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SeaweedTH

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Everything posted by SeaweedTH

  1. 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; }
  2. i mean "a blastmine trap CAN BE KNOCKBACKED" by arrowshower, magnumbreak etc.
  3. How can i disable a unit immune knockback ?. ex: i want only a blastmine trap can be knockbacked in GVG.
  4. 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.
  5. 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.
  6. 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.
  7. i've tried everything in groups.conf but it still doesn't work ;(. And No it was set to true.
  8. actually, i just want all group to have that.
  9. Sure bro. Actually, the problem is on player group 0 ;(.
  10. It's not working bro, when both click OK it still has been cancel. Anyway , thank you so much T_T
  11. Please, when gm deal to player OR player to player, the trade is automatically cancel when clicking OK why ? thanks for all advises
  12. it's solved now, since i can't diff my client bcuz of my client is already patched
  13. 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 :).
  14. 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.
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