MaxHP, MaxSP and Autotrade fixes
- Percentual bonuses to MaxHP and MaxSP will now always be rounded down (Aegis style)
- Added a security check when calculating MaxHP and MaxSP so there can't be a number underflow (bugreport:9369)
- When an auto-vendor gets logged out because of at_timeout, his store will be deleted and no longer restored after server restart (bugreport:9370)
Misc fixes.
- Updated turn-in requirements for Tripatriate Union's Feud. (incl. bugreport:9339)
http://rathena.org/board/tracker/issue-9339-the-tripartite-unions-feud/
- Moved "Voyage log" NPC coordinates. (bugreport:9225)
http://rathena.org/board/tracker/issue-9225-turtle-island-quest-voyage-log/
- Updated "Immuned Shield" (2168) item script. (bugreport:9319)
http://rathena.org/board/tracker/issue-9319-immuned-shield-is-using-the-pre-renewal-effect/
- Added Wolfchev's Laboratory warp to custom warper.

Signed-off-by: Euphy <euphy.raliel@rathena.org>
Follow-up to 9cf01b2.

Signed-off-by: Euphy <euphy.raliel@rathena.org>
Knockback, stop effects and Skid Trap reworked, monster chase and direction updates, code optimizations
- Created a new function unit_blown_immune that will now serve as the central function to determine if an object can be knocked back or stopped (bugreport:7637)
  * Moved the check code from skill_blown to unit_blown_immune
  * Several stopping effects and traps will now use unit_blown_immune to check if the object can be stopped, if not, the object will always move to its target cell before stopping
  * Bosses and monsters immune to knockback will now no longer be stopped by such traps
  * Expanded the configuration skill_trap_type and moved its checks into unit_blown_immune, so it's possible to switch the "no stop" behavior off for GVG/BG and monsters individually
  * Long-term we should make all skills use this function to check for knockback immunity, it will make the checks a lot cleaner and more centralized
- Monster chase range updates (bugreport:7637)
  * Updated monster_chase_range in monster.conf from 1 to 3; I originally thought official value is 1, but doing some in-depth tests myself I realized it's 3 for the most important situations
  * When a monster cannot issue new "move" commands because it was affected by a status change, but is still moving due to knockback immunity, it will no longer unlock its target and stop
  * Fixed a bug that always caused the chase path monsters calculated to be 1 cell too short causing them to recalculate their path one cell before their goal every single time
- Fixed the direction calculation once again and optimized it at the same time (bugreport:9373)
  * Now the calculated direction is 100% official, really truly, checked it myself with every single cell and various skills
  * Added a new function map_calc_dir_xy that allows to check for a direction between two cells without the need of a block_list
  * map_calc_dir will now just use map_calc_dir_xy to avoid duplicate code
- Implemented Skid Trap properly (bugreport:9373)
  * The direction of the knockback will now be "away from position of the caster during cast" rather than "away from trap"
  * Skid Trap will now stop the target for 3 seconds; this works even in GVG/BG and on bosses, even though the actual knockback doesn't happen
default battleground icon on non-allies is now visible! (Hercules 4ad0766)
Quick fixes
- hom_setting problem 0x08 when use teleport skill (bugreport:9292)
Update new param.
- CharRename add for item Change_Name_Card (12790)
- Font
Fixed Bug.
- Issue on packetver 20131223 or newer where skill-damage with type 6 would be considered by the client as endure-type, fixing by swapping with value 8 which presents no different graphical representation than it'd otherwise. (Hercules 1c1e10a)

