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Rosiel

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Posts posted by Rosiel


  1.  

     

     

    Traps skill can be Pushed or Knock back by Arrow Shower? For example if you place ankle snare and use arrow shower on it. The ankle snare will move a cell.. Currently the situation is that.. if you use arrow shower the traps are being damage..

    all traps can be blown using arrow shower except ankle snare and electric shocker..

    and define in skill.c

     

    case BL_SKILL:   su = (struct skill_unit *)target;   if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )    return 0; // ankle snare cannot be knocked back   break;

     

    :meow:

     

    Yes I know. It can't be but how to enable it for them to be knocked back? for example if using ankle snare and electric shocker arrow shower will cause them knock back..

     

    Should I do this?

     

     

    //case BL_SKILL:   //su = (struct skill_unit *)target;   //if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )    //return 0; // ankle snare cannot be knocked back   //break;

    No, please do this:

    case BL_SKILL:   su = (struct skill_unit *)target;//   if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )//    return 0; // ankle snare cannot be knocked back   break;

  2. Good Idea. Also, if possible I want to suggest a way where you can get the unique instance ID attached for every player inside the instance map generated by the server. This way, we can create a custom script command like getinstanceid,<char id>; and joininstance,<instance id>; and depending on the instance setup, this can be PvP, Co-op, or Individual instance. (We can also do a battleground instanced map! We just have to improve Gravity's Instancing ideas.)

    One could add an Id to the map_session_data structure.

     

    I took a short look at the instancing code, as far as I can see one would need a second instance_create which would accept a charid, instance_create_sd or something like that.

    instance_destroy would need to be modified so it does update the sd variable and not the party variable if that is set. One would also have to make sure that a party can not start an instance at the same time as when one of it's members is in an instance and vice versa.

    I also do not like how the instancing module is just using a global array with MAX_INSTANCE, this could be solved much better using a linked list and allocation on demand, but it works so I am not touching that.

     

    I am not very familiar with Hercules code, it would be very helpful if one of the developers could comment this post and tell me if what I have in mind is a good idea or not.


  3. It would be very nice to see the instance system to be able to create instances for individual characters.

     

    I will hopefully have some time next month to implement this, nevertheless I wanted to post the idea here to see how it is received.


  4. First I would like to say... Very ambitious project, I like it and I will try it out as soon as possible.

     

    Second... How are you implementing this? It would be nice to have function pointer arrays for each module, this would make runtime modification possible.

     

    Edit: And.... that's exactly what you are doing, how nice ^^

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