wOni Posted December 25, 2016 Group: Members Topic Count: 10 Topics Per Day: 0.00 Content Count: 69 Reputation: 2 Joined: 04/20/13 Last Seen: October 6, 2018 Share Posted December 25, 2016 Hi guys! im wondering is this possible. Second Edition WoE IF High jump Enable in SE WoE and Barricade deployed, High jump ( Skill ID# 426 ) can't get thru barricade and walls? Example Picture: Spoiler Thanks in advance Quote Link to comment Share on other sites More sharing options...
0 Playtester Posted December 25, 2016 Group: Developer Topic Count: 33 Topics Per Day: 0.01 Content Count: 790 Reputation: 225 Joined: 01/30/13 Last Seen: 17 hours ago Share Posted December 25, 2016 That's very possible, but you need to change the code: case TK_HIGHJUMP: { int x,y, dir = unit_getdir(src); //Fails on noteleport maps, except for GvG and BG maps [Skotlex] if( map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m) ) ) { x = src->x; y = src->y; } else if(dir%2) { //Diagonal x = src->x + dirx[dir]*(skill_lv*4)/3; y = src->y + diry[dir]*(skill_lv*4)/3; } else { x = src->x + dirx[dir]*skill_lv*2; y = src->y + diry[dir]*skill_lv*2; } clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0)) clif_blown(src); } break; I'm not sure if it works but maybe it's sufficient to change the last parameter in the unit_movepos call to "1". Quote Link to comment Share on other sites More sharing options...
0 wOni Posted January 14, 2017 Group: Members Topic Count: 10 Topics Per Day: 0.00 Content Count: 69 Reputation: 2 Joined: 04/20/13 Last Seen: October 6, 2018 Author Share Posted January 14, 2017 On 12/26/2016 at 6:09 AM, Playtester said: That's very possible, but you need to change the code: case TK_HIGHJUMP: { int x,y, dir = unit_getdir(src); //Fails on noteleport maps, except for GvG and BG maps [Skotlex] if( map[src->m].flag.noteleport && !(map[src->m].flag.battleground || map_flag_gvg2(src->m) ) ) { x = src->x; y = src->y; } else if(dir%2) { //Diagonal x = src->x + dirx[dir]*(skill_lv*4)/3; y = src->y + diry[dir]*(skill_lv*4)/3; } else { x = src->x + dirx[dir]*skill_lv*2; y = src->y + diry[dir]*skill_lv*2; } clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0)) clif_blown(src); } break; I'm not sure if it works but maybe it's sufficient to change the last parameter in the unit_movepos call to "1". not working . dump Quote Link to comment Share on other sites More sharing options...
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wOni
Hi guys! im wondering is this possible.
Second Edition WoE IF High jump Enable in SE WoE and Barricade deployed, High jump ( Skill ID# 426 ) can't get thru barricade and walls?
Example Picture:
Thanks in advance
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