summaryrefslogtreecommitdiff
path: root/conf
AgeCommit message (Collapse)AuthorFilesLines
2016-08-14Remove conf dir.Andrei Karas46-6481/+0
2016-08-13Added atcommand configEmistry1-0/+5
Based on @Lemongrass3110's commit https://github.com/rathena/rathena/commit/9157318ee9939728b8d332a5668c13d4ad0a6f8b: Added a configuration to enable the atcommands baselevel and joblevel to trigger their respective npc events. This will help you guys with testing your custom scripts that are listening to OnPCBaseLvUpEvent or OnPCJobLvUpEvent. For safety reasons we only trigger the events on level increase.
2016-07-25Added a missing entry into messages.conf and added some comments where ↵epuncker1-1/+2
missing, ref #1282
2016-07-14Fixes warp facing direction.KirieZ1-0/+4
Fixes #1240 Closes #1353 as merged
2016-07-12Reworded some lines in messages.conf - chrif related.Alige1-3/+3
2016-07-08Added epoll as event-dispatcher on linux (instead of select())Florian Wilkemeyer1-0/+13
Note: It will be enabled by default if configure detects that the system has support for epoll To enforce usage of select run configure with --enable-epoll=no
2016-04-25Added a flood protection to IRC Bothemagx1-0/+3
Now it's possible to send as many messages as possible without get kicked for flood.
2016-01-05Added Support for BodyStyleDastgir2-1/+8
Closes #974 as merged
2016-01-05Removal of Hard coded showscript command for Monster Transform.Jedzkie1-1/+2
2015-12-25*Show the katar critical bonus in player status windowAnnieRuru1-0/+4
- this is unofficial behavior, so it has to be in battle config Related to #579 Closes #882 as merged Signed-off-by: Haru <haru@dotalux.com>
2015-12-25Merge pull request #975 from dastgir/8-RefineDefhemagx1-0/+6
Added Costume/Shadow Atk/Def refine bonus setting
2015-12-25Added Costume/Shadow Atk/Def refine bonus settingDastgir1-0/+6
2015-12-25Implemented NoViewIDDastgir1-1/+1
(http://herc.ws/board/topic/10020-official-mapflag-to-disable-viewid/) Closes #926 as merged Signed-off-by: Haru <haru@dotalux.com>
2015-12-17Merge pull request #917 from dastgir/packetAndrei Karas1-2/+5
Update max packet size according to client date
2015-12-17Update max packet size according to client dateDastgir1-2/+5
2015-12-13Renaming 'start_point' to 'start_point_re'Jedzkie1-1/+1
2015-11-18Merge pull request #837 from AnnieRuru/request_5Haruna1-0/+4
Add new config to allow player vend/chat room nearby hidden npc (#834)
2015-11-18Revert "Update map_cache.dat.".Jedzkie1-72/+0
2015-11-17Update map_cache.dat.Jedzkie1-3/+75
Signed-off-by: Jedzkie <jedzkie13@rocketmail.com>
2015-11-14Add option for fix hit after warp.Andrei Karas1-0/+3
Introduced new configuration option: fix_warp_hit_delay_abuse. Official way is to set this option to false.
2015-10-31Add new config to allow player vend/chat room nearby hidden npcAnnieRuru1-1/+2
make changes to (#837) - mske better battle_config clarification - Add FAKE_NPC constant in the source and use them - also use the HIDDEN_WARP_NPC constants
2015-10-29Add new config to allow player vend/chat room nearby hidden npc (#834)AnnieRuru1-0/+3
credit to Emistry for the idea
2015-10-22Removed support for the deprecated SQL item, mob, mob_skill databases.Haru1-26/+0
Follow-up to 84e02ac28fbb15c58d0a0f8a916b49663198b05b Signed-off-by: Haru <haru@dotalux.com>
2015-10-13- Fixed message ID to a lower value.Er_Maqui1-4/+3
2015-10-12- Error message when talking to a pre-defined channel and you aren't on the ↵Er_Maqui1-0/+3
channel.
