Ground skill tick checks used DIFF_TICK32() even though timer ticks are int64. After long map-server uptime this could make an old per-target tick entry look like a future tick and skip the ground skill effect.
Natural mob respawn reuses mob_data/unit_data, so clear skillunittick for the next life to avoid carrying per-target ground skill state across deaths.
Fixes#3417.
Skill reworked:
- It is now a screen-wide skill (31x31) that gives the SC to all party
members
- It no longer uses ground units nor keeps the "performance running"
- EXP Boost formula changed:
- Old: +(25 + SkillLv x 11)%
- New: +(10 + SkillLv x 10)%
- 1s casting time added
- 0.3s global delay added
- 20s cooldown added
From massive skills rebalance (1st/2nd/transclass) (2018.11.28)
database-defined dmg_taken_rate (md->db->dmg_taken_rate) was always being used over
the unit's own setting (md->dmg_taken_rate), this rendered any monster
specifc change for this value be ignored.
This mainly affected setunitdata with UDT_DAMAGE_TAKEN_RATE type.
Always using the unit specific setting allows setunitdata to change it
for spawned monsters as it wishes.
The cap only applies to drop-time bonuses (cash shop SCs, race-specific
drop rate modifiers, luk or size custom influence, renewal level
modifiers, etc) and is bypassed by higher values in the mob database's
drop rates and the server's drop rates.
Signed-off-by: Haru <haru@dotalux.com>
this allows val0, val1, val2, val3, val4 and Emotion
fields to use constants available in the script engine,
such as monster name constants, emotion constants, etc
Will only be used for GTB SC immunity check.
Due to some differences in how we treat SCs or skills in general,
we have to do this check for SCs themselves, in Aegis this is done
differently, but essentially we're resulting in the same behavior.
Right now if you try to put 100% drop rate on drops.conf, it will show correctly on @mi and @rates but monsters will not really drop the item 100%. Monsters will only drop 90%. This change fixes that.
* PK Enabled, increased drop rate of each item by 25%
* Drop rate bonuses now stack with each other and capped to max of 90%
* Moved drop_rate0item on the end so it can override the existing drop_rate cap.
Added null checks
adjust the * to the data name.
Added md->vd != NULL check to prevent memory leaked as verbalized by @4144
Signed-off-by: Samuel23 <johnsamuel_santos3@yahoo.com>