- Moved the homunculus DB information from the player structure to the homun structure. Modified the homunculus creation packets to hold this information during creation, also, all initial values are handled by the map-server, the char server only assigns it a homun ID.
- Removed target_id/attacked_id from homun_data as it wasn't really used.
- Codes cleanup (removing of commented code mostly)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9031 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Fixed the char-sql server trying to read the gms off a "gm_db" config setting stead of "login_db"
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8981 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Updated status_get_name to take into account fakename, also cleaned it up.
- Cleaned up the char-server code when the last point of a player is not found. First it'll check if there's any mapserver online, and then, if there is, it'll look for the major cities. If this fails, then the player will be told server is closed instead of trying to send him to a "random map".
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8967 54d463be-8e91-2dee-dedb-b68131a5f0ec
- The converter will now also convert: account-wide variables, parties, guilds, guild storage and guild castles. At this point the only two things not converted are login-server-wide account variables (##, they belong to the login converter) and homunculus (the SQL save function is messy and doesn't lends itself to be integrated with the converter the way all the other functions are).
- Modified the char servers so they are compatible with the converter, the define TXT_SQL_CONVERT identifies sections unique to each char-server mode (this would had been a hella lot easier if both char servers where the same code-base instead of duplicated code <.<)
- Updated the Makefiles as per the new compiling requirements for the converter.
- misceffect2 will no longer cause the effect on top of the source object when it is the fake npc.
- Added check so that Frost Nova doesn't hides hitting animation on targets.
- Added the missing brackets around the trade logs condition check, thanks to Coltaro.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8908 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Steal zeny won't work on treasure chests now.
- Small optimization in the dual-wielding check.
- Some cleaning in char_sql/itemdb.c
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8875 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Updated main.sql to use pure MyISAM tables, removed all foreign keys.
- Added Jaguar's sql script to convert all tables to MyISAM. It's located in sql-files/convert_engine.sql
- Removed convert_guild_tables.sql as we don't use InnoDB anymore.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8722 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Added support for reading the item_db_db inter config settings (char-sql)
- Fixed some compile warnings (functions with no arguments should have a (void) instead of ()).
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8546 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Corrected @hidenpc saying that it's command name was "@npcoff"
- Updated itemdb reading on the char-sql server so that it reads both item_db and item_db2 files (totally untested yet as I can't compile SQL here x.x)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8545 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Added Gatling Fever's batk bonus.
- Some cleaning in status_damage which should prevent trying to free already free'd pointers when unit_remove_map invokes unit_free (when status_damage was going to invoke unit_free anyway)
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8308 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Added homun saving/loading support to char-TXT. Note that this is completely untested, so it may be as good as broken.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8299 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Fixed setting hide_woe_damage making even "miss" attacks seem to connect.
- Cleaned up pc_getzeny to not require doubles.
- When readjusting the fame-list, the last entry's id is also reset (may fix characters appearing more than once on it?)
- Some sign/unsigned comparison warning fixes.
- Some 'may be used unitialized' warning fixes.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@8273 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Timer problems on delete_timer
- Intimacy problem (overflow & new values)
- Homunc deleted if intimacy < 0
- base exp is now given to master
- Homunc sometimes not saved
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7913 54d463be-8e91-2dee-dedb-b68131a5f0ec
- When the client passes account version 0, the login server will set it to 1 now.
- Corrected the HP bar scaling when HP is above Short Max. It should display fine for any HP value now.
- Added a check when the mob's adelay is shorter than the amotion, in which case the adelay will be changed to the amotion value.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7742 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Removed a bunch of homun-related variables that are not needed at all. The alive condition is removed, now the code checks for the hp value to know if the homun is alive or not.
- Cleaned up a bit the skill-id function, homun skill checks (such as delay and skill-lv learned) should be correct now.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7727 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Some cleaning on chrif.c
- The char-server will allow off-line character saves when said char is tagged for final-save (this is the scenario when the char-map reconnect).
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7722 54d463be-8e91-2dee-dedb-b68131a5f0ec
- Cleaned up char server "set all offline" implementation to remove only characters from the map-server from which the packet was invoked. It will also now correctly kick/set-character offline from the map-server if they are connected.
- Cleaned up the char-sql reconnect code. It no longer sets everyone to offline.
- Removed setting "kick_on_disconnect", servers will no longer kick characters out when there's a disconnection. Instead, it'll use the most logical approach: Set characters into a "lost" state when there's a disconnection, on reconnect, resent the list of online-characters, do a sync, and let the difference be characters to be removed. Also, the map-server won't release character data until it's saved and the ack returns from the char-server to prevent data loss (all this data is resent on reconnect for saving anyway).
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7600 54d463be-8e91-2dee-dedb-b68131a5f0ec