2015-09-25More aggressive whitespace cleanup. Follow up to 51329e6Haru18-76/+78
Signed-off-by: Haru <haru@dotalux.com>
2015-09-17corrected some white spaces and added missing EOL.Frost7-44/+41
Split from #558 (and added a few more corrections) Signed-off-by: Haru <haru@dotalux.com>
2015-09-17Added Configuration in enabling/disabling monster hp bar on new clients.Frost1-0/+4
Closes #558 Signed-off-by: Haru <haru@dotalux.com>
2015-09-05Added RE/Pre-RE start_point ability.Taylor Locke1-0/+1
2015-09-05Episode 14.2 Criatura Academy Release.Taylor Locke1-1/+1
2015-08-11subnet.conf overhaulHaru2-7/+37
The subnet.conf system has been rewritten to offer greater flexibility, and to fix some issues that appeared with 838321a36c79e71117320154c9b611c99e93af03. It is now possible to enter, separately, LAN subnets: - `lan_subnets`: This is essentially the same feature present in the old subnet.conf. Each entry in this list defines a (LAN, private) subnet the server is in. Clients connecting from the same subnet, will be redirected to the LAN IP rather than the default public IP. The format has been simplified, and it only requires one IP and one subnet mask (as opposed to a character and a map server IP). - `allowed`: Allowed IPs are IP ranges a server (char to login or map to char) can connect from. Any attempt to connect as a server from an IP not included here, will fail. For convenience, a wildcard range (matching all possible IP addresses) has been provided (`0.0.0.0:0.0.0.0`), but it is very advisable to edit it to a more restrictive set. - `trusted`: Trusted IPs are IP ranges excluded from the IPban checks. This may be useful, for example, to exclude the server's own IP from ipbans, in case of false positives. Any IP ranges added to this list are also implicitly included in the allowed IP ranges.
2015-08-09Deprecated SQL item, monster and monster skill databasesHaru1-6/+6
- The files are (and will) still be included for use in Control Panels or websites, but their use as the data source for the map server is no longer supported. Please upgrade to their text counterparts instead. Signed-off-by: Haru <haru@dotalux.com>
2015-08-05Update subnet.conf for allow all ip addresses.Andrei Karas1-0/+1
2015-06-02Follow up to 712812bMysteries3-7/+6
- More link changes - Added proper link to Roulette topic
2015-03-30Add channels.conf option irc_channel_autojoin for auto joining irc channel.Andrei Karas1-0/+1
2015-03-11RENEWAL Updates:malufett1-1/+2
-Fixed card bonuses related to to ATK.(Added 'bRaceTolerance'). Thanks Michi for the support. -Fixed Renewal EDP. Special thanks to Awesome Yommy <3 -Enabled 'display_skill_fail' since '/skillfail' is already available in the client Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
2015-02-23Add battle config option check_occupied_cells.Andrei Karas1-0/+4
If set check_occupied_cells to 0 it will allow walk to occupied cells And it heavy reduce CPU usage on walking.
2015-02-23Hercules Ultimate Localization Designshennetsind1-0/+4
Servers can now run on any number of languages, without editing npc files. Designed by Haruna and Ind http://hercules.ws/board/topic/8687-hercules-ultimate-localization-design/ Signed-off-by: shennetsind <ind@henn.et>
2015-01-22Removed name distinction between (sql) mob/item/mob_skill db and db_re variantsHaru1-3/+0
- Since there (currently and in future) is no difference between the table structure for renewal and pre-renewal databases, it makes no sense to have extra code that makes a distinction between their names. A server will always use either one or the other, never both at the same time. - If you have a mob_db_re, mob_skill_db_re and/or item_db_re table, please rename it to mob_db, mob_skill_db and/or item_db_re, respectively. - No upgrade script provided. I'd like to remind everyone that these tables are optional (and deprecated), and they are only offered for convenience for those who need them for web control panels and similar software. Signed-off-by: Haru <haru@dotalux.com>
2014-12-28Split mob sql database into mob_db and mob_db_re.malufett1-0/+2
-http://hercules.ws/board/topic/8084-separate-the-mob-db-and-mob-db-re/
2014-12-10RENEWAL Updates:malufett2-2/+5
-Homunculus Official Statuses -Updated RE @mobinfo to show proper status data.(Follow up 28a8b0f7b06a6af86aff6ececf7d9541d457e297) -Some official behaviors. Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
2014-12-02Follow-up to 26cdd53, 0623d4fHaru1-1/+1
Whitespace cleanup Signed-off-by: Haru <haru@dotalux.com>
2014-11-24* 1st Transcendent Spirit, monster position lag fixesMichieru1-1/+6
