Server:
- fixed incorrect/unidentified display of equip infos (both servers)
- Elemental system recode.
-Recoded the elemental C/H files from the ground up.
-Added AI support for the elementals.
-Elementals will now autocast their offensive skills when attacking and also use them when commanded with Elemental Action. Skills are also handled through 3 seprate skill type functions and are triggered depending on the elementals set mood.
-Database relate stuff is updated to remove all the useless stuff not needed. Finally, some code was updated to be more compact and efficant now that things are finalized.
-Redid all the SQL save/load related stuff for elementals and the format that the data for them is saved in. Due to the major rework on the format for their save data a SQL update is required. This update drops the elemental table and all of the data for them and creates a new one with the new format. This is also important to get rid of any unused elemental data caused by a bug on character deletion.
-Added the structures and handlings for the elementals skills and the status for them. This update also adds support for all of Elemental skills. - Elementals are now supported in TXT mode.
-The support bypasses the need for the char server and any save functions.
-Since nearly every server run's in SQL mode its pointless to add save function support to the char server. This TXT support is good enough for development and testing purposes. - Updated the "eleminfo" command.
-Now shows the elemental's summon Lv next to the name.
-Now displays the remaining time left for the current elemental. - Added AI support for the elementals.
-Elementals appear to use the same AI as monsters in official and because of this it was decided to make a copy of the mob's AI and then do the needed edits to make it usable for elementals. The basic functions and feature are complete which gives the elementals life. They will follow its master, attack anything the master attacks, attack anything that attacks it, search for and attack stuff when set to aggressive, etc. - Added the "elemtalk" command.
-This allows you to make a elemental say what you type. Fun extra to have. - Added the "elemental_ai" config setting.
-Allows setting custom AI settings for the elemental's AI.
-Note: Not all of the settings work since the AI is still under development. - elem_defensive_support; elem_offensive_skill_chance; elem_offensive_skill_casttime; elem_offensive_skill_aftercast
-Added these configs to the elemental config. - Added "elem_defensive_attack_skill" config.
-Sets if a elemental can autocast its offensive skills in Defensive mode.
-Its set to no by default as you can trigger them using Elemental Action. - Reaplced "natural_elem_healhp_interval" and "natural_elem_healsp_interval" with "natural_elem_heal_interval" config. This is necessary due to the changes to their HP/SP regen mechanics.
- Updated the "useskill" command to check if the player has a elemental when casting a skill from their skill range. If one exists, it will cast the skill instead of the player. This check is also added for mercenarys and their skills.
- Elementals are now summoned with full HP/SP....again.
- Elementals are now only allowed to attack when in offensive mode.
- Elemental type checks is switched to use the "elemental_get_type" function.
- Fixed a issue where deleting a character would not delete the data for a attached elemental if one was active at the time of deletion.
- Added some checks to help stablize the elemental skills.
- Reduced the amount of code used for some autocasting status's.
- Cleaned up some code.
- Shifted the offset ranges for homunculus, mercenary, elemental, and guild skills.
- Updated the elemental_db.
-Removed quite a number of columns since a lot of it is pointless. Most of a elementals sub-stats are set using formulas different from the norm. - Removed the elemental_skill_db.
-Aegis has the skill selection and management hardcoded. Doing the same here showed to be much easier to do and is more efficant. Plus its easy to add new skills to the lists in the code if needed. - Recoded the handling of HP/SP regen to official.
-HP/SP is no longer regenerated by normal means and is now done through the "Wait" mode status. While this means that status's that normally increases a player's regen rate no longer affects elementals, it also means status's that reduce or disables HP/SP regen won't affect elementals.
-For as long as the elemental is in the wait mode it will regen HP/SP. The regen can be doubled when standing in a level 1 insignia of the same element. Regen is only disabled when the elemental is in any of the 3 active modes...
-Passive / Defensive / Offensive. - SP is now drained while in Passive and Defensive modes. If there's not enough SP to continue the state it will switch back to Wait mode.
- The masters SP will now be drained every 10 seconds for as long as the elemental is alive. If theres not enough SP to continue, the elemental will be lost.
- Elementals follow distance increased to 3.
- Base sub-stats are now calculated during the summoning of a elemental.
-Once summoned, these base sub-stats will be set for the entire duration of the elementals life. The only thing that will affect them after is changes through status's. - Elementals Skills
-Updated all timer data settings in the skill_renewal_cast_db.
-All skill animation code is complete (should be) and so is the status support. - SA_AUTOSPELL
-Aftercast delay is now properly triggered on autocast. - NC_RESEARCHFE
-Recoded the skill.
-Bonus ATK now only applies to fire and earth element monsters.
-Damage reduction is corrected to be a fixed reduction. -The damage reduction only applies to attacks from fire and earth element monsters. - SO_WARMER
-Recoded the skill.
-Freeze, Frost Misty, and Crystalize status are now removed by the AoE itself.
-HP recovery is now handled by the warmer status. This is the official handling.
-Status is now removed when you walk outside of the AoE.
-We had to recode this when adding Agni's Heater skill. - Added full support for all elemental skills again.