SeaweedTH
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Everything posted by SeaweedTH
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According to this function in "unit.c" , what is the proper way to make a Blastmine Trap can be knocked back in GVG ? /** * Checks if unit can be knocked back / stopped by skills. * @param bl: Object to check * @param flag * 0x1 - Offensive (not set: self skill, e.g. Backslide) * 0x2 - Knockback type (not set: Stop type, e.g. Ankle Snare) * 0x4 - Boss attack * @return reason for immunity * UB_KNOCKABLE - can be knocked back / stopped * UB_NO_KNOCKBACK_MAP - at WOE/BG map * UB_MD_KNOCKBACK_IMMUNE - target is MD_KNOCKBACK_IMMUNE * UB_TARGET_BASILICA - target is in Basilica area * UB_TARGET_NO_KNOCKBACK - target has 'special_state.no_knockback' * UB_TARGET_TRAP - target is trap that cannot be knocked back */ enum e_unit_blown unit_blown_immune(struct block_list* bl, uint8 flag) { **** Say i would like to add a --- >CASE HT_BLASTMINE: TO return UB_KNOCKABLE -- HERE before GVG if ((flag&0x1) && (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground) && ((flag&0x2) || !(battle_config.skill_trap_type&0x1))) return UB_NO_KNOCKBACK_MAP; // No knocking back in WoE / BG switch (bl->type) { case BL_MOB: // Immune can't be knocked back if (((flag&0x1) && status_bl_has_mode(bl,MD_KNOCKBACK_IMMUNE)) && ((flag&0x2) || !(battle_config.skill_trap_type&0x2))) return UB_MD_KNOCKBACK_IMMUNE; break; case BL_PC: { struct map_session_data *sd = BL_CAST(BL_PC, bl); // Basilica caster can't be knocked-back by normal monsters. if( !(flag&0x4) && &sd->sc && sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id) return UB_TARGET_BASILICA; // Target has special_state.no_knockback (equip) if( (flag&(0x1|0x2)) && sd->special_state.no_knockback ) return UB_TARGET_NO_KNOCKBACK; } break; case BL_SKILL: { struct skill_unit* su = (struct skill_unit *)bl; // Trap cannot be knocked back if (su && su->group && skill_get_unit_flag(su->group->skill_id)&UF_NOKNOCKBACK) return UB_TARGET_TRAP; } break; } //Object can be knocked back / stopped return UB_KNOCKABLE; }
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i mean "a blastmine trap CAN BE KNOCKBACKED" by arrowshower, magnumbreak etc.
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How can i disable a unit immune knockback ?. ex: i want only a blastmine trap can be knockbacked in GVG.
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For anyone, who're facing this issue just try looking at ordinary part first. In my case, the cause is the limit of zeny. It took me 2 days to solve this by working on src and going deeper n deeper, but it actually come from an easiest one.
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For anyone, who're facing this issue just try looking at ordinary part first. In my case, the cause is the limit of zeny. It took me 2 days to solve this by working on src and going deeper n deeper, but it actually come from an easiest one.
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CLIENT Ragexe 2011-06-09 - trade will be cancel-
SeaweedTH replied to johnmark's question in Client-side Support
For anyone, who're facing this issue just try looking at ordinary part first. In my case, the cause is the limit of zeny. It took me 2 days to solve this by working on src and going deeper n deeper, but it actually come from an easiest one. -
i've tried everything in groups.conf but it still doesn't work ;(. And No it was set to true.
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actually, i just want all group to have that.
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Sure bro. Actually, the problem is on player group 0 ;(.
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It's not working bro, when both click OK it still has been cancel. Anyway , thank you so much T_T
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Please, when gm deal to player OR player to player, the trade is automatically cancel when clicking OK why ? thanks for all advises
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Need HELP !! - Force walking (override can_move)
SeaweedTH replied to SeaweedTH's question in General Support
it's solved now, since i can't diff my client bcuz of my client is already patched -
Need HELP !! - Force walking (override can_move)
SeaweedTH replied to SeaweedTH's question in General Support
Actually i try to disable the OFFICIAL_WALKPATH, i'll try to follow your suggestions on adjusting sizes. Anyway , thank you so much for your help. If it works, i'll let you know asap :). -
Can anyone pls HELP me to make my server can keep walking & change direction at ONE Click. According to this, In src/map/unit.c /** * Begins the function of walking a unit to an x,y location * This is where the path searches and unit can_move checks are done * @param bl: Object to send to x,y coordinate * @param x: X coordinate where the object will be walking to * @param y: Y coordinate where the object will be walking to * @param flag: Parameter to decide how to walk * &1: Easy walk (fail if CELL_CHKNOPASS is in direct path) * &2: Force walking (override can_move) * &4: Delay walking for can_move * &8: Search for an unoccupied cell and cancel if none available * @return 1: Success 0: Fail or unit_walktoxy_sub() */ int unit_walktoxy( struct block_list *bl, short x, short y, unsigned char flag) Does anyone have any idea to make my dream true ?, Thank you so much for every reply.