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ICE WALL - Block Long range


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Posted

Hello guys?
 

Anyone can do this? Like when you ice wall a long range monster it will not attack you since you are behind the ICE WALL, Help please.

 

Thank you and God Bless

1 answer to this question

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  • 1
Posted
 src/map/skill.cpp | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/src/map/skill.cpp b/src/map/skill.cpp
index 1864faeec..92a79e3e9 100755
--- a/src/map/skill.cpp
+++ b/src/map/skill.cpp
@@ -18026,8 +18026,8 @@ struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x
 	// Perform oninit actions
 	switch (group->skill_id) {
 		case WZ_ICEWALL:
-			map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
-			clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
+			map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,1);
+			clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,1,AREA);
 			skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
 			break;
 		case SA_LANDPROTECTOR:

answer is change gat type 5 into gat type 1

because the map_get2cell function say so .. in src\map\map.cpp

// gat system
inline static struct mapcell map_gat2cell(int gat) {
	struct mapcell cell;

	memset(&cell,0,sizeof(struct mapcell));

	switch( gat ) {
		case 0: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // walkable ground
		case 1: cell.walkable = 0; cell.shootable = 0; cell.water = 0; break; // non-walkable ground
		case 2: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // ???
		case 3: cell.walkable = 1; cell.shootable = 1; cell.water = 1; break; // walkable water
		case 4: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // ???
		case 5: cell.walkable = 0; cell.shootable = 1; cell.water = 0; break; // gap (snipable)
		case 6: cell.walkable = 1; cell.shootable = 1; cell.water = 0; break; // ???
		default:
			ShowWarning("map_gat2cell: unrecognized gat type '%d'\n", gat);
			break;
	}

	return cell;
}

 

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