gidzdlcrz 4 Posted April 18, 2014 Hi. Try to use warock's earth strain. The skill animation we're too fast or quick. How to fix that? Quote Share this post Link to post Share on other sites
0 kisuka 178 Posted April 18, 2014 Can you provide an example / video of what you mean? Quote Share this post Link to post Share on other sites
0 gidzdlcrz 4 Posted April 18, 2014 Okay no problem. But it will take some time. Im working on it now. Quote Share this post Link to post Share on other sites
0 gidzdlcrz 4 Posted April 18, 2014 I had to make is very short for me to upload it very fast.. Anyways its here. Quote Share this post Link to post Share on other sites
0 Angelmelody 221 Posted April 18, 2014 (edited) 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 April 18, 2014 by Angelmelody 1 gidzdlcrz reacted to this Quote Share this post Link to post Share on other sites
0 kisuka 178 Posted April 18, 2014 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. 1 gidzdlcrz reacted to this Quote Share this post Link to post Share on other sites
0 gidzdlcrz 4 Posted April 18, 2014 (edited) 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 April 18, 2014 by gidzdlcrz Quote Share this post Link to post Share on other sites
0 gidzdlcrz 4 Posted April 18, 2014 (edited) 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 April 18, 2014 by gidzdlcrz Quote Share this post Link to post Share on other sites
Hi. Try to use warock's earth strain. The skill animation we're too fast or quick. How to fix that?
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