22.01.2023
General:
- Merged missing changes from 3ceam rev. 891 - 894
- Expanded a couple baby job names.
-Don't forget to adjust your custom NPCs!
-Expanded Job_Baby_Rune -> Job_Baby_Rune_Knight, Job_Baby_Bishop -> Job_Baby_Arch_Bishop, Job_Baby_Cross -> Job_Baby_Guillotine_Cross, Job_Baby_Guard -> Job_Baby_Royal_Guard, and Job_Baby_Chaser -> Job_Baby_Shadow_Chaser.
-Expanded related MAPID/EAJ constants as well.
-Updated database and NPC scripts to use new constants. - Fixed a bug where pet egg was not deleted properly after clearing the floor.
- Modified @addwarp to accept a new optional parameter .
-If is specified, then the warp created will have that name.
-Otherwise it will use a name chosen by the emulator.
-If there is already another warp with that name the generic name will be used instead. - Elemental system recode part 1.
-Removed all status and skill code for elemental skills.
-There was a lot to track after doing this. Best to commit the changes before doing the elemental system itself as it too is a lot of code to remove.
-This part focused on recoding the elemental C/H files from the ground up.
-With the core parts complete, its possible to summon and release elementals.
-They don't have a working AI yet and will just stand in place and do nothing. - Elemental system recode part 2.
-This part focused on adding 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.
-With the main parts of the system now working I feel its safe to enable the Sorcerer's elemental related skills. There's still some bugs as the system is still in development but nothing to worry about. - Added AI support for the elementals.
-Elementals appear to use the same AI as monsters in official and because of this I 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 "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_support; elem_offensive_skill_chance; elem_offensive_skill_casttime; elem_offensive_skill_aftercast
-Added these configs to the elemental config. - Elementals are now summoned with full HP/SP.
- Elementals are now only allowed to attack when in offensive mode.
- Shifted the offset ranges for homunculus, mercenary, elemental, and guild skills.
- Updated the elemental_db and elemental_skill_db.
-The formats should be finalized but we'll see. - Added save_settings_type enum to easier keep track of 'save_settings' map config.
- Added another check to vending_openvending function & added a missing return.
- Some misc. cleaning.
- Added some missing client messages.
- Some changes to the server message system.
-This is also done to prepare it for multi-language support.
-Moved msg_txt() handlers from map::atcommand, transfert it to common::msg_conf.
-Added a msg_table for login and char servers to be able to have their own configured messages.
--Changed auth_fail_login hardcoded logged messages to configured with msg_txt.
Scripts:
- Some fixes to Guillotine Cross job change quest
-Add official quest conditions.
-Fixed PLAYTIME issue. - Fixed "Morocc"-Name in all npc scripts.
atcommands:
- 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.
- 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.
-Note: The rate display will remain in here for now for testing purposes. - Updated @mapinfo to count number of vendors in map.
- Added the "elemtalk" command.
-This allows you to make a elemental say what you type. Fun extra to have.
Jobs:
- Sorcerer
-Enabled skills related to the elemental system.
-With the system recode now stable and mostly working it should be safe to allow use of these skills. - Elementals
-Updated all timer data settings in the skill_renewal_cast_db to prepare for coding in their skills soon. Some may need to be hardcoded later on.
-All skill animation code is complete (should be) and so is the status support.
Skills:
- SO_EL_CONTROL
-Partly recoded the skill but did enough for allowing releasing the elemental. - SO_SUMMON_AGNI; SO_SUMMON_AQUA; SO_SUMMON_VENTUS; SO_SUMMON_TERA
-Recoded these skills. - EL_FIRE_MANTLE; EL_FIRE_ARROW; EL_FIRE_BOMB; EL_FIRE_WAVE
-Added support for these skills.
09.01.2023
General:
- Merged missing changes from 3ceam rev. 889 - 890
- Changed huge number of damage calculation functions to support int64 values for calculation.
-This should also fix some overflow issues on highrate servers... - Some cleaning.
-Added some src basic documentation.
-Changed some -1 for status ending timer.
-Moved some hardcoded msg in msg_athena.
-Removed some unneeded leftover code. - natural_homun_healhp_interval; natural_homun_healsp_interval; natural_elem_healhp_interval; natural_elem_healsp_interval; elemental_masters_walk_speed; max_elemental_hp; max_elemental_sp; max_elemental_def_mdef
-Added these new configs. - Regen rate adjusting for natural HP/SP recovery through status's and skills is updated to support adjustments in multiples of 1%.
-Why this was done in multiples of 100% before is just....ugh.
Database:
- White Potion Z and Vitata 500 no longer increases HP/SP recovered through potions and heal skills. They do now increase natural HP/SP recovery rates by 20%.
