Darkzide 0 Posted May 17, 2014 Hi, i been using hercules emulator for a little and i noticed that asura strike is a bit different, i was using eathena and i migrated to hercules, some players would like to have an old school asura strike, is there a way to change this in the src? i found a video exactly in the way i want it Any help is appreciated Quote Share this post Link to post Share on other sites
0 karazu 33 Posted May 17, 2014 Disable the renewal mechanics Quote Share this post Link to post Share on other sites
0 Dastgir 1246 Posted May 17, 2014 Disable the renewal mechanics Isn't it clientside? Maybe using old clients can help(but no idea...)? Quote Share this post Link to post Share on other sites
0 karazu 33 Posted May 17, 2014 I think NO! old asura strike I think doesn't have a fix cast time? while the new one does.. Quote Share this post Link to post Share on other sites
0 Darkzide 0 Posted May 18, 2014 (edited) well i spent some time editing the src and i got a very similar result, for the interested people this is the modifications skill.c Lines: 3674-3716 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 = 1; // 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, 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 < 0) 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, 0, 0) ) { //clif->slide(src, src->x, src->y); clif->fixpos(src); clif->spiritball(src); } } break; here is a video of the result https://www.youtube.com/watch?v=b3UDFDf5oOs Edited May 18, 2014 by Darkzide Quote Share this post Link to post Share on other sites
0 ShankS 0 Posted November 12, 2014 (edited) -how about sa slide effect of Final Strike of Ninja? is there anyway to remove it? im using hercules, 2012 client ... Edited November 12, 2014 by ShankS Quote Share this post Link to post Share on other sites
0 ShankS 0 Posted November 12, 2014 case NJ_ISSEN: case MO_EXTREMITYFIST: { short x, y, i = 0; // 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 = 1; // 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, 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; by doing this //clif->fixpos(src); makes ninja not sliding when using final strike, but the asura strike is affected. Quote Share this post Link to post Share on other sites
0 ShankS 0 Posted November 12, 2014 LoL sorry i Fixed it Quote Share this post Link to post Share on other sites
0 Mhalicot 392 Posted November 14, 2014 Hello, Please point out how you fix it by Clicking "Mark Solved" or please comment how you fix it in your post and click the "Mark Solved" button at the bottom right. Thanks for cooperation. Int'l Moderator, Mhalicot Quote Share this post Link to post Share on other sites
0 ShankS 0 Posted November 28, 2014 (edited) commenting this can fix the slide effect, but its has bug.. like ramdomly teleporting anywhere in the map.--------> //clif->slide(src, src->x, src->y); --------> //clif->fixpos(src); but csnv say just remove this part, and it works fine now .. no sliding, no bug cell.. http://herc.ws/board/topic/7847-asura-cell-bug/#entry47005 && unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1) Edited November 28, 2014 by ShankS Quote Share this post Link to post Share on other sites
0 denmar123 0 Posted May 11, 2015 HOW ABOUT SKILL_DB.txt HELP ME PLEASE Quote Share this post Link to post Share on other sites
0 redclub00 0 Posted December 15, 2016 sir wer i can find this? commenting this can fix the slide effect, but its has bug.. like ramdomly teleporting anywhere in the map.--------> //clif->slide(src, src->x, src->y); --------> //clif->fixpos(src); sir wer i can find this? but csnv say just remove this part, and it works fine now .. no sliding, no bug cell.. :wub: http://herc.ws/board/topic/7847-asura-cell-bug/#entry47005 && unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1) Quote Share this post Link to post Share on other sites
Hi, i been using hercules emulator for a little and i noticed that asura strike is a bit different, i was using eathena and i migrated to hercules, some players would like to have an old school asura strike, is there a way to change this in the src?
i found a video exactly in the way i want it
Any help is appreciated
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