summaryrefslogtreecommitdiff
path: root/src/map/mob.h
AgeCommit message (Collapse)AuthorFilesLines
2014-11-16Whitespace cleanup (no code changes)Haru1-6/+6
This includes, and is not limited to: mixed or wrong indentation, excess whitespace (horizontal and vertical), misalignment, trailing spaces. Signed-off-by: Haru <haru@dotalux.com>
2014-10-29Added 2014 Halloween Event and made status change parameter optional on ↵Taylor Locke1-1/+1
montransform.
2014-10-18Fix bug:7454Michieru1-0/+1
* 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)
2014-10-13* Monster skill use behavior, ranges, position lag fixesMichieru1-0/+2
- Updated monster skill use behavior so monsters use skills the same way and at the same rhythm as official servers (bugreport:009326), the changes include: * Unified the "monster can't move by default" and the "monster trapped" code as it really should behave exactly the same * Fixed a bug that caused the "monster skill use" routine to be called 20 times more often than it should in some situations * When a monster attacks you and you run away from it, the monster will now check if it has a ranged skill on "attack" state before switching to chase state * Monsters will now always do a normal attack before using "attack" state skills * Fixed a bug that caused monsters to switch to idle mode and never use their chase skills when they get hit continuously * Changed default for skillrange_from_weapon from 30 (all but player) to 0 (none); monsters will now use all skills at the skill range and not at their own attack range, if they get tanked from farther away than skill range, they won't use these skills - Updated ranges to work as on official servers (bugreport:009326), the changes include: * Implemented new functions "check_distance_client" and "distance_client", that instead of the server-sided square range system use the circular one that the client uses; these functions should be used for units that send their commands via the client (players mostly) * Applied the new distance algorithm to some player-specific range checks, players will now have a circular attack range that reflects their attack range on the client; this makes it impossible to hack the client for more diagonal range * Removed the arbitrary +1 range bonus at range checks; as monsters now react fluently, they won't need it anymore, that means a monster with for example 4 attack range will now only attack targets within a 9x9 area around it, the moment you step out of this area, the attacks will stop (if the monster can move it will follow you); as for players, the extra cell attack range when on a linear line to the target now is integrated into the distance algorithm, that means a player with attack range 4 can attack from 5 cells away when directly on line with a monster, but no longer diagonally as range is circular for players now * Implemented a new "step action" feature to reflect official chase range behavior; when an attack or skill is used inside the attack range, it will act exactly as now, the skill is used once the signal from the client was received; however, if an attack or skill is used outside the attack range, the player should move into the chase area which is 1 cell inside the attack range border; the client actually sends us where to use the attack / skill from, but previously we just dropped that information the moment an attack request came; now instead of stopping the player instantly on an attack request, the player will continue moving to the target cell and then automatically use the command received earlier (it will be remembered); this change was absolutely necessary as the client sends the attack request slightly before attack range is reached, execution on official servers only takes place on every full cell moved; the new system copies this behavior - Implemented an improved hit-lock system (bugreport:007460), the changes include: * MVPs are no longer immune to being stopped by a hit unless they used Endure * When hitting any unit, it will stop for its "dMotion" interval, exactly at the end of "dMotion" it will continue walking (official behavior); this helps getting more "move" packets to be displayed * The unit that was hit will be immune to being stopped for another "dMotion" interval, this allows to slow down any units by hitting them frequently, but makes it almost impossible to completely stop them forever (depends a lot of ASPD and dMotion value); this does not affect special hit-lock properties (some skills and events should set delay anyway) * The unit that was hit will no longer be "pulled" to the next cell; this caused a lot of position lag, it should be much better now * Random walking, monster target dropping - Implemented official behavior for random walking of monsters (bugreport:9340) * Updated the interval between walks from 3-6 