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gidzdlcrz

How to fix earth strain here in hercules?

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try this 50--> 150
 src/map/skill.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)diff --git a/src/map/skill.c b/src/map/skill.cindex 612b205..f83779d 100644--- a/src/map/skill.c+++ b/src/map/skill.c@@ -10374,7 +10374,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui 						case 2: sx = x - i; break; 						case 6: sx = x + i; break; 					}-					skill->addtimerskill(src,timer->gettick() + (50 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);+					skill->addtimerskill(src,timer->gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); 				} 			} 			break;
Edited by Angelmelody

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I'd also like to point out that our skill_cast_db and skill_unit_db differ from rAthena.

 

Can someone confirm which one has the correct values? Seems they're off by 50. Not at home at the moment so I can't search my git repo to see when the change happened.

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try this 50--> 150
 src/map/skill.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)diff --git a/src/map/skill.c b/src/map/skill.cindex 612b205..f83779d 100644--- a/src/map/skill.c+++ b/src/map/skill.c@@ -10374,7 +10374,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui 						case 2: sx = x - i; break; 						case 6: sx = x + i; break; 					}-					skill->addtimerskill(src,timer->gettick() + (50 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);+					skill->addtimerskill(src,timer->gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); 				} 			} 			break;

 

 

Uhm. Newbie here. So what exactly i need to do? So look for the 50 and change it to 150 right? Trying right now. And recompile too right?

Edited by gidzdlcrz

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Yay!! It works but not smooth as like on rathena or im not sure. Hmmmmm.

 

Here's the code in rathena. Pretty much the same though.

 

case WL_EARTHSTRAIN:
   {
     int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
     int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting

     for( i = 1; i <= wave; i++ )
     {
       switch( dir ){
         case 0: case 1: case 7: sy = y + i; break;
         case 3: case 4: case 5: sy = y - i; break;
         case 2: sx = x - i; break;
         case 6: sx = x + i; break;
       }
       skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
     }
   }
   break;



Anyways so this is the fix for very fast/quick skill animation for Earth Strain here in hercules. Love it! Goodbye rathena i guess?

Edited by gidzdlcrz

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