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Ported to modern Hercules and cleaned up from Panikon's commits: ee48838b12d15902fc14738cfa46d58b39080d11, 55498ebb7ac5d28444d0b01506c88ef6874f6055, 6d1f8f50b0e7349bdab2c53bb172d0b036e47c04, 25dde7e46524ace330b83cb4bf0255cc4d796792
Signed-off-by: Haru <haru@dotalux.com>
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Ported to modern Hercules and cleaned up from Panikon's commits: ceb8a486ac47c2ed9aae4baa1ec39a11f31e9368, c1049123a4ea6ae6f0992ffe766db8aed7435ab5, 6feb097046355610d2288670a569ccc175358580, 9f6e27a96d655f2b4555310786d9d10898754404, 21fa5d24255ba026f96b1dbedf74ac5ef831d3ae, e22a56ad4def8ca22e94d44377a5364b9db1a425, f753a754923140bfec02057c16e6e8429b863d0e, 25dde7e46524ace330b83cb4bf0255cc4d796792
Signed-off-by: Haru <haru@dotalux.com>
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Ported to modern Hercules and cleaned up from Panikon's commits: 40f9ec33868e2240cab013308897898ed252b3e0, a9d646da19e25ab6fcf44dbd1ae7d90c30f6686c, 1aa8581a0aecbfd53e877686c399ffb731dcd75e, 72c645b015ae6130ca7d4309d0fb1413340e7f23, f8c906a0496b9acdae1d8244b1544fa03592061e, 51d88a58983c9552dfd1a0f059e5a031742aed61, 443684b3c77f4c32fe7877a7f8d62debf73b1e93, cf93eafef1f322cd1583226272b7d4008f562da4
Signed-off-by: Haru <haru@dotalux.com>
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Fixed issue: 8115, now start items can be equipped as well
Ported to modern Hercules and cleaned up from Panikon's commits: c6482e9870645ffe59a6a059b819574d4ac79fd9, 832fb27d4f767e4bc8b68c432d0da00b7cb7a4f9, f81b579899e3a15bd472ca8c6a6e0116c43bec92, e23723725499b617def03d05661eca637edaeabd, 0b783a83d82e588efd760f7f4baec0c8074a6fd1, 1b7de91308a57ea07b158ed95a2515a3c8cc36bd, 677d3430cbda0962b320a60cf499e9dadf637d00
Signed-off-by: Haru <haru@dotalux.com>
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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.
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missing, ref #1282
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Fixes #1240
Closes #1353 as merged
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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
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Now it's possible to send as many messages as possible without get kicked
for flood.
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Closes #974 as merged
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- 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>
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Added Costume/Shadow Atk/Def refine bonus setting
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(http://herc.ws/board/topic/10020-official-mapflag-to-disable-viewid/)
Closes #926 as merged
Signed-off-by: Haru <haru@dotalux.com>
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Update max packet size according to client date
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Add new config to allow player vend/chat room nearby hidden npc (#834)
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Signed-off-by: Jedzkie <jedzkie13@rocketmail.com>
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Introduced new configuration option: fix_warp_hit_delay_abuse.
Official way is to set this option to false.
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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
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credit to Emistry for the idea
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Follow-up to 84e02ac28fbb15c58d0a0f8a916b49663198b05b
Signed-off-by: Haru <haru@dotalux.com>
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channel.
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Signed-off-by: Haru <haru@dotalux.com>
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Split from #558 (and added a few more corrections)
Signed-off-by: Haru <haru@dotalux.com>
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Closes #558
Signed-off-by: Haru <haru@dotalux.com>
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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.
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- 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>
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- More link changes
- Added proper link to Roulette topic
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-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>
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If set check_occupied_cells to 0 it will allow walk to occupied cells
And it heavy reduce CPU usage on walking.
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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>
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- 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>
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-http://hercules.ws/board/topic/8084-separate-the-mob-db-and-mob-db-re/
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-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>
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Whitespace cleanup
Signed-off-by: Haru <haru@dotalux.com>
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- 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)
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- 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
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- 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
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Signed-off-by: shennetsind <ind@henn.et>
Conflicts:
src/map/battle.c
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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>
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