* removed a few per entries that aren't in game, added Skin, Job, and Gender to handbook
* adjusted skin color + added to enum for db saves
* change skin names based on character creator's names for them.
Thanks teto: "the staggering should only go up to 400ms [attack.attackDelay + (index++ % 5) * 100], and the total delay should be capped at 1000ms according to the BMS implementation"
The intention of the rand method is to return a pseudorandom uniformly distributed int between lbound and ubound (both inclusive). The previous implementation did not work as intended when the lower bound was negative since java round up instead of down when casting a negative double to an int. Adding the lower bound after the cast rather than before fixes this.
Also changed the CHSCROLL_STAT_RANGE from 6 to 5 to be consistent with gms.
Crabo in #bug-report (2024-06-10):
"(...) this will crash everyone in the map besides the bucc and 1 character, when a bucc (or TB) charges energy and a character with an ID that's a multiple of 102 is in the same map (and the energy reaches that number so if character ID is 204 it will reach that after 2 hits and DC the whole map besides the bucc and that char with id 204).
Thanks to others for helping me fix it. Thought I'd report it!"
- Added showCashInventory after a successful gachapon opening in the CashShopSurpriseHandler.
- Added getItemsSize() condition to check the inventory size before proceeding with the cash shop surprise opening
Number type values might be passed into the `gainMeso()` method in js
scripts, and thus it expects a `gainMeso(Double gain)` method in the
`NPCConversationManager` class.
This was only used for MAGIC_IMMUNITY and WEAPON_IMMUNITY for some reason? A lot of other MobSkills also have a 'prop' node in the WZ files such as; Darkness and Seduce