- Implemented official party-leader-changed-packet (Hercules 14475dc)
- Add Older Packet ShowScript & Implemented to montransform status change parameter optional
- Add support for packet ZC_SKILL_POSTDELAY_LIST. (idAthena)
Follow-up to e403ede
Autobonus in combos and monster target drop
- Fixed Autobonus not working in combos (bugreport:8300)
  * Combos will now have a "pos" variable that saves the combination of equipment slots used
  * Autobonus now works with combined positions rather than just a single position
  * Autobonus should now also work with all equipment slots instead of just the first 15
  * This does NOT fix problems with multiple auto-bonuses activating at the same time
- Monsters will now stop instantly if their target is completely non-existent
  * This is mainly for looters that had their loot taken
  * Hide and most other situations still use the configuration setting monster_chase_refresh
Fixed Bug.
- bonus2 bVariableCastrate, bonus2 bFixedCastrate not working (bugreport:9114)(Hercules c5173e0)
- Safe check type cash disappear when overweight 90%
Fixed NPC_STONESKIN, NPC_ANTIMAGIC, NPC_MAGICMIRROR and Autocast on magic hit
- Fixed NPC_STONESKIN, NPC_ANTIMAGIC, NPC_MAGICMIRROR (bugreport:6118, bugreport:9375)
  * Using the skills will now be 100% successful (can't be resisted)
  * Fixed skills not working for players (e.g. Ulfhedinn, Mithril Magic Cape, Platinum Shield)
  * Fixed level 5 and 10 not working at all
  * NPC_STONESKIN and NPC_ANTIMAGIC will no longer change DEF/MDEF, instead they will increase/reduce physical/magical damage percentually, this IS official behavior
- Fixed "Autocast on magic hit" having its chance halved (bugreport:9377)
add new scriptcommand
- dispcolor or displaymessage
displaymessage("<message>"{,<color>{,<Account ID>}})
now you can send message with color to player
Hex color see more : http://www.colorschemer.com/online.html
No cell stacking implemented (official version) (bugreport:9378)
- Split config cell_stack_limit into custom_cell_stack_limit (previous feature) and official_cell_stack_limit (see below)
- Expanded map_count_oncell by a flag parameter, currently only one flag is supported: only count standing units (needed for official cell stack feature)
- Added a new function map_closest_freecell that will return the closest free cell using the same order that official servers use
- Monsters will now actively search for a free cell when starting to walk randomly and when unlocking target
- When any unit finishes walking (regularly) and is not on a free cell, it will now actively search for a free cell
- Step actions will be delayed until a suitable cell was found, they will even be executed when the player walked slightly out of attack range
Follow-up to a4f2bdb
Fixed Bug.
- Snap dodge bug (bugreport:3510)(Hercules 76662cc)
* Fixed typo in script for RWC2010_Indonesia (18509)
* Changed `mr` values to use constantan value
* Added check for IT_SHADOWGEAR's script restriction before executing it

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
Plant damage, Land Mine, minor fixes and improvements
- Fixed up the damage code in regards of damage against plants (bugreport:9380)
  * Rewrote DAMAGE_DIV_FIX so that it rounds damage down when number of hits is negative (damage split on hits)
  * Created a function battle_apply_div_fix that does not only call DAMAGE_DIV_FIX but also makes sure that damage can only become 0 when the custom config setting skill_min_damage is not set for the current skill type
  * skill_min_damage is now 0 by default (official: all types can fail against plants as long as skills have negative number of hits), if set, all skills will deal as much damage as hits
  * Restructured and renamed function now known as "is_infinite_defense" that will work for all 3 damage types and returns if damage is infinite for the current situation, it will now also properly consider all "MD_IGNORE" modes
  * Fixed the order of processing of all 3 skill types in regards of plant damage: first all calculations are done, then plant damage is applied and then DAMAGE_DIV_FIX is applied
  * Sonic Blow and Rapid Shower are now skills with negative number of hits (i.e. they can't hit plants officially)
  * Traps can no longer ignore plant mode (only way to damage plant more is via status changes)
  * Final Strike is now able to hit plants (deals 1 HP damage)
  * When left-hand-wielding, you will now always deal 2 damage to plants per attack, regardless of whether double attack triggers or you don't even have a weapon in the right hand
  * There will no longer be backhand damage to plants (Katar)
- Land Mine is now a single target skill, the trap still triggers in a 3x3 area, but will only hit the first target that touches it (issue:99)
- Changed the "Don't return reflect damage" flag from 0x1000 to 0x1000000 as apparently the other flag was already used; updated function description so it's easier to see
- Improved SC_SIGHTBLASTER structure slightly
- Typo fixes and description improvements
Fixed typo in script command merge to dispbottom (follow-up to 4f09d08)
- Special Thank @Euphy
Fixed Ticket Refiner refining above ticket level.
http://rathena.org/board/topic/98997-safe-refine-ticket-refiner/

Signed-off-by: Euphy <euphy.raliel@rathena.org>