* 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>
* Small follow up to 6dc437f.
* Separated calculation for different vanish bonus types.
-- This resolves "double" vanish calculations from happening.
* Defaulted isspdamage to false before calculating vanish damage.
-- This resolves monsters doing SP damage to targets.
* The Vellum Vanish bonus only refers to bHPVanishRaceRate and bSPVanishRaceRate.
* Requires client 2013-03-20 and newer to display blue damage.
* Properly displays blue damage being done for SP Vellum Vanish.
* Vellum Vanish items no longer deal physical damage except on skill usage.
* Skill usage with Vellum Vanish does not cause vanish.
* HP and SP Vellum Vanish items do not stack (SP will override HP).
* 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
* Removed the self-logging aspect of monsters for non-damage skills (follow-up to a6f73a6)
-- Officially, these skills don't log and don't increase exp
* Fixed a wrong reference that caused Knuckle Arrow damage to depend on own weight rather than enemy weight (see #1071)
* 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.
* Fixed a problem with monsters always ending up in the south-western corner eventually
* Fixed a problem that monsters had a high chance to stick to walls
* Fixed a problem that monsters didn't actually check all cells before giving up
* Code even more optimized as a free cell will now be found faster than before on average
Trap Invisibility, Fixes#892
* Changed `traps_setting` config values.
* 0 = Always visible (default)
* 1 = Enable invisibility in versus maps (GVG/PVP/BG)
* 2 = Enable invisibility in all maps
* Added skill unit flag `UF_HIDDEN_TRAP = 0x20000` for trap invisibility. By default, there are (renewal) Hunter traps with this flag:
* HT_SKIDTRAP
* HT_LANDMINE
* HT_ANKLESNARE
* HT_SHOCKWAVE
* HT_SANDMAN
* HT_FLASHER
* HT_FREEZINGTRAP
* HT_TALKIEBOX
* Added some skills and effects that can reveal hidden traps. By default, Detect, Sight, Ruwach, and Improve Concentration can reveal hidden traps.
* Entering or leaving duel will now remove all the skill units you've placed
* Entering or leaving duel will now behave like warping / moving on a different tile
Fixes to some quests and typo errors
* Corrected miscellaneous Korean to English translations.
* Corrected the position and facing direction of NPC [Promotional Staff#iz] from [Onward to the New World] Quest (pre-renewal).
* Fixed NPC [Iromo's Mother#ep3_2] from [Alberta Boy] Quest where players could have their quest progress reset.
* Fixed NPC [The Blacksmith#rus06] from [Koschei the Immortal] Quest giving Iron_Boots01 instead of Iron_Boots02 to Ninja and Gunslinger classes.
Thanks to @AtlantisRO!
The boots Iron_Boots01 is only equipable by Swordsman Class, Archer Class, Merchant Class and Thief Class.
Any other job must receive Iron_Boots02 (included Ninja and Gunslinger).
* Boarding Halter will now properly be removed on expiration when a player is logged out. (fixes#1035)
* Removed hard coded checks for other official rental items.
* Rental items now call the OnUnequip Script of the item which can be used to remove player states.
* Updated various items in the database to match the new format.
When player is in step 9 from Alberta Boy quest (variable "ep13_2_hiki"), this NPC restart the entire quest, because there is no case to prevent variable > 8.
* Snap now has a server-sided range of 14
* Snap, Ganbantein and Gravitational Field will no longer cause you to move if you target a cell out of range
* Snap and Flying Kick will now check for obstacles on a linear path rather than on the normal walkpath
* Range specified in skill_db is now equal to the client-sided range
* Some range code cleanup
* Fear now causes the SC_ANKLE status change for 2 seconds rather than having a weird custom implementation
* Fear now removes blind and makes you immune to it
* Fixed SC_ANKLE not properly blocking teleportation
* Some code optimizations