- Added config setting mob_unlock_time that defines how long a monster can be trapped (immobile) before it unlocks its target
* Default is 2000ms, which makes Clashing Spiral no longer cause monsters to drop their target, but Ankle Snare still will even at minimum duration
- Monsters will now promptly use idle skills while trapped (there was a delay before)
- Increased the time the AI is still active when there are no players left on the map from 0ms to 5000ms
* This fixes an issue that monsters never unlocked their target if it was the last player to leave the map
- Clashing Spiral now has a range of 4 instead of 5
- Skid Trap no longer has a stop effect in pre-re, but it will make monsters unlock their target and become idle
- Skid Trap still stops targets for 3 seconds in renewal, but will no longer activate on bosses
- Throw Stone now deals 30 damage when used by monsters
- Fixes#7846
- SC_ANKLE no longer has a natural resistance and minimum duration
- Glacier Fist, Clashing Spiral and Tarot Card of Fate now grant SC_ANKLE instead of SC_STOP (cannot teleport while under SC_ANKLE effect)
- Grand Cross now gives SC_ANKLE to self during the spell duration
- Ankle Snare now has a minimum duration of 3000+30*baselevel milliseconds
- Ankle Snare will no longer activate on bosses in renewal
- Fixed Ankle Snare stopping bosses in pre-renewal even if you didn't enable the config setting for it
- Glacier Fist now has a minimum duration of 1500+15*baselevel milliseconds rather than it being the maximum duration
- You can now define Glacier Fist's effective base duration in the YML file without worrying about it being halved in the source code (it is still getting reduced by Agi)
- Fixed some integer overflow issues
- Fixes#8253
- NPC_INVINCIBLE now grants SC_INVINCIBLE for 300s instead of unlimited
- NPC_INVINCIBLEOFF and MER_INVINCIBLEOFF2 now just end SC_INVINCIBLE instead of having their own status change
- SC_INVINCIBLE now works like plant mode instead of just setting incoming damage to 1
- SC_INVINCIBLE now increases ATKpercent by 100 instead of increasing all damage by 75%
- SC_INVINCIBLE no longer blocks skills
- SC_INVINCIBLE now increases movement speed by 50% instead of 75%
- SC_INVINCIBLE now increases ASPD strongly
- Quagmire can no longer prevent ASPD increase (it still ends various status changes and prevents them)
- If you counter Spell Breaker with Magic Rod you now receive 20% of the caster's MaxSP
- Spell Breaker will now only deal HP damage on level 5
- Spell Breaker now can deal damage to bosses to 10% in pre-re (cannot be reduced by SC_INVINCIBLE unless you enable the "invincible_nodamage" setting)
- Spell Breaker will no longer deal damage if it would be lethal
- Added missing animation of Spell Breaker's damage
- Fixes#8228
- Freezing Trap, Sand Attack, Gunslinger Mine, Flip Tatami and Excruciating Palm no longer are affected by +% dmg cards
- The skills that ignore +% dmg cards are now exactly those skills that also ignore EDP and the EDP/Magnum Break elemental damage bonus
- Non-players are now always affected by ATKpercent
- Simplified the code accordingly
- Fixes#8250
- Throw skills no longer consider arrow attack unless you have a ranged weapon equipped
- Throw Shuriken is no longer modified by +% damage cards
- Throw Shuriken/Kunai no longer ignore flee
- Throw Shuriken's damage bonus is now flee-ignoring and includes skill level(x4), dagger mastery(x3) and arrow attack
- Throw Kunai's damage bonus is now three times arrow attack per hit
- Throw Shuriken/Kunai's final damage is now applied as forced neutral damage
- Fixed range of Throw Coins (9 -> 7)
- Other code improvements
- Fixes#8206
- Venom Splasher now ignores +% damage cards, but no longer ignores weapon element
- Venom Splasher now uses the correct durations and cooldowns in pre-re (was already correct in renewal)
- Venom Splasher and Venom Knife now correctly use default poison duration
- Venom Splasher and Venom Knife now have a poison chance of 100%
- Fixes#8221
- NPC_POWERUP and NPC_AGIUP now grant their own unique status changes
- Duration of NPC_POWERUP is now 5s*level
- Duration of NPC_AGIUP is now 10s*level and max level is back to 10
- Quagmire, Slow Grace and Adoramus now work even when the target used NPC_AGIUP
- NPC_AGIUP will remove Decrease Agi on start but will not prevent it
- NPC_AGIUP can be dispelled, but NPC_POWERUP cannot
- Dispel will now make a monster unlock its target
- Removed custom code to display the NPC_POWERUP effect, it's now correctly linked to EFST_POWERUP