- FAW's now have a 10% chance of dropping steel when killed.
Elementals:
- Elemental update part 2 completed.
- Added the "elemental" battle config file with a bunch of new configs in it.
- Added the "eleminfo" command.
-This command allows one to see the stats of a summoned elemental.
-Quite useful for seeing the build of your elemental and what to expect from it. - Added elemental tags and ID's to the mobid enum table.
- Cleaned up the elemental database.
-Note: Won't allow blank lines. This will be fixed on the elemental system recode. - Changed the required state "elementalspirit" to "elemental" for skill checks.
- Updated settings for elemental skills.
-This is to prepare for the recoding of these skills. - Updated the behavior of the elementals.
-Reduced the chase range to a proper 2 above the view range.
-aMotion and aDelay behavior corrected to fix cropped attack animations.
-dMotion reduced to 300.
-Now has the same movement speed as their master.
-Chance of autocasting attack skill when attacking increased from 2% to 5%.
-Max follow distance from the master reduced from 6 to 3 cells.
-HP/SP now recovers at a rate of 2% MaxHP/MaxSP every 3 seconds.
-Sub-stats are now affected by the master's build.
-Formula's for MATK, DEF, and MDEF are customized to be balanced for pre-re.
-Formula for ASPD is official. The 2011 balance update document is wrong.
-Note: Natural HP/SP recovery will be on no matter the mode selected for now until the main system code is redone. - Fixed a issue where the attack speed was faster then what it should be.
Skills:
- SR_GENTLETOUCH_REVITALIZE
-Recoded the skill.
-Now properly increases natural HP recovery rate.
-Now allows natural HP recovery while moving.
-Natural HP recovery rate is not reduced while moving. - SO_FIRE_INSIGNIA; SO_WATER_INSIGNIA; SO_WIND_INSIGNIA; SO_EARTH_INSIGNIA
-Level 1 now works on elementals. - SO_EL_CURE
-Recoded the skill.
-HP/SP recovery formula updated to official.
-Old Formula: Recovers 10% MaxHP/MaxSP.
-New Formula: Recovers HP/SP by the amount equal to what the master sacrificed.
-Example: Master with 47997 HP and 4387 SP will recover the elemental by 4799 HP and 438 SP. - MH_OVERED_BOOST
-Now sets the homunculus and master's ASPD to a fixed value. - MH_SUMMON_LEGION
-Summoned monster's HP, MaxAttack, DEF, and ASPD is now affected by the homunculus BaseLV and the skill level used.
01.01.2023
General:
- Merged missing changes from 3ceam rev. 886 - 888
- Added warning message when addtimer script fails.
- Some misc cleaning.
- MAX_SKILL increased to 5079.
- Added the "item_auto_identify" config setting.
-This setting allows equips dropped by monsters to drop in a identified state. - Added new skill and status tags and ID's.
- MAX_ITEMDELAYS increased to 40.
- Updated 3ceam_jobchange with checks for mounts, falcons, wargs, and carts.
-Now players will have to remove these things from their character before changing jobs to prevent certain possible issues. Also to future proof if more jobs come out in the future. - Added a check to skill_unitsetting whether the cells are valid or not.
-Thanks to @rathena - Removed duplicated/unused bg_id from map_session_data->state.
- Elemental Update Part 1
-This is the start of a series of updates that focuses on fixing up the elementals system. Due to the system being coded in 2010 with very little info on the elementals, how they work and are handled, and how things were coded, the system will
-have to be completely redone which will take a lot of work to do.
-The work load will be spread out between updates to make it easier to keep track of changes in the updates. This first part focuses on adding missing checks in the code for elemental entitys and other similar checks needed to perform
-functions for this kind of entity. - attack_walk_delay; attack_direction_change; clear_skills_on_warp; auto_counter_type; land_skill_limit
-Added mercenarys and elementals to these configs by default. - MAX_MERCSKILL increased to 41.
-This should of been increased long ago when MER_INVINCIBLEOFF2 was added. - Added a bunch of missing code that should resolve some hidden issues with the elementals. What all it fixes im not entirely sure. I just know they should be there.
- ZC_EL_INIT; ZC_EL_PAR_CHANGE
-Updated these packets. - Added some stuff to prepare for future updates to elementals.
Database:
- Did a few updates in the item database.
-Added the syrups which are basicly stronger HP/SP potions. - Updated the LV and HP for GUILD_SKILL_FLAG.
-Big thanks to 3ceam. - Renewal Era Jobs
-Added stat bonuses for new job level caps.
Skills:
- SR_CRESCENTELBOW
-Recoded the skill.
