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Posted (edited)

how can i fix this ? it seems that the character is teleporting.. =/

http://youtu.be/yNpj0p764Vo

 

all I wanted was a no-delay asura.. 
so i edited skill_cast_db.txt 

here's my current setting: 

//-- CH_SOULCOLLECT
401,2000,0,0,600000,0,0
//-- MO_EXPLOSIONSPIRITS
270,0,0,0,180000,0,0
//-- MO_EXTREMITYFIST
271,4000:3500:3000:2500:2000,3000:2500:2000:1500:1000,0,0,300000,0
Edited by Heartbreak

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  • 0
Posted

will it work is I use this script from eathena ? 

case MO_EXTREMITYFIST:
		if( skillid == MO_EXTREMITYFIST )
		{
			status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
			status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
		}
		//Client expects you to move to target regardless of distance
		{
			struct unit_data *ud = unit_bl2ud(src);
			short dx,dy;
			int i,speed;
			i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
			dx = bl->x - src->x;
			dy = bl->y - src->y;
			if (dx < 0) dx-=i;
			else if (dx > 0) dx+=i;
			if (dy < 0) dy-=i;
			else if (dy > 0) dy+=i;
			if (!dx && !dy) dy++;
			if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
			{
				dx = bl->x;
				dy = bl->y;
			} else {
				dx = src->x + dx;
				dy = src->y + dy;
			}

			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);

			if(unit_walktoxy(src, dx, dy, 2) && ud) {
				//Increase can't walk delay to not alter your walk path
				ud->canmove_tick = tick;
				speed = status_get_speed(src);
				for (i = 0; i < ud->walkpath.path_len; i ++)
				{
					if(ud->walkpath.path[i]&1)
						ud->canmove_tick+=7*speed/5;
					else
						ud->canmove_tick+=speed;
				}
			}
		}
		break;

  • 0
Posted

 

will it work is I use this script from eathena ? 

case MO_EXTREMITYFIST:
		if( skillid == MO_EXTREMITYFIST )
		{
			status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
			status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
		}
		//Client expects you to move to target regardless of distance
		{
			struct unit_data *ud = unit_bl2ud(src);
			short dx,dy;
			int i,speed;
			i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
			dx = bl->x - src->x;
			dy = bl->y - src->y;
			if (dx < 0) dx-=i;
			else if (dx > 0) dx+=i;
			if (dy < 0) dy-=i;
			else if (dy > 0) dy+=i;
			if (!dx && !dy) dy++;
			if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
			{
				dx = bl->x;
				dy = bl->y;
			} else {
				dx = src->x + dx;
				dy = src->y + dy;
			}

			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);

			if(unit_walktoxy(src, dx, dy, 2) && ud) {
				//Increase can't walk delay to not alter your walk path
				ud->canmove_tick = tick;
				speed = status_get_speed(src);
				for (i = 0; i < ud->walkpath.path_len; i ++)
				{
					if(ud->walkpath.path[i]&1)
						ud->canmove_tick+=7*speed/5;
					else
						ud->canmove_tick+=speed;
				}
			}
		}
		break;

 

i don't know

 

make a backup and then try it o:

  • 0
Posted (edited)

Go to skill.c

 

 

if( skill_id == MO_EXTREMITYFIST ) {

mbl = src;
i = 3; // for Asura(from caster)
status->set_sp(src, 0, 0);
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
 

 

Edit:

i =3;

 

make it 1 for 1 cell

or make it 0 like in eathena

Edited by nightro
  • 0
Posted

 

will it work is I use this script from eathena ? 

case MO_EXTREMITYFIST:
		if( skillid == MO_EXTREMITYFIST )
		{
			status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
			status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
		}
		//Client expects you to move to target regardless of distance
		{
			struct unit_data *ud = unit_bl2ud(src);
			short dx,dy;
			int i,speed;
			i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
			dx = bl->x - src->x;
			dy = bl->y - src->y;
			if (dx < 0) dx-=i;
			else if (dx > 0) dx+=i;
			if (dy < 0) dy-=i;
			else if (dy > 0) dy+=i;
			if (!dx && !dy) dy++;
			if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
			{
				dx = bl->x;
				dy = bl->y;
			} else {
				dx = src->x + dx;
				dy = src->y + dy;
			}

			skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);

			if(unit_walktoxy(src, dx, dy, 2) && ud) {
				//Increase can't walk delay to not alter your walk path
				ud->canmove_tick = tick;
				speed = status_get_speed(src);
				for (i = 0; i < ud->walkpath.path_len; i ++)
				{
					if(ud->walkpath.path[i]&1)
						ud->canmove_tick+=7*speed/5;
					else
						ud->canmove_tick+=speed;
				}
			}
		}
		break;

Thanks for this! It worked just a little modification will do

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