Age | Commit message (Collapse) | Author | Files | Lines |
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Added missing parameter to init_unit_layout_unknown
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This fixes issues with plugins defining symbols with the same names
Signed-off-by: Haru <haru@dotalux.com>
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Fix novending cause player gets stuck
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Plugin function ReturnType fix
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skill_check_condition_castend is terminated if returntype is true
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Fixes a regression in 2b4bfa5d08931530d5c9b30af10dd58c1af14883
Signed-off-by: Haru <haru@dotalux.com>
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Improve msgstring table usage
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Also add packet version checks for used messages.
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Also use official constant names with custom prefix in clif_messages enum.
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- Use `DEFAULT_MOB_NAME` instead of a literal "--en--"
- Use `DEFAULT_MOB_JNAME` instead of a literal "--ja--"
Signed-off-by: Haru <haru@dotalux.com>
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- The displayed name was " --ja--" due to an extra space inside a string.
- Error introduced in 2012, commit d9d3adf3fd4795bf2483ec8549ddc30e01629db
Signed-off-by: Haru <haru@dotalux.com>
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Allow guild skills cooldown to continue when logged out
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Fixes #1875
Signed-off-by: Haru <haru@dotalux.com>
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All official features work including the autokick for inactive members
And the system is completely customizable.
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Add support for new drop packet 0xadd for zero clients
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This restores the behavior that was broken in 2b4bfa5d0.
Fixes #1911
Signed-off-by: Haru <haru@dotalux.com>
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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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Implement skill scale packet for client versions >= 20151223.
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Most relevantly, `skill_lv%11 - 1` is not a valid skill item
requirement index, since it can return -1 depending on the skill_lv. It
was replaced with `(skill_lv - 1) % MAX_SKILL_ITEM_REQUIRE`, which
always returns a value in the 0 ~ MAX_SKILL_ITEM_REQUIRE range.
Signed-off-by: Haru <haru@dotalux.com>
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Remove MAX_SKILL in favor of MAX_SKILL_DB, when referring to the
maximum skill DB index. This is opposed to MAX_SKILL_ID, the maximum
skill ID.
Signed-off-by: Haru <haru@dotalux.com>
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This includes some renamed local variables, in order to minimize the
cases of unsafe variable reuse.
Signed-off-by: Haru <haru@dotalux.com>
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Rewrite skill DB accessors to clarify the difference between IDs and
indexes, and to report a backtrace to the console when an invalid ID is
passed.
The type of the skill_id and skill_lv arguments has been changed to int.
Signed-off-by: Haru <haru@dotalux.com>
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The incorrect handling of the overflowed values would cause certain
skill unit entries to get stuck and never get deleted correctly.
A possible symptom of the issue are monsters that become immune to
certain AoE spells having the UF_NOOVERLAP flag (Storm Gust, Lord of
Vermillion, etc).
Signed-off-by: Haru <haru@dotalux.com>
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Change skill_init_unit_layout to report skill id instead of index
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Also update some functions for support 64 bit exp calculation.
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This mainly need for base and job exp, because now they using int64 type.
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`sd->status.shield` is renamed to `sd->status.look.shield` and only
holds ViewSprite IDs. Its previous other meaning is now transferred to
`sd->has_shield`, of boolean type (to detect the presence of a shield)
Signed-off-by: Haru <haru@dotalux.com>
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`sd->status.weapon` is renamed to `sd->status.look.weapon` and only
holds ViewSprite IDs. Its previous other meaning is now transferred to
`sd->weapontype` (holding the currently equipped weapon type,
considering both hands at once)
Signed-off-by: Haru <haru@dotalux.com>
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- The field was used both for sprite view IDs and for weapon or
ammunition subtypes. Now the fields 'ViewSprite' and 'Subtype' are
used respectively.
Signed-off-by: Haru <haru@dotalux.com>
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Fixed Chain Lighting animation was sent in wrong flow.
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Fixes #1676
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Normal Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941553&curpage=1
Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941565&curpage=1
Event Normal Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941558&curpage=1
Event Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941567&curpage=1
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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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- NPC_LICK now has a base chance of 20%*level and a base duration of 5s
- Excruciating Palm now has a base duration 5s
- Shield Press now has a base duration of 5s+0.5s*level
- Earth Shaker now has a base duration of 2s (level 2-3) and 3s (level
4-5)
- Sightless Mind now has a base duration of 30s in pre-re and 20s in
renewal
- Credit rathena/rathena@80e026433
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For consistency with `pc->addfame()`, the argument to pc->famerank() is
now an enum fame_list_type.
The function was renamed to `pc->fame_rank()` to avoid silently
compiling old non-compliant code.
Signed-off-by: Haru <haru@dotalux.com>
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