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Zirius

What controls "water" in skill_require_db.txt

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Ok, i learned that my hercules does not recognize if a player is stepping in water or not, tried replacing water with none and AB works, but some other skill which really needs to be on water will not work, waterball.

What controls which is water and not in hercules?

31,0,0,10,0,0,0,99,0,0,water,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //AL_HOLYWATER#?????????#
86,0,0,15:20:20:25:25:25:25:25:25:25,0,0,0,99,0,0,water,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,

I need to fix that. Thanks! 

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Well, incases like WZ_Waterball, it checks to see if the cell type your standing on is water type.

if( src->type != BL_PC || map->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement								count++; // natural water cell							else if( (su = map->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL							      || (su = map->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) {								count++; // skill-induced water cell								skill->delunit(su); // consume cell							}

However, with AL_HOLYWATER and AB_ANCILLA, there isn't a check atleast, not one directly correlated with it's titles. It just says to produce them at 100%.

case AL_HOLYWATER:			/**			 * Arch Bishop			 **/			case AB_ANCILLA:				make_per = 100000; //100% success				break;

There isn't a check in skill.c for water type, it might be else where but I don't know where to look.

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Well, incases like WZ_Waterball, it checks to see if the cell type your standing on is water type.

if( src->type != BL_PC || map->getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement								count++; // natural water cell							else if( (su = map->find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL							      || (su = map->find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL ) {								count++; // skill-induced water cell								skill->delunit(su); // consume cell							}
However, with AL_HOLYWATER and AB_ANCILLA, there isn't a check atleast, not one directly correlated with it's titles. It just says to produce them at 100%.
case AL_HOLYWATER:			/**			 * Arch Bishop			 **/			case AB_ANCILLA:				make_per = 100000; //100% success				break;
There isn't a check in skill.c for water type, it might be else where but I don't know where to look.

 

 

Thank you very much sir, because of your reply I deduced that it is the mapcache.dat

I wonder why my first mapcache.dat is having trouble. But it is solved now. Thank you very much!

Edited by Zirius

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