-Effect is now triggered on physical melee attacks both regular and skills.
-Effect will not trigger on attacks from boss monsters.
-Formula updated. Damage from the ratio part is affected by normal means like the caster's ATK, enemy's DEF, etc. and the fixed damage after can't be reduced.
-The ratio part of the damage is forced neutral for now. (Need a confirm if it is)
-Skill now ignores the enemy's flee. This is a counter skill after all.
-Enemy takes the full damage and the caster takes 10% of what the dealt damage is.
-Knockback range increased to 7 cells.
-Now deals's knockback damage if pushed into a wall. - SR_LIGHTNINGWALK
-Recoded the skill.
-Now only triggers on physical ranged attacks.
-Caster will now warp to the attacking enemy and face the direction of the enemy. - NC_PILEBUNKER
-Added the Engine Pile Bunker to the check.
-Now there's a total of 5 pile bunkers. - EL_TROPIC; EL_CHILLY_AIR; EL_WILD_STORM; EL_UPHEAVAL
-Recoded these skills.
-The success chance and level of bolts casted is now affected by master's JobLV.
-Wild Storm now increases the master's ASPD by 5.
-Upheaval now increases the master's MaxHP by 5 * SummonLV. - GD_CHARGESHOUT_FLAG
-Updated cooldown to official.
-Big thanks 3ceam.
11.12.2022
General:
- Merged missing changes from 3ceam rev. 882 - 885
- Some misc. small fixes.
- Fixed some display issues related to quests.
-Modified the quest_read_db function to only count valid items and objectives. - Updated the guild position mode value to smallint.
-This is required since the value for guild storage permission is higher then 256. - Fixed an operator check for WE_MALE and WE_FEMALE.
- Fixed a possible null pointer dereference in WE_BABY.
- Fixed a reassigned value being reset before being checked.
- Fixed sprintf specifier output trying to display int value when return value is unsigned int.
- Fixed a redundant check for when monster's HP is less than 0 when HP is declared as an unsigned int.
- Fixed a redundant check for when uAccLen or uTokenLen are less then 0 when both are declared as unsigned int.
- Reduced another lot of variable scopes and fixed unsafe scanf.
- Added support for the ZC_ITEM_FALL_ENTRY4 packet for 2013+ clients.
- Added support for the PLAYER race and changed the default player race.
-This is how it official works. Race ID 10 is marked as PLAYER for so long now, it was time to finally add it in.
-Most of the items in item_db.txt are changed to target both races (RC_Player & RC_DemiHuman). However I'll do another, closer re-check later.
-Make sure to adjust your custom items to use RC_Player instead of RC_DemiHuman to make it work on players.
-I hope, this didn't break any calculations at all. However, if there are any bugs, feel free to report them to me. - The following battle config settings defaults are changed....
-base_lv_skill_effect_limit: Changed from 175 to 200.
-job_lv_skill_effect_limit: Changed from 60 to 70. - Fixed a issue where unequipping a costume robe would make regular robes with a visual ID not appear.
- Renewal Era Jobs (Jobs introduced during RE era)
-The following caps have been increased....
--Base Level: 200/175
--Job Level: 70/60
-Note: The bonus stats for job levels 61 to 70 (51 to 60 for Summoners) for these jobs will be added in a later update.
Skills:
- NJ_HUUJIN (Wind Blade)
-Corrected the cast time. - RK_SONICWAVE; RK_HUNDREDSPEAR; RK_IGNITIONBREAK
-Fixed a issue where having a base level below 100 would break the damage. - WL_SUMMON_ATK_FIRE; WL_SUMMON_ATK_WATER; WL_SUMMON_ATK_WIND; WL_SUMMON_ATK_GROUND
-Fixed a issue where having a base level below 100 would break the damage. - *RA_CAMOUFLAGE
-Fixed a issue where the status was ending too early when doing a regular attack.
-The ATK/CRIT/DEF adjustments will now start after the status is active for over a second. - SR_TIGERCANNON
-Fixed the SP damage to be 10% of the damage dealt.
-SP damage is now displayed on impact. - SR_KNUCKLEARROW
-Recoded the skill.
-This fixes the issues with the knockback direction and how the knockback damage is triggered. It also removes the fixed delay between the 2 hits and sets it to your ASPD. Aegis didn't appear to have any fixed delay on this. - GN_CARTBOOST
-Recoded the skill.
-Damage increase is now treated as mastery damage. (Confirmed in aegis scan)
-This damage increase applies like other masterys and works on all attacks.
-Status can now be ended by Decrease AGI and Quagmire.
-Decrease AGI can also be removed by recasting this skill.