- 1st Transcendent Spirit will now work as on official servers (#116) * The max total stat that is granted by the skill is now BaseLevel-10 with a maximum of 50 instead of always 50 * It will now work as Marionette Control and calculate the bonus at cast time rather than overwrite all existing bonuses * Agi Up and Blessing will now cancel the soul link - Fixed various problems that caused position lags on the client (#118) * Added a define ACTIVEPATHSEARCH in mob.c; if active (default and official), monsters will only grab targets if the walk path to the target is shorter or equal their search range; search range depends on whether the monster is moving or not (range2 for standing monsters and range3 for walking monsters); this requires a lot of CPU load, if it causes trouble, just comment the define for old behavior * Fixed a bug that made monsters display "irregular movement with position lag" continuously when a status change ended that changed their walk speed * OFFICIAL_WALKPATH now also applies to monsters * If the path search fails while a unit is already moving, we will now issue of fixpos packet so that the unit does not only stop moving on the server, but also on the client * Direction fixes - Updated the config setting attack_direction_change from 15 to 0 (official value); that means that a unit's direction will no longer change when it attacks; knock-back effects from e.g. Firewall will depend on the last direction the target walked into instead (bugreport:1322) - Ensured that the default direction of a monster is always "north", so that immobile monsters will now always be knocked back to the south by e.g. Firewall on default settings, unless a skill like e.g. Backstab changes their direction (bugreport:1322) - Fixed a bug that stopped characters server-sided and caused position lag when closing a skill menu * Magnum Break damage fixed - Targets two cells away will now only take 100%+10%*level damage (#108)
2014-11-17(Bugs 5237 and 7979)GrumpyLittlePanda1-1/+8
- Land Protector now behaves more like on official servers * Land Protector now protects from units being placed on it, no matter if they have splash range or not * Land Protector no longer protects from damage from units not outside Land Protector that splash inside * Meteor Storm no longer shows meteors falling if they would land on Land Protector * Pneuma can no longer be placed next to Land Protector * Safety wall no longer consumes gem if cast on LP. * Also cleaned up the code a bit, so the checks are done where they should be done - Ground skill splash ranges updated to their official values * Lord of Vermilion places units in a 11x11 area with 3x3 splash range each * Storm Gust places units in a 9x9 area with 3x3 splash range each * Heaven's Drive places units in a 5x5 area with no splash range * Venom Dust now has a splash range of 3x3 and is consequently larger than before - Storm Gust's knock-back behavior updated to official * Each of Storm Gust's units will knock back "Away from center" * As units in the south-west are processed first, the knock-back direction will usually be north-east * At the edges the knock-back direction will be "to the outside" * Land Protector and Ganbantein will influence the knock-back behavior strongly, e.g. if Storm Gust has a hole in the middle, it will have a "suck in" effect * Added a config option for those who want the old "random direction" behavior from eAthena
2014-11-03* No cell stacking implemented (official version)Michieru2-5/+10
- 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 - 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 Mega Thanks to Playtester
2014-11-03Merge branch 'master' of github.com:HerculesWS/Herculesshennetsind2-13/+20
Signed-off-by: shennetsind <ind@henn.et> Conflicts: src/map/battle.c
2014-11-03Introducing 2014-10-22, Roulette and Per-Char Gender!shennetsind1-0/+5
Details in http://hercules.ws/board/topic/7618-2014-10-22-roulette-and-per-char-gender/ Special Thanks to the all-mighty Yommy, Ziu and Haruna! Signed-off-by: shennetsind <ind@henn.et>
2014-10-31- Monster chase range updates (bugreport:7637)Michieru2-13/+20
* 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 * 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) - Cleaned up the rudeattacked code a little so it's easier to read - Fire Pillar is no longer a trap and can no longer be hit or knocked back in renewal Thanks to Playtester (rathena b43b855d2, 902c920b734cd)
2014-10-18Fix bug:7454Michieru1-4/+13
* 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 - 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 Mega thanks to Playtester (rathena 5540d89cb0e)
2014-10-02* Rewrote the hard monster AI. Monsters will now behave a lot closer to ↵Michieru1-3/+12
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) Thanks to Playtester (rathena: cfef8a0088c3)