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Darkzide

Old School Asura Strike

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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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Disable the renewal mechanics 

Isn't it clientside? Maybe using old clients can help(but no idea...)?

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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 by Darkzide

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-how about sa slide effect of Final Strike of Ninja?

is there anyway to remove it?

im using hercules, 2012 client ...

Edited by ShankS

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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.

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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

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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.. :wub::wub:

http://herc.ws/board/topic/7847-asura-cell-bug/#entry47005

&& unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1)
Edited by ShankS

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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: :wub:

http://herc.ws/board/topic/7847-asura-cell-bug/#entry47005

&& unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1)

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