How to do this for archer?

mybitch

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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..

Also..

How to split mobs using arrow shower? for example.. mobbed them into one line you could use arrow shower and they all get push back the cells without splitting to the all sides..

Thanks!

 
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;

default_ani_meow.gif


 
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;

default_ani_meow.gif
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?

Code:
//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;
 
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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;

default_ani_meow.gif
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:

Code:
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;
 
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;

default_ani_meow.gif
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;
Thank you! How to do the second one? 

How to split mobs using arrow shower? for example.. mobbed them into one line you could use arrow shower and they all get push back the cells without splitting to the all sides..

 
How to split mobs using arrow shower? for example.. mobbed them into one line you could use arrow shower and they all get push back the cells without splitting to the all sides..
in skill.cfind

Code:
		switch(skill_id) {//direction			case MG_FIREWALL:			case PR_SANCTUARY:			case SC_TRIANGLESHOT:			case LG_OVERBRAND:			case SR_KNUCKLEARROW:			case GN_WALLOFTHORN:			case EL_FIRE_MANTLE:				dir = unit_getdir(bl);// backwards				break;			// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.			case WZ_STORMGUST:				dir = rand()%8;				break;			case WL_CRIMSONROCK:				dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);				break;		}
change to
Code:
		switch(skill_id) {//direction			case MG_FIREWALL:			case PR_SANCTUARY:			case SC_TRIANGLESHOT:			case LG_OVERBRAND:			case SR_KNUCKLEARROW:			case GN_WALLOFTHORN:			case EL_FIRE_MANTLE:			case AC_SHOWER:				dir = unit_getdir(bl);// backwards				break;			// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.			case WZ_STORMGUST:				dir = rand()%8;				break;			case WL_CRIMSONROCK:				dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);				break;		}
 
How to split mobs using arrow shower? for example.. mobbed them into one line you could use arrow shower and they all get push back the cells without splitting to the all sides..
in skill.cfind

switch(skill_id) {//direction case MG_FIREWALL: case PR_SANCTUARY: case SC_TRIANGLESHOT: case LG_OVERBRAND: case SR_KNUCKLEARROW: case GN_WALLOFTHORN: case EL_FIRE_MANTLE: dir = unit_getdir(bl);// backwards break; // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics. case WZ_STORMGUST: dir = rand()%8; break; case WL_CRIMSONROCK: dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break; }change to
Code:
		switch(skill_id) {//direction			case MG_FIREWALL:			case PR_SANCTUARY:			case SC_TRIANGLESHOT:			case LG_OVERBRAND:			case SR_KNUCKLEARROW:			case GN_WALLOFTHORN:			case EL_FIRE_MANTLE:			case AC_SHOWER:				dir = unit_getdir(bl);// backwards				break;			// This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.			case WZ_STORMGUST:				dir = rand()%8;				break;			case WL_CRIMSONROCK:				dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);				break;		}
ty!

 
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