- Marionette Control now has a range of 7 (fixes#1239)
- Mechanic Back/Front Slide skills are no longer blocked by gear that makes you knock-back immune (fixes#1227)
* The monster modes were stored in decimal format so the converter created invalid hexadecimal modes.
* Resolved a few issues with the Monster Converter tool.
-- Fixed some run time errors.
-- Added support to check for decimal format when converting.
This commit makes those item scripts a little more readable and decreases the chance of mistakenly using an incorrect weapon type id.
Follow up to c6187fa.
- Lunatic Carrot Beat and Catnip Meteor now deal 300% to 700% damage which is calculated once and split between multiple hits rather than calculating damage per hit; despite this, they can still hit plants
- Reduced cast time of Lunatic Carrot Beat from 3000ms to 1500ms and cooldown from 8000ms to 6000ms according to latest tests on kRO
- Fixed Catnip Meteor still having a fixed cast time
- Increased stun chance of Lunatic Carrot Beat from 10% to 20%
- Increased curse chance of Catnip Meteor from 10% to 20%
- Increased cast time of Grand Cross in pre-re to 3000ms (see #1140)
- Fixed Grand Cross sometimes having 4 intervals instead of 3 (see #1140)
* This rewrite allows for better adaptation from the Aegis Class and Attribute fields.
* Refactored the renewal level penalty function.
* Slaves are now properly assigned an official slave mode of CanWalk, CanAttack, and NoRandomWalk.
* Removed extra Boss checks and adjusted others to use their proper functions.
* Properly implemented Skill Immunity mode to match Aegis.
* Separated MVP and Boss modes.
-- MVP mode defines when mobs should give MEXP, MVP Drops, and show the MVP sign.
-- MVP now have their own item drop configurations.
* Updated the mob_db and mob_skill_db to match the new mode structure.
-- Included a Perl tool (tools/convert_monstermode.pl) to allow people to convert their custom mobs to the new mode structure.
Thanks to @Playtester and @Lemongrass3110 for help with debugging and information!
* Summoner HP/SP values are now accurate for both HP/SP tables and the automatic calculation
* Summoner HP/SP adjustments in the code are now at the correct place and only used when the HP/SP tables are not used
* Super Novices now gain +2000 HP at both level 99 and level 150 and the bonus stays even on level 100-149 and 151+ (fixes#979)
* Normal Novices no longer get a HP boost
* Updated HP/SP tables to official values for level 151-175 and extrapolated new values for up to level 500
* Removed 3rd classes from the HP/SP tables in pre-re and replaced them with dummy data (using Novice values)
-- Note: This way updates like this one don't need to be done twice. If you want to use 3rd classes in pre-re just copy over the lines you need from the re folder or even better, use the import folder. You should use it for all customizations you do for easier updating.
* Until tested, Summoner skills will now use the default renewal base duration for their status changes
-- Bleeding: 120s
-- Stun: 5s
* Moved status change durations to duration2 for these skills
* Catnip Meteor now has a variable cast time of 7500ms (previous 6000ms)
* Catnip Meteor now has a cooldown of 5000ms on all levels (previously 2000-6000ms)
* Each meteor now has an AoE range of 7x7 (previously 3x3)
* Each meteor now deals 5 hits regardless of level used (previous 1-5 hits)
* Each hit now only deals 40%+20%*level damage (previously 200%+100%*level)
-- Note: As damage is multiplied by number of hits (can hit plants), damage per meteor is now 200%+100%*level
* Official implementation of Meteor Storm behavior
-- It deploys all units directly at castend
-- Each unit has a different expiration time
-- On the last interval of a unit the meteor will appear
-- When the unit expires, it will deal damage
-- If the unit gets removed at any time, no meteor will appear and no damage will be dealt
* It is now easily possible to configure Meteor Storm behavior via database files, no more extra coding required
* Fixed Meteor Storm sometimes dealing damage even though no meteor appeared
* Fixed Meteor Storm being able to hit through walls when the caster has moved in the meantime
* Catnip Meteor will now create 3-7 meteors depending on level
* Catnip Meteor now has an interval of 500ms instead of 1000ms
* Catnip Meteor now has a curse duration of 20s instead of 5s
Implemented Official Long Range Critical Bonus
* Fixed#1098
* Added bonus `bonus bCriticalLong,n;`.
* Add critical rate for normal long range attack.
* Bonus value won't be showed in status window.
