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2018-04-22Remove the stat-reporting mechanismHaru1-5/+1
Signed-off-by: Haru <haru@dotalux.com>
2016-10-28Fixed copyright year for 2016Lemongrass31101-1/+1
2016-06-25Added option to strip hard line-breaks from `mes` dialogsHaru1-0/+11
- The `\r` character, in a `mes` dialog, is normally represented by the client as a hard line-break. - Since a client may have different requirements in line lengths (for example using a font with different size or metrics), an user might wish to ignore hard-wraps and let the client automatically soft-wrap instead. - If you want to hard-wrap (official default), keep the SCRIPT_MES_STRIP_LINEBREAK define commented out. - If you want to let the client soft-wrap automatically (may work better for custom clients), uncomment it. - Imprved HULD handling of `\r` (to avoid control characters in the generated file) - Please note that this requires cooperation by script writers: * Each `mes` should contain one and only one sentence, possibly without using the '+' concatenation (but, rather, sprintf). * Two separate sentences (where a hard-wrap is required even for soft-wrapped text) should always go into separate `mes` commands. * Following the above two recommendations, also produces a better quality translations .pot file. Signed-off-by: Haru <haru@dotalux.com>
2015-12-15Added GPL-compliant header to all sources and build scriptsHaru1-3/+20
Signed-off-by: Haru <haru@dotalux.com>
2015-09-17corrected some white spaces and added missing EOL.Frost1-1/+0
Split from #558 (and added a few more corrections) Signed-off-by: Haru <haru@dotalux.com>
2014-11-03HPM Hooks UpdateHercules.ws1-1/+1
Signed-off-by: HerculesWSAPI <Hercules@efficiently.awesome>
2014-11-03* No cell stacking implemented (official version)Michieru1-2/+2
- 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
2014-10-13* Monster skill use behavior, ranges, position lag fixesMichieru1-4/+5
- 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)
2014-07-11Fixed 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/Shido1-2/+2
2014-04-18Rewritten NSI_UNIQUE_ID system to get rid of the cross-database interreg ↵Ibrahim Hossam1-4/+0
dependency - Removes the need for map-server to access the interreg table to store the last used ID. - Login, char and map databases can now be hosted separately. - Note: the unique_id structure has changed, and it now contains the generator character ID in its upper 32 bits. - Now NSI_UNIQUE_ID System is enabled always Special thanks to Haruna.
2014-01-08Introducing Hercules Autotrade Persistencyshennetsind1-0/+4
Aka autotrading merchants survive server restarts. Originally sekai's (aka me). Special Thanks to Haruna, Michieru. Signed-off-by: shennetsind <ind@henn.et>
2013-11-07Item Bound Fixes/Adjustments/Improvementsshennetsind1-2/+1
Special Thanks to Haruna Signed-off-by: shennetsind <ind@henn.et>
2013-10-31No error after compilation, but when logging in at map server it will crash.sevenzz231-0/+4
Im pretty sure its on the clif.c Signed-off-by: sevenzz23 <sevenzz23@yahoo.com>
2013-07-05Implemented real-time server stats (in and out data and ram usage), made by ↵Matheus Macabu1-0/+3
Ai4rei; thanks! Another follow up, now to fix maximum value of chatdori setting; And fixed a bug where warping to a disable map would cause the map-server to crash. Signed-off-by: Matheus Macabu <mkbu95@gmail.com>
2013-04-22Hercules April 22 MEGA-ULTRA-LONG Patch~!shennetsind1-5/+11
http://hercules.ws/board/topic/470-hercules-april-22-patch/ Signed-off-by: shennetsind <ind@henn.et>
2013-03-17Re-Introducing Console Inputshennetsind1-9/+12
It's back. It's efficient. It's awesome. http://hercules.ws/board/topic/272-re-introducing-console-input/ Signed-off-by: shennetsind <ind@henn.et>
2013-01-07* Implemented Unique identifier for Non stackable items. (tid:69380)markzd1-0/+4
* Set as off by default, it can be changed in /src/config/core.h. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@17080 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-09-16Introducing rAthena's anonymous data collector. This aims at improving ↵shennetsind1-18/+18
rAthena's overall features by letting we know which options are most and least used. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16785 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-08-06Hello World! with this commit trunk will finally be making use of the ↵shennetsind1-0/+5
gorgeous stuff sirius_black last implemented. we want to make sure everything related to this feature is working as intended so for now its being released under a optional define, after the features stability is confirmed the define will be removed along with the previous processings of the feature. By enabling BETA_THREAD_TEST in /src/config/core.h all your mysql logs, query_sql and query_logsql script functions will be handled by a different thread, therefore any slow queries won't have any effect (e.g. slow down) on the game server. Everyone is welcome on helping us test and debug the features, be aware however I DO NOT RECOMMEND YOU TO ENABLE THIS ON PRODUCTION SERVERS AS OF NOW (which is why while we're all testing it still is a optional feature). git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16588 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-07-21* Created standardized headers with explanations in /conf/mapflag/, deleted ↵euphyy1-2/+2
"fireworks" file (deprecated, 1 commented entry) * Updated Wiki links and fixed grammar in /src/config/ git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16462 54d463be-8e91-2dee-dedb-b68131a5f0ec
2012-07-08Okie ladies and gentleman if this commit breaks anything it's jman's and ↵shennetsind1-0/+58
maki's fault, yes, blame them. Fixing pre-re / re npc support, moving /config/ folder to src root so other servers may also make use of the #define renewal dir and other stuff. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16382 54d463be-8e91-2dee-dedb-b68131a5f0ec