This restores the previous behavior of the Sanguine amulet, in that it gave 2% lifesteal at +0. The previous change made it so that it was consistent with the item description, and now this makes it consistent with the way it was before, so that no balancing changes were made.
If a player was not on the server when the giveaway ended, or their inventory was full, then the server would push `{ name: undefined }` into the list of players that could win the giveaway. This would send the item into the abyss, as it would error while the server would try to mail the item, preventing it from being recovered.
This fixes a bug with giveaways. Giveaways would previously list all of the participants of a giveaway in the mail, but at some point a breaking change occurred, and instead it lists [object Object] multiple times.
Prior to this change, Piercing Shot (A ranger skill) that gives 500 armor piercing would only grant this pierce if the player had no pierce themselves. If the player had pierce, the pierce from the skill would then be overwritten by the player's pierce. This change fixes it by adding the player's pierce (or miss chance!) to the skills stats.
This PR aims to fix a bug where if a user attempts to shiny an item using the upgrade station and an offering, if it succeeds, the server does not send a response. This appears to occur because the server sets a "announce" flag to be false when the upgrade is a shiny attempt, and this prevents the success response from being sent to the client.
(Original PR: #105)
This PR changes Fire Resistance to not only affect the chance of getting burned, but also having higher Fire Resistance reduces the duration and intensity of the burn debuff. For instance, if the player had N fire resistance, they would have a N% chance to simply not get burned, but also, the duration would be reduced by N%, and the intensity would be reduced by N%.
This makes it clear to the user that they should use equip_batch for 2 items. Previously, if the user used it on 2 items, they would receive the same CC either way. This change removes ambiguity.
If a code snippet used await, and had a line comment on the last line, it would fail to run:
```js
await sleep(1000);
show_json(100);
// show_json(200);
```
This is because the line comment would end up cutting off the end of the async function wrapper that `code_eval` creates.
Changed the tags of conditions to instead be "defense" which is a string for the name of the appropriate resistance stat. Some conditions have the "bmresistance" for their "defense", but are commented out, may be added in a future update.
This PR fixes a bug that happens when the player has a full inventory, is not in a party, and attempts to loot a chest that contains items, and the chest also has enough gold that it would announce the loot. The result is that the announcement is made, but the chest isn't actually destroyed.
This commit fixes a bug where a mob would get NaN speed, instantly putting them at x: NaN, y: NaN, making them unkillable, but they also would not lose aggro on the player unless the player used something like Scare.
When Earthiverse made their changes to the skill system, they inadvertently change a piece of the code that made it so that when a skill was attempted to be used on cooldown, the response would be sent with `place: "skill"`, and the result would be a hung promise, as the client is waiting for a `place: "curse"`, or some other `place` value, depending on the skill they used.
This PR makes Charm more consistent with the other abilities, and actually consistent with the item description. Also adds a dedicated description for the Charm ability.