Age | Commit message (Collapse) | Author | Files | Lines |
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Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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- Replaced safe casts (bl type already checked)
Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Added a function to update idle time
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::script_queues
Signed-off-by: Haru <haru@dotalux.com>
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- Changed the hplugin_data_store's array into a VECTOR.
Signed-off-by: Haru <haru@dotalux.com>
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- Several explicit casts are removed, to have a slightly better
type-checking at compile time.
- A destructor function is provided, to remove code duplication.
Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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Improved compatibility, portability and standards conformance.
- Since it is not possible to portably and reliably re-use the core's
symbols in plugins, symbols are no longer exported unless explicitly
required, in the UNIX builds. This mimics the Windows behavior and
adds HPM compatibility to OSes such as FreeBSD. Credits to Andrei Karas
for making this possible.
- For convenience, it is no longer necessary to call GET_SYMBOL, since
the plugin will automatically import all the available symbols when
it's loaded, depending on the included headers.
- Plugins are now supposed to include the "common/hercules.h" header
before including anything else. Incluing common/HPMi.h,
common/cbasetypes.h or conf/core.h is no longer necessary, as those
are guaranteed to be automatically included by hercules.h.
- HPM API version bumped to 1.1.
Signed-off-by: Haru <haru@dotalux.com>
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- Include directives are now directory-independent.
- This will allow building plugins from other directories in future.
Signed-off-by: Haru <haru@dotalux.com>
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- Replaced several hardcoded values with the appropriate enums.
- Added documentation for some hardcoded values that haven't been
replaced by enums (yet)
- Minor code legibility improvements.
Signed-off-by: Haru <haru@dotalux.com>
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- Distance check on offensive skills was being done against the
homunculus' master instead of the actual target, because of a variable
accidentally overwritten in 8faef4ff.
- Please don't reuse variables for unrelated things. You don't have to
pay extra if you use one more variable, I promise.
- Special thanks to MordekaiserGod.
Signed-off-by: Haru <haru@dotalux.com>
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-http://hercules.ws/board/tracker/issue-8650-minstrel-poem-of-netherworld-or-despair-song-skillleffect/?gopid=25083#entry25083
Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
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-Initial and for review
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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Now if this option is zero server will not count objects before comparing
with official_cell_stack_limit.
If set official_cell_stack_limit to zero it will heavy reduce CPU usage.
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Signed-off-by: Haru <haru@dotalux.com>
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- Variable scopes reduced
- Parenthesized ambiguous expressions
- Removed or added NULL checks where (un)necessary
- Corrected format strings
- Fixed typos potentially leading to bugs
Signed-off-by: Haru <haru@dotalux.com>
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Addressing out of bounds read/write.
Special Thanks to 4144 and Haruna!
Signed-off-by: shennetsind <ind@henn.et>
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after an action (skill, attack)
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-http://hercules.ws/board/tracker/issue-8170-oborokagerou-charm/
-http://hercules.ws/board/tracker/issue-8274-ninja-charms-not-giving-proper-bonuses/
Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
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-http://hercules.ws/board/tracker/issue-8458-sgs-running-and-gm-hide/?gopid=24216#entry24216
Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
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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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- Follow-up to 8bb0078
Signed-off-by: Haru <haru@dotalux.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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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>
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In some places was used direct methods.
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Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
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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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