seconds to 4-5 seconds * Added a define MIN_RANDOMWALKTIME that is now used anywhere the interval is applied so it's easier to change * Monsters will no longer attempt to walk to the cell they are currently standing on (note: still requires a proper "no cell stacking" implementation) * Monsters will only target a cell within a 15x15 area around them - Moved the "mob_ai" 0x008 configuration setting to mob_unlocktarget, so it applies to all cases of monsters unlocking targets - Cleaned up the unit_stop_attack and unit_stop_stepaction functions * unit_stop_attack now makes sure that the target is always set to 0, even if no attack timer currently exists * replaced several calls of unit_set_target that set target to 0 with unit_stop_attack, this is important because the attack timer should always be deleted at the same time the target is set to 0 * this also fixes the problem that caused monsters to sometimes drop their target after an attack * Minor monster walk and skill use fixes - Fixed a bug that caused monsters to never use their idle skills even if the define MOB_LAZYSKILLPERC was set * The default value of the define is now 100% for spotted mobs and 0% for non-spotted mobs as on official servers - Monsters now use complex path searching for their random walk, so they can also walk around corners now (OFFICIAL_WALKPATH still applies!) - Fixed spotted monsters using their "walk" skills even if nobody is on the map - Monsters will no longer stop when using "walk" skills (they are supposed to be used while walking) * Monster idle skills, chase, final cleanups - Spotted monsters will now use their idle skills even if no players are on the map * This is official behavior and allows them to metamorph and heal up even if nobody is on the map * I originally had concerns about the performance, but as the dynamic mobs option is enabled by default and set to 5 minutes, monsters will only stay "spotted" for 5 minutes when nobody is on the map anyway, this doesn't cost much extra performance - Increased chase range of monsters by 2 * Tested this thoroughly and the effective chase range is actually 2 cells larger than listed in the "Range3" column * Special thanks to ultramage and Michieru for helping me testing this - Some final cleanups in the unit_stop_attack and unit_stop_stepaction functions * Special thanks to icxbb-xx for pointing these out Super ultra mega thanks to Playtester (rAthena 2c86ee435670168,ebd3dc97bc7e,f3916c1baf1,b1330a4c6,c2377c8f54,464dd4586380)
2014-09-16Follow: ↵Michieru1-2/+2
https://github.com/HerculesWS/Hercules/commit/8ab61745b81d1cf0602c7998f590aac8749187da This fixed all mob size problem :) Fix estin estun not working properly (bug:7891)
2014-07-11Fixed reserved __identifier violationsHaru1-3/+3
- Complies with CERT DCL37-C - Fixes issue #293 (special thanks to elfring) Signed-off-by: Haru <haru@dotalux.com>
2014-05-30Fixed typos inside src/Shido1-3/+3
2014-05-10Re-commit of "Fixed order of includes in all source files"Haru1-5/+4
This reverts commit 94657284973f4037596bae468ebfbee5c217e02b.
2014-05-10Revert "Fixed order of includes in all source files"panikon1-4/+5
This reverts commit b6b3f58795288701d0e162d43fa6f0a47af913b3. Fixes issue 8184 http://hercules.ws/board/tracker/issue-8184-cart-related/
2014-05-09Fixed order of includes in all source filesHaru1-5/+4
- Changed order according to the (upcoming) code style guidelines. - Fixes several issues caused by missing headers when their include order is changed or in plugins. Signed-off-by: Haru <haru@dotalux.com>
2014-02-02Introducing HPM Datacheckshennetsind1-3/+3
http://hercules.ws/board/topic/4283-introducing-hpm-datacheck/ Signed-off-by: shennetsind <ind@henn.et>
2013-12-17Fixed several compiler warningsHaru1-1/+1
- Warnings detected thanks to Xcode's compiler settings (more strict by default) and clang, warnings mostly but not only related to data sizes on 64 bit systems, that were silenced until now by very lax compiler settings. - This also decreases by a great deal the amount of warnings produced by MSVC in x64 mode (for the adventurous ones who tried that) - Also fixed (or silenced in case of false positives) the potential issues pointed out by the (awesome) clang static analyzer. - Patch co-produced with Ind, I'm merging and committing in his place! Signed-off-by: Haru <haru@dotalux.com>
2013-12-11Corrected some local 'mapindex' variables shadowing the global oneHaru1-1/+1
Signed-off-by: Haru <haru@dotalux.com>
2013-11-19Sanitized and improved several macros through the codeHaru1-3/+4
- Sanitized all potentially unsafe macros (related eA:15259) - Improved some function-like macros to evaluate their argument only once and keep it in a temporary variable. This improves performance in the damage calculation related code. Signed-off-by: Haru <haru@dotalux.com>