- Removed the ifdef around EXTREMITYFIST2, so we no longer constantly change its ID
- Fixes#8242
- Fixes#904
- Fixes#7346
- Fixed the damage type of various NPC skills
- NPC_*BREATH skills and NPC_VAMPIRE_GIFT will now no longer be influenced by ATKpercent
- Fixed NPC_CRITICALSLASH not working in pre-re
- NPC_KEEPING now lasts 30s
- NPC_BARRIER now lasts 15s
- NPC_DEFENDER now lasts 15s, reduces damage by 87.5% and halves movement speed
- Fixes#3538
- Volcano now increases BaseATK instead of WeaponATK for non-monsters
- Fixed a bug that caused Volcano to increase MATK in pre-re (fixes#8208)
- Fixed min damage not being set correctly
- Fixed a compiler warning
- A handful of skills grant status changes that actually are calculated together into a value "ATKpercent" rather than increasing BATK/WATK, this value is then applied to most weapon skills
* Pre-re - Damage after skill ratio but before DEF reduction is multiplied with ATKpercent
* Renewal - Is a linear addition to skill ratio instead (ATKpercent of 200 means +100% to any skill ratio, so 100% becomes 200%, but 500% only becomes 600%)
* For further information which status changes go into ATKpercent and which skills are not influenced by it, please see the battle_get_atkpercent function
- Fixed base damage not being calculated correctly for certain skills
- MO_INVESTIGATE is no longer influenced by Spirit Spheres except when you have the WATK_ELEMENT effect (Magnum Break)
- Freezing trap now deals 100% damage on all levels and can miss
- Acid Terror now ignores DEF, but its base attack is reduced by VIT
- Acid Terror skill ratio is now 50%+50%*level
- Acid Terror and Martyr's Reckoning (PA_SACRIFICE) are no longer affected by refine and mastery bonus
- Magnum Break/EDP bonus no longer affects Acid Terror and unit skills
- Fixed damage formula of Shield Boomerang and Rapid Smiting
- Code improvements
- Fixes#8193
- Focused Arrow Strike no longer deals max damage when it crits (pre-re)
- Focused Arrow Strike no longer considers cards that increase/decrease critical damage (pre-re)
- Criticals with any guns are now calculated like melee criticals, not considering bullet attack (pre-re)
- Chain Action can no longer do critical hits (pre-re)
- Fixes#8200
- Added missing EDP 25% poison damage bonus (it was already fixed in renewal but applies to pre-re too), that works identical to the 20% fire damage bonus from Magnum Break; both buffs overwrite each other
- The damage on which EDP/Magnum Break is based on now considers defense reduction, passive mastery, refine and true sight
- The EDP/Magnum Break damage bonus now considers spirit sphere damage, but the spirit sphere part is non-elemental; both are added together before they get rounded down
- The EDP/Magnum Break damage bonus can now become negative through attribute table and is dispelled on logout
- The EDP/Magnum Break damage bonus no longer applies when damage is already 0 or lower beforehand
- EDP is now applied after defense, refine and mastery
- Refine bonus now is applied before mastery and between both the damage is capped to 1
- Envenom's fixed damage bonus is now a mastery bonus (was already fixed in renewal but applies to pre-re too) and thus increased by EDP
- Fixed damage interaction between MO_FINGEROFFENSIVE (Throw Spirit Sphere) with Magnum Break, refine and spirit spheres
- Fixed Magnum Break costing HP; it requires HP but does not consume it
- Fixed Sonic Blow's damage formula (300%+50%*skill_lv) and how the bonus from Sonic Acceleration works (+10% to ratio)
- Poison/DPoison now reduce hard DEF vs. monsters by 25%, but the DEF reduction no longer stacks
- Fixed DPoison's duration (60s base duration on all levels)
- Fixed Enchant Deadly Poison duration in Renewal
- Fixed chance of DPoison to be inflicted (3% level 1+2, 4% level 3+4, 5% level 5)
- Fixed negative resistances not increasing the chance of a status change to occur (it's only capped to 0 in renewal)
- 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
- Monster damage is now always reduced by items that reduce BF_WEAPON damage
- Monster damage is now never reduced by items that reduce BF_MAGIC damage
- Asprika now reduces all damage from monsters by 30%
- Asprika now reduces all physical damage from players by 30%
- Asprika now reduces damage regardless of range of the attack
- Shaman Hat will no longer reduce damage from monsters, but will still reduce magic damage from players
- This also affects all custom items using bonus3 bSubEle and bonus3 bSubRace
- Added a config to battle/items.conf to return to old behavior
- Fixes#8171
Updated Level 250/50 to 260/55.
