Bringer 0 Posted September 29, 2020 (edited) 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[i]&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 Edited September 29, 2020 by Bringer Wrong Section Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted September 29, 2020 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 Quote Share this post Link to post Share on other sites
0 Xombie 0 Posted September 29, 2020 2 hours ago, AnnieRuru said: 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 Quote Share this post Link to post Share on other sites
0 Bringer 0 Posted September 29, 2020 (edited) 2 hours ago, AnnieRuru said: 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 Edited September 29, 2020 by Bringer Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted September 29, 2020 (edited) 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 Edited September 29, 2020 by AnnieRuru Quote Share this post Link to post Share on other sites
0 Bringer 0 Posted September 29, 2020 pre-re server EXE version : 20131223 Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted September 29, 2020 (edited) sorry I'm out, that's too old for me to support hope other members can give support Edited September 29, 2020 by AnnieRuru Quote Share this post Link to post Share on other sites
0 Bringer 0 Posted September 29, 2020 1 minute ago, AnnieRuru said: sorry I'm out, that's too old for me to support hope other members can give support i will change higher client support of hercules Quote Share this post Link to post Share on other sites
0 Bringer 0 Posted October 2, 2020 On 9/29/2020 at 10:15 PM, AnnieRuru said: sorry I'm out, that's too old for me to support hope other members can give support sad i'm using now EXE version: 2018-06-21 but problem code not fit on hercules Quote Share this post Link to post Share on other sites
0 Bringer 0 Posted October 9, 2020 @AnnieRuru can please convert the code on hercules im using 2018-06-21 pre-re setting Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted October 9, 2020 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 1 anacondaq reacted to this Quote Share this post Link to post Share on other sites
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[i]&1) ud->canmove_tick+=7*speed/5; else ud->canmove_tick+=speed; } } } break;
can anyone convert this to latest hercules OLD style asura strike
Edited by BringerPlease Move this Topic to SRC Support Section
Wrong Section
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