Age | Commit message (Collapse) | Author | Files | Lines |
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implement homunculus autofeeding for 2017 clients
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This suppresses an assertion in the skill DB accessors when called with
`skill_id = 0` (such as during normal attacks). In such case, they'll
now return an appropriate zero value, as it happened before 2b4bfa5d0.
Fixes #1909
Signed-off-by: Haru <haru@dotalux.com>
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add option to restrict party leader change to same map
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Implemented Official Summer 2 Costume
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Cash Foods Update
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kRO does not prevent players from logging out after connecting to its zone servers.
Credits to @secretdataz of rAthena
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Added summer2_ignorepalette configuration
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Original PR #1148 by @SamuelHercules committed on 8 Feb 2016
* Monsters no longer have Vulture's Eye level 10 and Snake's Eye level 10 learned by default
* When you tank Cecil Damon from 10-14 cells away, she will no longer use her target skills
* Added a configuration with which you can set the level of Vulture's Eye and Snake's Eye that monsters have learned
Merged rAthena @ cccd1496f716fe02a3db20780b6e52b3c33391b4
Credit: Playtester
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Unequip arrows when a bow is unequipped. (RE only)
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Forces the unequipment of arrows when a bow is unequipped.
Based on original PR by @Jedzkie in #1079
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- Fixed MVP exp message issue clients 2013-12-23cRagexe and newer.
- Gravity remove packet MVP exp message
- Credit to https://github.com/rathena/rathena/commit/85749e84b91087960e868e30a7a052b0c0cdce5b
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Default max parameter for summoner is 120.
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Ported to modern Hercules and cleaned up from Panikon's commits: 44fea0b3cdba6901599265220228ba4359b1f96d, 9cba05bc0811e638bbaaa6cff887d0b2c9872560
Signed-off-by: Haru <haru@dotalux.com>
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Based on @Lemongrass3110's commit
https://github.com/rathena/rathena/commit/9157318ee9939728b8d332a5668c13d4ad0a6f8b:
Added a configuration to enable the atcommands baselevel and joblevel to
trigger their respective npc events.
This will help you guys with testing your custom scripts that are
listening to OnPCBaseLvUpEvent or OnPCJobLvUpEvent.
For safety reasons we only trigger the events on level increase.
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Fixes #1240
Closes #1353 as merged
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Closes #974 as merged
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- this is unofficial behavior, so it has to be in battle config
Related to #579
Closes #882 as merged
Signed-off-by: Haru <haru@dotalux.com>
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Signed-off-by: Haru <haru@dotalux.com>
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plugins into scripts
- Fixed Possible Crash when null parse function pointer passed to HPMi->addConf
- Now it's possible to use same parse function for all config entries
- Now Battle Config entries must have a return function
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Add new config to allow player vend/chat room nearby hidden npc (#834)
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Introduced new configuration option: fix_warp_hit_delay_abuse.
Official way is to set this option to false.
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credit to Emistry for the idea
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Closes #558
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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-Fixed card bonuses related to to ATK.(Added 'bRaceTolerance'). Thanks Michi for the support.
-Fixed Renewal EDP. Special thanks to Awesome Yommy <3
-Enabled 'display_skill_fail' since '/skillfail' is already available in the client
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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- Rather than failing at runtime, plugins that try to access
non-interfaced, unavailable functions or variables, will now show an
error at compile-time.
Signed-off-by: Haru <haru@dotalux.com>
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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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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>
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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* 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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* 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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- 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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