2013-11-18Corrected size-related constant names and cleaned up comments (closes #222).Mumbles1-2/+2
2013-11-08Added support for monster spritename constantsHaru1-0/+1
- Follow-up to 124ab2a1cdb344f24170a4d91f7000ebabf39b40 - Replaced numeric IDs in NPC definitions and setnpcdisplay calls with the appropriate constants - Made possible thanks to Ind Signed-off-by: Haru <haru@dotalux.com>
2013-11-05Introducing the Hercules Standalone Script Syntax CheckerHaru1-2/+2
- Added a command line argument '--script-check' to check a script's syntax without running the server (and without requiring a SQL connection). Usage: ./map-server --script-check /path/to/the/script.txt - For convenience, a script-checker bash script is provided, to set the path correctly when called from a different directory. Usage: /path/to/Hercules/script-checker /path/to/the/script/to/check.txt - While the script checker will supposedly work under windows as well, no convenience scripts are currently provided for platforms other than UNIX (feel free to open a pull request with a .bat launcher or whatever you like) - Integration with IDEs or text editors is possible. In fact, I already have a fully functional plugin for vim (through vim-syntastic), and if there's enough interest, I'll publish it. - screenshot: http://d.pr/i/NOBD - If you want an online checker, http://haru.ws/scriptchecker/ is running this code, without modifications and will be kept up to date (without any warranty though.) - Special thanks to Ind, Yommy, Streusel, who helped making this possible, in a way or another.
2013-10-26Changed 'tick' variables to 64 bitHaru1-15/+15
- This fixes an issue with timers that stop working after about 24-49 days when the tick overflows (note that this may happen much earlier than that, and at hard to predict times, on some systems) - Updated the RDTSC help message in the configure script to also warn users about issues with SpeedStep enabled systems. - On Windows, tick() still has a resolution of 10~15ms (or even as low as 100ms on some systems). A TODO comment (thanks, Ai4rei) was added for a follow-up patch, as I want this one to be as small as possible) - Note: on Windows versions earlier than 6.x (Vista, Server 2008), the tick overflow issue is NOT fixed, since they don't support the function used to retrieve a 64 bit tick. This isn't a big issue, since those platforms are already - or going soon to be - out of their extended support period, and it's already advisable to upgrade, for other reasons. If you're the unfortunate user of such a system, it is recommended that you reboot your machine at least once every 49 days for Hercules to work reliably. - Note: To clear some doubts, since I've already been asked, this has absolutely NOTHING to do with 32/64 bit CPUs or OSes. It's all about a variable's size, not the size of registers of your CPU, and your 32bit CPU will be able to handle this just fine. Signed-off-by: Haru <haru@dotalux.com>
2013-10-02HPM: Map.c Completedshennetsind1-2/+2
Fully Interfaced. Moved missing vars and declarations of interest into the interface, removed duplicate mentions of map within calls to shorten wherever it made sense to. Ladies and Gentleman its my pleasure to announce that with this commit we've revised all of map-server, we've learned a hell lot from this, improved many things on the go and have a number of features to be released thanks to this. *cough* hpm hooking *cough*. Signed-off-by: shennetsind <ind@henn.et>
2013-09-26Renamed variables that would conflict with a rename of iMap to mapHaru1-2/+2
Note to plugin developers: if you were importing the "map", you'll need to change it to "maplist" Signed-off-by: Haru <haru@dotalux.com>
2013-09-16HPM: Unit.c Interfaceshennetsind1-2/+2
Fully Interfaced Signed-off-by: shennetsind <ind@henn.et>
2013-09-16HPM: Mob.c Interfaceshennetsind1-69/+114
Fully Interfaced Signed-off-by: shennetsind <ind@henn.et>
2013-08-26Fixed Bug#7584malufett1-1/+1
-Where HW_SOULDRAIN should work only in single target. Fixed Bug#7670 -Where PA_GOSPEL is not working properly. Fixed Bug#7668 -Bonus 'bLongAtkRate' is not working properly. Fixed Bug#7512 -Bonus 'bCritAtkRate' is not working properly. Fixed Bug#7515 -Fixed MO_EXTREMITYFIST animation. -Fixed RE armor/weapon storage tab positioning. -Fixed HW_MAGICPOWER cast time. -Fixed '/item' '/monster' aegis command where it not working properly in some item names or monsters. -Added NC_DISJOINT cast time hidden modifier. -Updated RE ATK for post damage modifier. Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
2013-01-05* Follow up r17065markzd1-1/+1
1. Removed some unnecessary checks.(bugreport:7078) 2. Fixed some index's which would access an invalid array position, crashing the server. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@17077 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-12-30-Harmonize skillid, skill_num, skillnum, skill, to skill_id and same for ↵glighta1-11/+11
