Jump to content
  • 0
Sign in to follow this  
Sunlight

Problema asura

Question

Fiz as seguintes alterações no arquivo skill.c para voltar a formula do effect e movimentação de champ após o asura.

 

Troquei:

 

 

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;					i = 3; // for Asura(from caster)					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,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);								dir = map_calc_dir(src,bl->x,bl->y);				if( dir > 0 && dir < 4) x = -i;				else if( dir > 4 ) x = i;				else x = 0;				if( dir > 2 && dir < 6 ) y = -i;				else if( dir == 7 || dir < 2 ) y = i;				else y = 0;				if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG					unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {					clif->slide(src, src->x, src->y);					//uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]					//clif->fixpos(src);				}			}			break;

 

 

 

Por:

 

 

case MO_EXTREMITYFIST:		if( skill_id == MO_EXTREMITYFIST )		{			status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);			status_change_end(src, SC_BLADESTOP, INVALID_TIMER);#ifdef RENEWAL 			sc_start(src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));#endif		}		//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;			}			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);			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[i]&1)						ud->canmove_tick+=7*speed/5;					else						ud->canmove_tick+=speed;				}			}		}		break;

 

 

 

Funciono, más o problema é que o asura nao consome SP após as alterações, alguem poderia me ajudar ?

Share this post


Link to post
Share on other sites

4 answers to this question

Recommended Posts

  • 0

Olá,

você retirou a parte que seta o SP pra 0

deveria estar assim ali: 

 

 
case MO_EXTREMITYFIST:		if( skill_id == MO_EXTREMITYFIST )		{			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,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));#endif		}

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.