique_id().
* Seperated check for skill SC requirement to skill_check_condition_sc_required().
* Added skill unit flag `UF_KNOCKBACK_GROUP`, just an option to make skill unit can be knocked back a whole group.
* Typos and other minor changes!

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-10-01 17:42:30 +07:00
Cydh Ramdh
c6ba813994 Bug Fixes:
* Wrong calls, should be callfunc. Thank @raynra
* Follow up 8256194, updated const.txt following new MAPID values for Super Novices
  * EAJL_SUPER_NOVICE	0x8000, for Super Novice masking
  * EAJ_SUPER_NOVICE	0x8100
  * EAJ_SUPER_BABY	0xA100
  * EAJ_SUPER_NOVICE_E	0xC100
  * EAJ_SUPER_BABY_E	0xE100

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-09-30 09:52:29 +07:00
Playtester
b64ef9258d Merged Pathfinding code cleanup from Hercules
(https://github.com/HerculesWS/Hercules/commit/78028c8)
* This fixes a problem where units sometimes walk diagonally through a wall server-sided; there should be less client desync now (but it might not be perfect yet)
* I kept the rAthena specific option path_blown_halt
* Special thanks to piotrhalaczkiewicz for the original implementation and aleos for helping me with the merge
2014-09-29 21:14:58 +02:00
aleos89
82561947e3 Bug Fixes
* Updated Napalm Vulcan damage to official. (bugreport:9297)
* Firing Trap should be removed immediately once it has detonated.
* Updated Expanded Super Novice ASPD values for weapons to match normal Super Novices.
* Updated Expanded Super Novice and Super Baby to be able to do anything normal Super Novices can do. Guardian Angel, Dori Dori, etc.
* Super Novices are able to equip any level 4 weapons of type Daggers, 1H Swords, 1H Axes, 1H Maces, and 1H/2H Staves while Soul Linked. (bugreport:2765, bugreport:5568)
* Reverted the Warlock elemental summons to not be limited per level from 237579c. All levels allow up to 5 summons.
2014-09-29 14:22:50 -04:00
Playtester
cfef8a0088 Rewrote the hard monster AI. Monsters will now behave a lot closer to official servers:
* Monsters will now attack immediately when they are chasing a target and it comes into attack range (bugreport:7370)
* Monsters will now chase their target during their aDelay, but they still have to wait for aMotion to be able to move again (bugreport:9269)
* Monsters will now rethink their chase in a configurable interval (see monster_chase_refresh in monster.conf), official value is once per cell, previously it was once per 3 cells
* Monsters will now stop when they rethink their chase and their target is gone (player hides or target loot was picked), regardless of the monster_ai setting (note: if you want the old, stupid behavior, just increase monster_chase_refresh instead)
2014-09-27 23:50:45 +02:00
aleos89
9a4f574d12 Follow up to a080117. Fixed compile error. 2014-09-20 11:51:23 -04:00
aleos89
a080117a74 Bug Fixes
* Switching arrows no longer stops attacks. (bugreport:9270)
* Looter monsters will now randomly pick items rather than going for the closest one. (bugreport:9268)
* Follow up to 0fed97c. Moved pc_setsit before skill_sit to not break skills that count players who are sitting. (bugreport:8966)
* Follow up to 2d2991a. Cleaned up some compile warnings.
* Updated the inf3 descriptions in the skill_db.
2014-09-20 11:44:44 -04:00
Cydh Ramdh
4f6448b23f Follow up 557aaa2
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-09-17 19:36:12 +07:00
Cydh Ramdh
c45cc6c177 Follow up 557aaa2, bugreport:9304
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-09-17 19:32:37 +07:00
Cydh Ramdh
557aaa237a Merge pull request #92 from nanakiwurtz/master
Item DB updates
2014-09-16 19:06:42 +07:00
Cydh Ramdh
929acd2ca6 Follow up 9b4d922, missing parentheses at 9b4d922#diff-85d990dde8caf2d72d1e2b0f7dcf9786R2254
Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
2014-09-16 11:18:37 +07:00