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modifying @go delay


Fcuk

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in src/map/pc.h

find

  unsigned int canuseitem_tick; // [skotlex]

then add below

unsigned int warpgodelay_tick;

then go to the src/map/pc.c

find

sd->canuseitem_tick = tick;

then add below

sd->warpgodelay_tick = tick;

then

this is still in src/map/pc.c

find:(In the description it says this function is invoked when the player is receiving)

void pc_damage(struct map_session_data *sd,struct block_list *src,unsigned int hp, unsigned int sp)

inside the function add this:

 unsigned int tick = gettick();
 int warpgodelaycd = 5000; //This is the delay in milliseconds
 sd->warpgodelay_tick = tick+warpgodelaycd; //This is the timer

then go now in map/atcommand.c

find

 ACMD_FUNC(go)

then add this inside the function

unsigned int tick = gettick();

this is still in the (go) function

find below

nullpo_retr(-1, sd);

This is just below the list of maps in @go

then add below

if(DIFF_TICK(sd->warpgodelay_tick,tick)>0)
{
clif_displaymessage(fd,"There is a 5 seconds delay in using @go command");
return 0;
}

i want this to modify = when hit by mobs , there is no delay on using @go

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its simple. just don't apply those patch to avoid a delay on @go when you hit by mobs.

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its simple. just don't apply those patch to avoid a delay on @go when you hit by mobs.

lol I was thinking the same thing.

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its simple. just don't apply those patch to avoid a delay on @go when you hit by mobs.

lol I was thinking the same thing.

it's funny right? but it's the solution for his problem.

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