Assassin Cross of Sunset updated
- Improved formula of Assassin Cross of Sunset for both pre-renewal and renewal (#111)
Direction fixes
- Updated the config setting attack_direction_change from 15 to 0 (official value); that means that a unit's direction will no longer change when it attacks; knock-back effects from e.g. Firewall will depend on the last direction the target walked into instead (bugreport:1322)
- Ensured that the default direction of a monster is always "north", so that immobile monsters will now always be knocked back to the south by e.g. Firewall on default settings, unless a skill like e.g. Backstab changes their direction (bugreport:1322)
Just a follow up of a0bd016.

(Seems something changed with the file attribute or what is it, changed a whole file lines and always be assumed unstaged files/uncommited changes)

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
Removed script command 'getusersname' (bugreport:1024)
Follow up 9b4d922.
* Fixed Zeny doesn't updated when player cancels to send a mail with attached Zeny. Thank a91323

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
Just a little changes

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
Merge pull request #113 from rathena/hotfix/1024

Removed script command 'getusersname' (bugreport:1024)
Merge pull request #114 from rathena/hotfix/mail-cancel

Follow up 9b4d922.
* Fixed map-server crash possibily by using @channel ban/unban for offline player
* Fixed @channel ban/unban doesn't recognize player's name with space

Signed-off-by: Cydh Ramdh <house.bad@gmail.com>
1st Transcendent Spirit, monster position lag fixes
- 1st Transcendent Spirit will now work as on official servers (#116)
  * The max total stat that is granted by the skill is now BaseLevel-10 with a maximum of 50 instead of always 50
  * It will now work as Marionette Control and calculate the bonus at cast time rather than overwrite all existing bonuses
  * Agi Up and Blessing will now cancel the soul link
- Fixed various problems that caused position lags on the client (#118)
  * Added a define ACTIVEPATHSEARCH in mob.c; if active (default and official), monsters will only grab targets if the walk path to the target is shorter or equal their search range; search range depends on whether the monster is moving or not (range2 for standing monsters and range3 for walking monsters); this requires a lot of CPU load, if it causes trouble, just comment the define for old behavior
  * Fixed a bug that made monsters display "irregular movement with position lag" continuously when a status change ended that changed their walk speed
  * OFFICIAL_WALKPATH now also applies to monsters
  * If the path search fails while a unit is already moving, we will now issue of fixpos packet so that the unit does not only stop moving on the server, but also on the client