skill_lv -Optimise type from int to int16 in order to reduce ram consumtion. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@17065 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-12-05- Undid r16968: SVN Replaced with source:/trunk/src/@16966 (tid:74924).brianluau1-181/+178
[16969:16991/trunk/src/] will be re-committed in the next 24 hours. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16992 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-11-25Applied AStyle code formating as discussed on tid:74602.greenboxal21-178/+181
Removed /SAFESEH option from MSVC11 projects. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16968 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-11-12-Upd mob_count to read a 10 modib list to chk if present or notglighta1-0/+1
-Add UNLIMITED_HUMMING implementation, now increase sp requirement and make cast unbreakable -Upd Group dance overlaping A and B, previous chk wasn't ending other properly (if fail was skipping other) -Upd OdinPower effect -Fix Cursed-Circle, shoudn't be able to cast near Emp,Stones bugreport:6457 -Fix Cursed-Circle wasn't remove when caster was being warped -Small docs upd git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16918 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-11-10- Modified *monster and *areamonster script commands to allow size and ai ↵momacabu1-7/+20
parameters. -- Event parameter now no longer works as size & ai replacement. -- If not defined, it'll assume the default size (0 = medium) and default ai (0 = none). - Changed all hardcoded AI states to recently created enum. Please test, if you find any bugs, report on our Bug Tracker. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16904 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-11-09- Removed backup.pl (for TXT servers) and vs9-to-vs8.php (outdated versions);momacabu1-1/+1
- Merged @killmonster2 with @killmonster tid:73632; - Fixed bugreport:6764, auction code was misplaced; - Follow up to r16753 (bugreport:6523), fixed bugreport:6673, using Gravitational Field with Safety Wall would keep the character immobilized. Blame myself, thankyou Lunar for the fix; - Fixed bugreport:6514, @slaveclone wouldn't be targeted by monster. Thanks to zippy; - Fixed bugreport:6837, some code was duplicated; - Fixed bugreport:6768, removed some leftovers from TXT removal; - Fixed bugreport:6868, Unequipping a weapon with Incantation Samurai card will not kill you if you have less than 999 hp and are on a non-pvp map; - Fixed wrong bit field on ai field in mob_data structure. Credits to Ind. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16881 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-11-01-Fix bugreport:6547 (bloodylust) upd bloodylust effect to berserkglighta1-4/+6
-Fix bugreport:6208, bugreport:6805 (chaos panic) fix range effect -Partial Fix bugreport:5275 (toxin now won't interupt unbreackable castskill) -Folllow up r16847 fix UNT_ZEPHYR get some unwanted bonus, fix Insignia unit range -Add UF_RANGEDSINGLEUNIT unit propriety thx to 3ceam, workaround to fix ranged unit without timer. -Prevent WM_SOUND_OF_DESTRUCTION, SC_MANHOLE, WM_LULLABY_DEEPSLEEP being cast in non pvp map -Fix SC_MAGICMUSHROOM shouldn't force skill if sit -Replace some hardcoded mobid by enum -add some mob_is definition for quicker search (gvg and treasure) -Remove some duplicate check for status_heal (if berserk already done in status heal) -Upd few documentation git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16855 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-08-30Fixed bugreport:6576 changed mvptomb_ to rely on the id rather than the ↵shennetsind1-2/+4
pointer (the tombstone might be unloaded before the monster causing a issue), also removed a unused #define git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16721 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-07-28Updated some skills to its RE behavior(AL_ANGELUS, RG_BACKSTAP, ↵rud0lp201-2/+3
WZ_GRAVITATION, NJ_RAIGEKISAI).(bugreport:6342, bugreport:6336, bugreport:6339, bugreport:6331) Added some Kagerou/Oboro skills. Special mega thanks to Judas :) (KO_HUUMARANKA,KO_MEIKYOUSISUI,KO_ZANZOU,KO_KYOUGAKU,KO_JYUSATSU,KO_KAHU_ENTEN,KO_HYOUHU_HUBUKI,KO_KAZEHU_SEIRAN,KO_DOHU_KOUKAI) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16520 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-07-12another set of minor adjustments throughout the code.shennetsind1-1/+1
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16414 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-07-12Follow up r16395 - Forgot to apply the changes to MAX_RANDOMMONSTER.daegaladh1-1/+1