Hp and Sp are unknown.
Additionally updated Super_Novice_E job level from 50 to 70 (note: this class doesn't get additional stats by job level).
* Fixes#6900.
* Resolves an issue where if RENEWAL was enabled but RENEWAL_ASPD was disabled, players would receive incorrect ASPD values.
* Split the ASPD values to their own files so these can be overridden based on the macro defines.
Thanks to @jamesonfajardo and @bgamez23!
Co-authored-by: Vincent Stumpf <vincents.995@gmail.com>
* 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>
* Wand of Hermode has a unique status clear list separate from the list other skills use.
* Adds RemoveOnHermode status flag to identify statuses that can be removed from Wand of Hermode.
Thanks to @mrjnumber1 and @Lemongrass3110!
* Any status defined under EndOnEnd will be removed when the status becomes inactive.
* Renames End to EndOnStart.
* Removes some hard coded statuses.
* Includes YamlUpgrade Tool update to rename End -> EndOnStart.
Thanks to @Lemongrass3110!
* Fixes#6915.
* Adds the SC_WEAPONBREAKER status which is applied via NPC_WEAPONBRAKER's self cast ability.
* Adds a chance to break a target's weapon at 2 * skill_lv% for 30 seconds.
Thanks to @Playtester!
* Fixes#6916.
* Corrects the interval of Lullaby to every 4 seconds in pre-renewal.
* Corrects the success chance of Lullaby to INT * 0.2 + rand(10%, 30%) for Sleep.
* Corrects the duration of Lullaby's Sleep to 18 + 2 seconds in renewal and 30 seconds in pre-renewal.
* Corrects the success chance of Pang Voice to 70% for Confusion.
* Corrects the success chance of Wink of Charm versus players to 10% for Confusion.
* Corrects the success chance of Wink of Charm versus monsters to [(srcBaseLevel - tarBaseLevel) + 40]% for Charm.
Thanks to @Playtester and @Lemongrass3110!
Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
* Fixes#7215.
* Fixes endows not being removed on death and staying while switching weapon.
* Fixes some statuses that must disappear when logging off: Strip skills, Asura SP Regen Malus, Critical Explosion, NPC Change Undead.
* Monsters in StoneWait are correctly prevented from attacking.
* Added functionality to select monsters that increase the quest counter
* Removed the extra conditions on Id
* Added an example in quest_db.yml for MapMobTargets
* Clean-up the docs
* Added the possibility to define "All" to Location
Thanks to @aleos89 !
* Baphomet Jr's stun resistance should increase, not decrease.
* Glorious Holy Avenger has been confirmed to give +6 INT.
Thanks to @eppc0330 and @Daegladh!
* Fixes#7031.
* Resolves Glorious Holy Avenger giving an extra 6 INT in renewal.
* Also cleans up the refine checks for Glorious Holy Avenger in pre-renewal.
* Baphomet Jr pet should now reduce resistance to stun in renewal.
Thanks to @Melk3000!
* Items that grant TF_DOUBLE now no longer require bDoubleRate.
* Adds pc_checkskill_flag() to return a skill's flag value.
Thanks to @eppc0330 and @secretdataz!