* Updated item script following official (Aegis) script for:
* Sharp Arrow (1764/Incisive_Arrow)
* Drosera Card (4421/Drosera_Card)
* Upd Bow Guardian Card (4550/Upd_Bow_Guardian_Card)
* Fixed a problem that many of the exp requirements were 1 level off
* Removed custom level requirements from the default pre-re/re rAthena files
* Optimized the structure of these files; no more redundant data
* Added a few custom exp rows to import-tmpl/job_exp.txt that can optionally be used
* Updated 1st and 2nd trans job exp requirements to the new official values from 2015
* Fixed a bug that caused monsters to still give 1 base/job exp even though their exp in the db is 0
* Updated Summoner EXP requirements according to latest test results; as Summoner has exactly the same base exp requirements as 3rd classes starting at level 99, it will now use the same row
* Added bonus `bonus bCriticalLong,n;`.
* Add critical rate for normal long range attack.
* Bonus value won't be showed in status window.
* Updated item script following official (Aegis) script for:
* Sharp Arrow (1764/Incisive_Arrow)
* Drosera Card (4421/Drosera_Card)
* Upd Bow Guardian Card (4550/Upd_Bow_Guardian_Card)
Signed-off-by: Cydh Ramdh <cydh@pservero.com>
* Adjusted the last 15 levels of summoner class to reflect a very steep curve as this is closer to our kRO test results
* Note: Right now only base level 1-59 and job level 1-29 could be fully verified
* Resolves an issue with skill normalizations.
* Resolves an issue with becoming a High Novice automatically giving players the Basic Skill fully leveled.
* Updated the Job EXP table for Doram to match official. Still missing Base EXP table.
* Implemented official behavior when attacking icewalls and traps with skills (fixes#1056)
-- Skills hitting icewalls and traps: Arrow Shower, Cold Slower, Tornado Kick, Sightless Mind, Meteor Assault, Spread Attack, Throw Huuma, Sightrasher, Sight Blaster, Earth Shaker, Rampage Blaster, Feint Bomb, Magnum Break, Fire Trap, Ice Trap, Cart Revolution, Napalm Vulcan, Triple Attack, Occult Impaction, Throw Spirit Sphere, Asura Strike, Spear Stab, Spiral Pierce, Holy Cross
-- Can target icewalls and traps but have strange behavior: Bowling Bash, Focused Arrow Strike, First Wind
-- Can hit icewalls and traps, but not target traps: Grimtooth, Raging Thrust, Blitz Beat, Napalm Beat, Fireball, Vulcan Arm, Tiger Cannon
-- Can hit icewalls and traps ONLY in PVP: Dragon Breath, Suicidal Destruction, Axe Tornado, Sky Blow
-- Can hit icewalls only: All other single target skills, Counter Slash
-- Can target icewalls but have strange behavior: Brandish Spear, Wind Cutter, Cannon Spear, Flame Launcher
-- Can not hit icewalls and traps: All unit skills, Frost Nova, Comet, Arms Cannon, Fatal Menace, Lion Howling
-- Can destroy traps but not hit icewalls: Claymore Trap
* When monsters use skills, they hit icewalls and traps and the damage displays, but they will no longer deal actual damage to the icewall or trap
-- Added an option to skill.conf with which you can define which types can damage icewalls and traps, by default it's 1 (player only), if you want to revert to previous behavior, set it to 31 (all)
* Fixed an issue where traps could not hit icewalls and other traps in PVP
* Taekwon combos can now trigger on traps
* Fixed an issue that caused damage to be displayed twice when attacking a trap with certain skills
* Fixed Feint Bomb causing knock-back to the target (see #1070)
* Fixed Talkie Box being triggered by monsters (fixes#1074)
* Requires client 2015-10-01 and newer.
* All skills are usable from from the base list to all 3 branch types.
-- Some skills still need their official activation chance and durations.
* Adjusted the char-server start point and start item split functions to be more dynamic.
Thanks to Rytech and @NovaRagnarok for their information!
* The chance of Decrease Agi and Adoramus is now reduced by a fixed 1% per MDEF
* Decrease Agi can now overwrite itself with a lower level
* The base chance to cause blind when Adoramus activates is now 1000%
* Adoramus now has a blind duration of 7s+1s*level and an Adoramus duration of 10s+5s*level for both players and monsters
* Adoramus and Decrease Agi cancel each other out
* Adoramus no longer reduces speed (only AGI reduction and blind)
* Adoramus no longer cancels ASPD/Speed increasing buffs
* Adoramus can no longer be blocked/canceled by ASPD/Speed increasing buffs
* When Adoramus ends, it will no longer automatically end blind at the same time
* Epiclesis will now properly check for hidden players every 5 seconds.
* Adjusted the skill unit interval to check every second rather than every 3 seconds.