Age | Commit message (Collapse) | Author | Files | Lines |
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Thanks @functor-x
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Fix an issue that causes skill cooldowns to get stuck indefinitely
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Implemented Achievement System and Title System
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A cooldown timer could expire before the associated character's data
gets added to the ID/PC DB, causing skill_blockpc_end() to be unable to
find and clear the cooldown data.
This commit moves the cooldown loading function to a safe place, after
the character data is initialized and added to the DB.
Fixes #1535
Signed-off-by: Haru <haru@dotalux.com>
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Add support for bodystyle in stylist shop ui
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Source: http://ro.gnjoy.com/news/update/View.asp?seq=163&curpage=1
Script Commands -
```
achievement_progress(<ach_id>,<obj_idx>,<progress>,<incremental?>{,<char_id>});
```
Includes an achievement_db.conf generator that reads from the item_db, mob_db (server side) and achievement_list.lub files to determine valid achievement entries based on item/monster availability. Achievements containing unsupported entries are commented out.
This feature, although renewal-only in official servers, is capable of being used in pre-renewal mode on Hercules.
Does not include the title system yet.
A big thanks to -
@MishimaHaruna for constantly reviewing.
@4144 for all the support.
@Asheraf for a lot of official information.
Co-authored-by: "Dastgir" <dastgirp@gmail.com>
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This fixes issues with plugins defining symbols with the same names
Signed-off-by: Haru <haru@dotalux.com>
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Documentation typos in pc.c
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Added item options fields into this packet.
Updated other things for support for report item options in vending.
Buying store not supported for now.
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update packets and message table for clients 20180530 to 20180612
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Add new *pcblock script command
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Improve msgstring table usage
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Also add packet version checks for used messages.
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Also use official constant names with custom prefix in clif_messages enum.
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thanks to @MishimaHaruna for the updated syntax
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Move job mask related code into pc_delspiritball_sub.
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Move job mask related code into pc_addspiritball_sub.
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Message Fixes
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In official servers, you can't open boxes and use usable/consumables
items when the storage is open.
Fixes #1806
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Implemented HatEffect
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Kafrapoints should now be used correctly.
Issue #1540
Changed opening braces according to coding styl.
Changed some lines according to coding styl.
new-line-before-return ?
more styling code changes
changes in coding style
coding style changes
Fixed message output on acted cash.
Removed unsupported and not needed var ret.
Update pc.c
Update atcommand.c
Coding style
added function description
added return validation
used wrong method in validation
Fixed typo in clif.c
Moved temp var to block start
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Signed-off-by: Haru <haru@dotalux.com>
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Allows the player to have hatEffect specialeffects.
Base taken from rAthena
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All official features work including the autokick for inactive members
And the system is completely customizable.
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Remove MAX_SKILL in favor of MAX_SKILL_DB, when referring to the
maximum skill DB index. This is opposed to MAX_SKILL_ID, the maximum
skill ID.
Signed-off-by: Haru <haru@dotalux.com>
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This includes some renamed local variables, in order to minimize the
cases of unsafe variable reuse.
Signed-off-by: Haru <haru@dotalux.com>
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Fixes #1867
Signed-off-by: Haru <haru@dotalux.com>
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Also update some functions for support 64 bit exp calculation.
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This mainly need for base and job exp, because now they using int64 type.
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Was: ITEMUPPER_THURDUPPER
Signed-off-by: Haru <haru@dotalux.com>
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The following variables are now moved to `sd->status.look` (from
`sd->status`): `head_top`, `head_mid`, `head_bottom`, `robe`
Signed-off-by: Haru <haru@dotalux.com>
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`sd->status.shield` is renamed to `sd->status.look.shield` and only
holds ViewSprite IDs. Its previous other meaning is now transferred to
`sd->has_shield`, of boolean type (to detect the presence of a shield)
Signed-off-by: Haru <haru@dotalux.com>
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`sd->status.weapon` is renamed to `sd->status.look.weapon` and only
holds ViewSprite IDs. Its previous other meaning is now transferred to
`sd->weapontype` (holding the currently equipped weapon type,
considering both hands at once)
Signed-off-by: Haru <haru@dotalux.com>
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- The field was used both for sprite view IDs and for weapon or
ammunition subtypes. Now the fields 'ViewSprite' and 'Subtype' are
used respectively.
Signed-off-by: Haru <haru@dotalux.com>
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