Asura Strike Slide Version

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rAthena
case MO_EXTREMITYFIST:
{
//short x, y, i = 2; // Move 2 cells for Issen(from target)
struct block_list *mbl = bl;
short dir = 0;

skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);

if( skill_id == MO_EXTREMITYFIST )
{
mbl = src;
status_set_sp(src, 0, 0);
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
#endif
}else
status_set_hp(src,
#ifdef RENEWAL
max(status_get_max_hp(src)/100, 1)
#else
1
#endif
, 0);
}
//Client expects you to move to target regardless of distance
{
struct unit_data *ud = unit_bl2ud(src);
short dx,dy;
int i,speed;
i = skill_id == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
dx = bl->x - src->x;
dy = bl->y - src->y;
if (dx < 0) dx-=i;
else if (dx > 0) dx+=i;
if (dy < 0) dy-=i;
else if (dy > 0) dy+=i;
if (!dx && !dy) dy++;
if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
{
dx = bl->x;
dy = bl->y;
} else {
dx = src->x + dx;
dy = src->y + dy;
}

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;


can anyone convert this to latest hercules OLD style asura strike

Please Move this Topic to SRC Support Section

 
Last edited by a moderator:
https://rathena.org/board/topic/124591-asura-movement/

https://rathena.org/board/topic/119177-src-code-old-asura-spam/?do=findComment&comment=361337

ok from what I understand, asura strike old behavior was teleporting to the target
and the new behavior was moving across the target

you want the behavior of teleporting, which I think might cause the client to behave weirdly ....

searching for related code from your posted one ...

wait where this code comes from ?
I search both hercules and rathena, couldn't find them in my src folder for both emulators

at least please tell this code is from which function, and which emulator you are using

 
https://rathena.org/board/topic/124591-asura-movement/

https://rathena.org/board/topic/119177-src-code-old-asura-spam/?do=findComment&comment=361337

ok from what I understand, asura strike old behavior was teleporting to the target
and the new behavior was moving across the target

you want the behavior of teleporting, which I think might cause the client to behave weirdly ....

searching for related code from your posted one ...

wait where this code comes from ?
I search both hercules and rathena, couldn't find them in my src folder for both emulators

at least please tell this code is from which function, and which emulator you are using
is from eathena and is working on rathena the slide effect working

 
https://rathena.org/board/topic/124591-asura-movement/

https://rathena.org/board/topic/119177-src-code-old-asura-spam/?do=findComment&comment=361337

ok from what I understand, asura strike old behavior was teleporting to the target
and the new behavior was moving across the target

you want the behavior of teleporting, which I think might cause the client to behave weirdly ....

searching for related code from your posted one ...

wait where this code comes from ?
I search both hercules and rathena, couldn't find them in my src folder for both emulators

at least please tell this code is from which function, and which emulator you are using
on this link : https://rathena.org/board/topic/119177-src-code-old-asura-spam/#comment-361337

code is from eathena and i'm using rathena as you can see on my video but sometimes there a knockback maybe client version 

but on hercules slide is gone should be like this 
 

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Last edited by a moderator:
ok I tested,

/**
* Renewal full toggle switch.
*
* Uncomment this line to disable all of the below settings at once.
* Note: in UNIX builds, this can be easily done without touching this
* line, by passing --disable-renewal to the configure script:
* ./configure --disable-renewal
*/
#define DISABLE_RENEWAL




the first video you posted is the same behavior when my test server compile with Renewal flag

the second video you posted is the same behavior when my server compile with DISABLE_RENEWAL aka pre-renewal server

AND YES I'm using Renewal client, when my test server compile with pre-renewal behavior, my client DOES behave weirdly
the character sprite stand still for about 3 seconds, then returning to normal

when server compile with Renewal behavior, this doesn't happen

now I am assuming your server is pre-renewal and want a renewal behavior asura strike ?

if your server using pre-renewal you have to tell where and which client you download,

there's a glitch like I mentioned when using asura strike when server compile with pre-re and using re client

 
Last edited by a moderator:
sorry I'm out, that's too old for me to support

hope other members can give support

 
Last edited by a moderator:
src/map/skill.c | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/map/skill.c b/src/map/skill.c
index 748570792..07dd365ca 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -4895,7 +4895,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl

unit->movepos(src, bl->x+x, bl->y+y, 1, 1);
}
- clif->slide(src, src->x, src->y);
+// clif->slide(src, src->x, src->y);
clif->fixpos(src);
clif->spiritball(src);
}



..... WEIRD ..... why disable the clif->slide shows the sliding animation for non-renewal client ????

hmm .... this is something I could never figure out, yeah the code works fine for renewal clients, but for non-renewal client, just disable that line ... what ??

honestly I'm not that good in coding skills nor client side ... clif.c stuffs,

this actually not within my field of expertise especially I have to download multiple client version just to test this

 
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