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Old School asura


Anime s2

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is it possible to leave the azura strike like it was before? ive noticed that the Hercules and Rathena emulators are a bit different.

check out the video below, i was using the eathena and i aim to use rathena or hercules, altho i came across this problem. many players are complaining and im kind of a newb with these emulators

 

i am looking for a trustworthy person to make this slight fix on the azura strike, payment would be made thru paypal

 

ive found a video that portrays exactly the way im looking for.

 

 

 

the other azura he begins the movement before actually striking the target. he starts the movement, hits the target, "ducks down" punching the floor, and the movement ends there..

and the new azura, the character there is no animation before the skill, he simply strikes the enemy without doing the "ducking down punching the floor movement", he simply remains standing up, and afterwards you can even walk around and only after you stop moving he will "duck down and hit the ground"]

Edited by Anime s2
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As far as I understood the problem is not related to the delay, is an animation problem. I was searching for a solution for my own, because I hate that behavior too. So here it is.
go to src/map/skill.c
 
Search for:
 			// Ashura Strike still has slide effect in GVG
			if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
				unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {

Now replace 

unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)

for

unit_walktoxy(src, mbl->x + x, mbl->y + y, 2)

The problem: unit_movepos() is a kind of teleport, not a walk. If you want, you can also remove the slide which gives a glitch that I also hate.

That was I found after comparing with eAthena code. also, if you think that the damage way before the movement, move, not copy paste, move 

skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);

(it is around line 4404), just before:

// Ashura Strike still has slide effect in GVG

Why does it works like that now? I have not idea, but I hate it.

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 is this already solve?. i really need help with this too. searching for a long time cant find the answer

 

 

 is this already solve?. i really need help with this too. searching for a long time cant find the answer

 

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Is there a solution for this?

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Is there an update for this?

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Maybe it's like that because it's no cast? I'm pretty sure if you have cast on the other one it's gonna be the same.

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In skill.c have a line on asura strike to commit to active old style of asura. I'm on cellphone, but its easy to found.

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In skill.c have a line on asura strike to commit to active old style of asura. I'm on cellphone, but its easy to found.

Can you inform me which line exactly? Is it The same procedure for The hercules emulator? Appreciate it

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up

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anyone?

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bump

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up

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Give me your skill.c

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Give me your skill.c

thx, check ur mailbox.

 

http://www.mediafire.com/download/demcjp2u71wt0id/skill.rar

 

obrigado.

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I want this too :(

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hi, i want this too, anyone can help us?

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Someone can tell me which line is? Ty

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I want this too :(

 

 

hi, i want this too, anyone can help us?

 

 

Someone can tell me which line is? Ty

 

Find this line in your skill.c

		case MO_EXTREMITYFIST:
	//		if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
	//			return false;
			if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
				break;
			if( sc && sc->data[SC_COMBO] ) {
				switch(sc->data[SC_COMBO]->val1) {
					case MO_COMBOFINISH:
					case CH_TIGERFIST:
					case CH_CHAINCRUSH:
						break;
					default:
						return false;
				}
			}

remove 

//
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"To disable Asura during the 5 min skill block uncomment this" what does it mean??

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"To disable Asura during the 5 min skill block uncomment this" what does it mean??

 

its worth to trying.

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Not if I do not know what does it means....

Edited by Nagad
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Not if I do not know what does it means....

 

really dont understand. up to u

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I just do not want to broke any mechanic with this. I do not try random things, sorry.

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It means if you remove the // after casting asura the player will have a 5 min (defined in skill_cast_db.txt) delay before being able to cast asura again.

Prevent asura spaming ( I think death/ logging resets the timer )

It's best to just try things yourself and see the results just note what you did so if you don't like the result you can revert back

Edited by Stolao
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As far as I understood the problem is not related to the delay, is an animation problem. I was searching for a solution for my own, because I hate that behavior too. So here it is.
go to src/map/skill.c
 
Search for:
 			// Ashura Strike still has slide effect in GVG
			if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
				unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {

Now replace 

unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)

for

unit_walktoxy(src, mbl->x + x, mbl->y + y, 2)

The problem: unit_movepos() is a kind of teleport, not a walk. If you want, you can also remove the slide which gives a glitch that I also hate.

That was I found after comparing with eAthena code. also, if you think that the damage way before the movement, move, not copy paste, move 

skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);

(it is around line 4404), just before:

// Ashura Strike still has slide effect in GVG

Why does it works like that now? I have not idea, but I hate it.

 

wow. Thank you!

 

I'll test when coming home...

 

I hope thats work!

 

up

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up :(

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