Old School asura

did you try to remove this

Code:
&& unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1) 
 
i think this might be the answer. when casting asura it depends on your speed walk which is walk delay after asura. in hercules after asura will teleport on 1cell(nowalkpath).if someone can apply this scr on hercules it think it will resolved the issue. i also have same problem on this. im working on skill.c asura afterwalkdelay.

eathena -

if(unit_walktoxy(src, dx, dy, 2) && ud) {

//Increase can't walk delay to not alter your walk path

ud->canmove_tick = tick;

speed = status_get_speed(src);

for (i = 0; i < ud->walkpath.path_len; i ++)

{

if(ud->walkpath.path&1)

ud->canmove_tick+=7*speed/5;

else

ud->canmove_tick+=speed;

}

}

}

break;

 

hercules :

 

 

if (!(unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1))) {

// The cell is not reachable (wall, object, ...), move next to the target

if (x > 0) x = -1;

else if (x < 0) x = 1;

if (y > 0) y = -1;

else if (y < 0) y = 1;

 

unit->movepos(src, bl->x+x, bl->y+y, 1, 1);

}

clif->slide(src, src->x, src->y);

clif->fixpos(src);

clif->spiritball(src);

}

}

break;

 

Hercules developers. please kinda update this issue, some of us wants pre-renewal asura walk. mostly on mid-highrate servers. they want fast asura lol
default_biggrin.png
. more power 

 
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