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Asura bugada

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Troquei 

case NJ_ISSEN:		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 // RENEWAL				} else {					status_change_end(src, SC_NJ_NEN, INVALID_TIMER);					status_change_end(src, SC_HIDING, INVALID_TIMER);#ifdef RENEWAL					status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0);#else // not RENEWAL					status->set_hp(src, 1, 0);#endif // RENEWAL				}				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_gvg2(src->m) && !map->list[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);					clif->fixpos(src);					//clif->spiritball(src);				}			}			break;

 

Por 

case NJ_ISSEN:			status_change_end(src, SC_NEN, INVALID_TIMER);			status_change_end(src, SC_HIDING, INVALID_TIMER);			// fall through		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;

Para voltar ao efeito antigo de movimentação do asura e do ataque mortal, compilei não deu nenhum erro. Mas quando o Monk asura o char trava, não podendo se movimentar ou asura novamente, so voltar a anda quando do @go 0 ou relogo.

 

Por favor me ajudem.

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