Age | Commit message (Collapse) | Author | Files | Lines |
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- Detected through the just merged validation tool, special thanks to
Andrei Karas.
- Added validation tool to the Travis tests.
Signed-off-by: Haru <haru@dotalux.com>
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Fix interfaces methods usage.
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In some places was used direct methods.
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This fix bug: 8430
Sorry for this I forgot this in my revert...
Thanks to Playtester
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For now MD_RANDOMTARGET is not use and create problem with clone
http://hercules.ws/board/tracker/issue-8424-taekwon-stanceskill-transfered/
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Thanks to Ind
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Added 4 new permissions
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Special Thanks to Yommy and Ziu for the adjusted logic!
This commit also introduces the proper coins to obtain the roulette points, thanks to Michieru.
Signed-off-by: shennetsind <ind@henn.et>
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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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Signed-off-by: shennetsind <ind@henn.et>
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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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Signed-off-by: shennetsind <ind@henn.et>
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Signed-off-by: shennetsind <ind@henn.et>
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Fix possible buffer overflow in irc channel name parsing.
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- Note: The commands will be completely removed after about a month.
Custom, third party scripts will require updates, in case they were
using these commands. Please see the commands documentation.
Signed-off-by: Haru <haru@dotalux.com>
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- Note: The command will be completely removed after about a month.
Custom, third party scripts will require updates, in case they were
using this command. Please see the 'cmdothernpc' documentation.
Signed-off-by: Haru <haru@dotalux.com>
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- Note: The command will be completely removed after about a month.
Custom, third party scripts will require updates, in case they were
using this command. Please see the 'save' documentation.
Signed-off-by: Haru <haru@dotalux.com>
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- Special thanks to Streusel, Xgear
Signed-off-by: Haru <haru@dotalux.com>
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cast on all players that are not in the party (bug:7050)
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Fixed ALL_RESURRECTION to not inflict damage on hidden undead type playe...
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will no longer be refreshed
Thanks to Playtester
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* 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)
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Signed-off-by: Haru <haru@dotalux.com>
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Char and login server preliminary support for the HPM system
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- Fixed bug report 8407: http://hercules.ws/board/tracker/issue-8407-resurrection-skill-cant-be-dodged-by-hide/
- Refactorized code
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-http://hercules.ws/board/tracker/issue-8012-bonus-bvariablecastrate-and-bfixedcastrate-not-working-properly/?gopid=21893#entry21893
Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
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montransform.
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-http://hercules.ws/board/tracker/issue-7915-mind-breaker/
Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
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-http://hercules.ws/board/tracker/issue-7736-fist-spell-w-double-attack-and-similar-effects/?gopid=20575#entry20575
Fixed RE ATK random variance. Thanks to Angelmelody.
Signed-off-by: malufett <malufett.eat.my.binaries@gmail.com>
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Replaced their use in scripts with checkmount and setmount,
respectively.
Signed-off-by: Haru <haru@dotalux.com>
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Replaced their use in scripts with checkmount and setmount,
respectively.
Signed-off-by: Haru <haru@dotalux.com>
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Replaced their use in scripts with checkmount and setmount,
respectively.
Signed-off-by: Haru <haru@dotalux.com>
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Increase sql password field size from 32 to 100 chars.
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- Special thanks to Ind
Signed-off-by: Haru <haru@dotalux.com>
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- Control flow statements (break, case, continue, default, do, for, if,
switch, whilei, else) and sub-function declarations (function) will no
longer show a custom error message when they are incorrectly
capitalized.
- Note: This does not mean that they are no longer case-sensitive. This
only means that no special message will be shown in case such an error
is detected. The script engine will throw a normal error, as it would
with any other kind of typo, rather than treating this as a special
case. Enough time was given to update third party scripts, and it is
now time to clean up our parsing code and get rid of these special
warnings.
- Variables, labels and commands will still show a warning for the time
being, since the side-effects of silently ignoring it could be quite
dangerous. An alternative approach to the case-check will be presented
in future. For now, those who want to disable it (and save a bit on
execution time and memory use), can simply comment out the #define
ENABLE_CASE_CHECK line in script.h, as usual.
Signed-off-by: Haru <haru@dotalux.com>
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- Top level commands (function, warp, shop, cashshop, script, trader,
duplicate, monster, boss_monster, mapflag) will no longer show a
custom error message when they are incorrectly capitalized.
- Note: This does not mean that the commands are no longer
case-sensitive. This only means that no special message will be shown
in case such an error is detected. The script engine will throw a
normal error, as it would with any other kind of typo, rather than
treating this as a special case. Enough time was given to update third
party scripts, and it is now time to clean up our parsing code and get
rid of these special warnings.
Signed-off-by: Haru <haru@dotalux.com>
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Use questprogress instead.
- Note: The command will be completely removed after about a month.
Custom, third party scripts will require updates, in case they were
using this command. It is recommended to use questprogress instead.
Please see the checkquest documentation for more information.
Signed-off-by: Haru <haru@dotalux.com>
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Report:8415
http://hercules.ws/board/tracker/issue-8415-gentle-touch-change-crash/
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- The command should be replaced by petskillsupport in any custom
scripts.
- Updated the custom SOHEE pet skill script to use petskillsupport with
level 10 AL_HEAL.
Signed-off-by: Haru <haru@dotalux.com>
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- The command implementation is kept, with an internal-use prefix, to be
used by the script engine (for direct assignment commands).
Signed-off-by: Haru <haru@dotalux.com>
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- Added prefixed version for internal use.
- Note: The command will be completely removed after about a month.
Custom, third party scripts will require updates, in case they were
using this command. Please see the jump_zero documentation.
Signed-off-by: Haru <haru@dotalux.com>
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- Commands marked as deprecated will trigger a warning when the script
is loaded. (there are currently no commands marked as such, but some
will come soon)
Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
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to Ind
- Service for you now work properly on all skill level.
- Fixed a problem that sometimes randomly a status change was removed on logout although it shouldn't. Special thanks to Playtester
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Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
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monster behavior fixes
- Fixed cast time of Sightrasher in pre-renewal (700ms -> 500ms)
- Official Sight Blaster behavior (bugreport:6945, partially bugreport:144)
* Sight Blaster's AoE is now 3x3 even in pre-renewal (it was originally larger so it hits traps before they trigger)
* Sight Blaster will now prevent traps from triggering as long as they are knocked back
* Fixed a bug that caused Sight Blaster to not work on traps and ice walls at all
* Sight Blaster will no longer expire when the attack was reflected
* Sight Blaster will now expire when hitting an ice wall
* Sight Blaster will now properly protect you from being attacked from its AoE range
- Sight, Ruwach and Sight Blaster will now check for a target every 20ms (previously every 250ms)
- Step action will now be canceled when being knocked back (skills won't be executed anymore when knocked out of range)
- When knock back magic is reflected it will no longer lead to the caster being knocked back (related to bugreport:6945)
- Activated traps can no longer be hit
- Fixed a problem that left "trap ghosts" forever on the screen when a trap was knocked out of the screen
- Monster behavior fixes
* Monsters will no longer be able to do normal attacks when hiding
* If out of any reason a monster on "attack" state can't move and can't do normal attacks, it will now use "attack" state skills
* The order of monster thought processing is now equal to official servers
- Fixed some potential map server crashes
Mega thanks to Playtester (rathena b88e95381d6a7)
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