Asura WalkDelay (pre-re)

Change this line:

if ((mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground))) { // only NJ_ISSEN don't have slide effect in GVG
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;

to this:

Code:
				if ((mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground))) { // only NJ_ISSEN don't have slide effect in GVG
					clif->slide(src, src->x, src->y);
					clif->fixpos(src);
					clif->spiritball(src);
				}
			}
			break;
 
Change this line:

if ((mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground))) { // only NJ_ISSEN don't have slide effect in GVGif (!(unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1))) {// The cell is not reachable (wall, object, ...), move next to the targetif (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;to this:
Code:
if ((mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground))) { // only NJ_ISSEN don't have slide effect in GVG					clif->slide(src, src->x, src->y);					clif->fixpos(src);					clif->spiritball(src);				}			}			break;
It didn't work sir. it just keep staying in one cell when casting asura. can u make it move to 1cell but it will slide or walk? like the old one in eathena.
this is the script from ea. [skill.c] if you can revised it and work in hercules svn. thank you so much for your reply.

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;

}

 
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