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- Parameters passed to bindatcmd-invoked labels are now properly
space-delimited.
- This is in order to support strings containing multiple spaces or
containing a trailing space. Previously it was impossible to create a
bindatcmd command that could accept a player name such as
'This name has two spaces' or 'Sir Trailingspace '.
- Added documentation and usage examples, especially wrt space handling.
See doc/script_commands.txt for details.
- NOTE: Your custom atcommand labels may need edits, as we're no longer
trimming multiple sequantial spaces or trailing spaces, in order to
gain more flexibility. It is your care to do that.
- Special thanks to Dastgir, jaBote.
Signed-off-by: Haru <haru@dotalux.com>
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- Now monsters will walk into an icewall from the south and west if they already started moving to that cell
* This will make it slightly easier to trap a monster in an icewall (this is official as can be seen in the videos I linked in the main commit)
* This only applies if the icewall_walk_block configuration setting was not set to 0 (disabled)
Special thanks to Playtester (rathena 753f4c5b314910)
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is about.
Signed-off-by: Haru <haru@dotalux.com>
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- This reverts commit 4ac673941714032ada6d26fb60936ec510bbe496.
- The commit breaks some legacy code. It'll be pushed again once some
things are fixed.
Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
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* 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)
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checkquest deprecated; Use questprogress instead for a more logical
quest log checking command.
getbrokencount command added to get amount of broken equipment.
setdragon and setmadogear deprecated; use setriding instead.
setriding now handles all combat mounts.
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Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
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(Bug:8396)
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Thanks to exneval and Playtester
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Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
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- 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)
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Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
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* Disguise Event was having Renewal and Pre-Renewal Monster Constant in an array without any checks
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* fixing some typo on script
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Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
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Dropped id2storage entirely, replaced with idb_get (1) it was redundant 2) the rename on a46b190764df4cce0b378bc691218ac0814a5673 was a very poor choice as plugins using the previous version would be calling the other).
Signed-off-by: shennetsind <ind@henn.et>
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Fixes issue where kicking a online guild member (on a server with GP_BOUND_ITEMS defined) would render the guilds storage (if not previously loaded during the servers lifespan (since boot)) to be wiped.
Special Thanks to Xgear!
Signed-off-by: shennetsind <ind@henn.et>
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- This should solve most of the position lag problems, especially ones that caused monsters to suddenly appear next to you (happened especially often when using icewall)
- Added a new heap implementation to db.h (POP2, PUSH2, SIFTUP, SIFTDOWN, UPDATE) that simulates the heap that the client uses, there was no other way to reproduce 100% exact behavior
- I recommend using the old heap implementation for everything else
- Updated path.c to use the new heap macros and also fixed the order in which the different possible directions are pushed into heap
- Special thanks to rversteegen for helping me with various tests and the heap implementation
- Special thanks to ultramage for providing info that helped us narrowing down the possible variables
Mega thanks to Playtester (rathena:c009b3f4a)
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official servers:
* Monsters will now attack immediately when they are chasing a target and it comes into attack range (bugreport:7370)
* Monsters will now chase their target during their aDelay, but they still have to wait for aMotion to be able to move again (bugreport:9269)
* Monsters will now rethink their chase in a configurable interval (see monster_chase_refresh in monster.conf), official value is once per cell, previously it was once per 3 cells
* Monsters will now stop when they rethink their chase and their target is gone (player hides or target loot was picked), regardless of the monster_ai setting (note: if you want the old, stupid behavior, just increase monster_chase_refresh instead)
Thanks to Playtester (rathena: cfef8a0088c3)
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Thanks to idAthena
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Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
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working when RG is alone. (idAthena rev1532)
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On renewal only double attack work on emperium
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http://hercules.ws/board/tracker/issue-8271-map-zone-db-disabled-items/
me careless, didn't know that when the item are disabled, OnUnequip shouldn't trigger
it was my pull request so me go fix it
thx to kyeme for the report
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Fixes card increment damage on Renewal. Bug 8364
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http://hercules.ws/board/tracker/issue-8364-about-damage-on-race-card/
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*unittalk script command will send the message twice to the invoking character
hercules.ws/board/tracker/issue-8365-bug-unittalk-twice-message/
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there is a well known bug of this script (I've known this since eathena actually)
when you are certainly going to lose the bet, log out immediately while the card are still dealt
and you don't get zeny deletion
thx to Holiness to bring this up again
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Realized them while testing bug 7999.
Signed-off-by: shennetsind <ind@henn.et>
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Char server could crash if attempting to log-in a character while map server hasn't completed the char >- <- map handshake
Special Thanks to memoryss
http://hercules.ws/board/tracker/issue-8171-char-server-crash-oninterifinitoninterifinitonce/
Signed-off-by: shennetsind <ind@henn.et>
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Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
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Implemented official party-leader-changed-packet
Special Thanks to kyeme!
http://hercules.ws/board/tracker/issue-8293-change-party-leader/
Signed-off-by: shennetsind <ind@henn.et>
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Asura can now issue damage regardless of distance (including map-transfer)
Special Thanks to kyeme! <3 videos
http://hercules.ws/board/tracker/issue-8294-no-damage-when-warped-out/
Signed-off-by: shennetsind <ind@henn.et>
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socket.c will no longer drop connections based on wdata size vs WFIFO_MAX.
Fixed issue in cooldown logic which'd cause invalid timers and provide characters with ever-lasting cooldowns
Special Thanks to Haruna!
http://hercules.ws/board/tracker/issue-8344-some-error-message-on-map-server/
Signed-off-by: shennetsind <ind@henn.et>
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Issue where certain name patterns could cause the game client to crash, solved by changing the packet.
Special Thanks to kyeme!
http://hercules.ws/board/tracker/issue-8186-client-crashes-in-disguise-and-who/
Signed-off-by: shennetsind <ind@henn.et>
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Fixed issue with @disguise characters crashing their party mates when they open the party window.
Related 4147d9f7966e7ebd94811248527cc45af1e54941
http://hercules.ws/board/tracker/issue-8186-client-crashes-in-disguise-and-who/
Signed-off-by: shennetsind <ind@henn.et>
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