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16408 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-06-18Little optimization on MVP tombstone system, maybe fix insane CPU usage ↵greenboxal21-2/+2
spikes(bugreport:5968). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16318 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-05-31Fixed bugreport:5867 clones with cloaking skill are no longer "invincible"shennetsind1-0/+1
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16182 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-05-21Fixed bugreport:5699 all new options should now be passed properly to clones ↵shennetsind1-1/+1
and mobs. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16132 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-04-25* Code consistency updates. No functional changes. Credits to Lighta.xazax-hun1-0/+6
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15974 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-04-24Fixed memory leak on MvP tomb system, killer name now uses static buffer. ↵greenboxal21-0/+4
(bugreport:5615) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15954 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-04-21Added mvp tomb system.greenboxal21-0/+2
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15908 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-04-11yet another minor performance improvement. walking mobs no longer waste ↵shennetsind1-1/+1
bandwidth by sending clif_move to nearby players if they haven't been damaged recently. (bandwidth&process time saver <3) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15857 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-03-05- Guild Castle code cleanup:gepard19841-1/+1
- all changes to guild castle data are now handled first by map-server and only sent to char-server for saving - ensured that changes made to guild castle during char-server disconnection time will be resent on reconnect - actually removed definition of `MAX_GUILDCASTLE` (r15657) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15658 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-01-31 * Fixes and improvements related to MVP rewards (bugreport:1259):gepard19841-2/+3
- removed obsolete (since r1!) ExpPer column from mob_db - official way to drop MVP rewards (always starts from first slot) - added MAX_MVP_DROP as define for max possible MVP reward slots * Updated mob_db SQL scripts. * Removed some renewal only monsters from pre-RE mob_db (were commented out anyway). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15531 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-12-05Merging RREmu into rAthena -- quite a few stuff yet to be renamed, but we'll ↵shennetsind1-0/+5
get it sorted. Some of the stuff included in RREmu that is now part of rAthena: - RE Drop Rate Modifier - RE Experience Rate Modifier - RE Weapon MATK - RE Shield ASPD job-specific penalty - RE Cast Time - Renewal-specific item DEF - 3.1 classes. - All-New Mounts - Official Magical Reflection - And other perks, such as fully-functional @mapflag also merged eAthena 15006 into rAthena. For Bugs, Comments and Suggestions: http://rathena.org/board/tracker/ git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@15009 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-06-30Replaced custom type 'intptr' with standard 'intptr_t'.ultramage1-2/+2
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14873 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-05-14* Moved bitfield 'boss' inside 'spawn_data' and 'mob_data' into the ↵ai4rei1-1/+1
respective state struct (from r13813, follow up to r14795). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14818 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-05-14* Some NPC event related cleaning.ai4rei1-1/+1
- Made event label deprecation message a warning rather than an error, as the scripts still work regardless of whether '::On' is used or not (since r6592). - Introduced constant EVENT_NAME_LENGTH (51) for all event name struct fields to eliminate size inconsistency across all objects (was 50 and 51). - Fixed event names, that are considered special attributes, were not wiped when the value was 0 (since r5707). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14817 54d463be-8e91-2dee-dedb-b68131a5f0ec
2011-04-16* Some cleanups related to player and monster states.ai4rei1-12/+12
- Moved user_font and bg_id out of states as they are data, not states. - Reordered members of state structs so that bitfields are packed together (less memory gets wasted). - Other insignificant code tweaks. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14795 54d463be-8e91-2dee-dedb-b68131a5f0ec
2010-12-12* Added enumeration for monster damage log field 'flag'.ai4rei1-0/+7
* Corrected wording of the setting homunculus_autoloot (since r12203). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14587 54d463be-8e91-2dee-dedb-b68131a5f0ec