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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

- Administration

Issue Information

  • #005237

  • 2 - Fair

  • Fixed

Issue Confirmations

  • Yes (5)No (0)
Photo

Land Protector Border

Posted by Hercules Bot on 14 January 2012 - 12:24 PM

Originally posted by Ghost
Tested on pRO Valkyrie server.

Land Protector's border should be ineffective againts AoE spells.

Scenario:
A player is on the edge of the 11x11 Land Protector cell. Storm Gust is casted on the edge, player must be hit.

Originally posted by Protimus
This is a very old problem!

I already have the fix in brAthena... and I will send the code in rAthena tomorrow.

Originally posted by Ghost
Update plox /kis

Edited by Ghost, 20 January 2012 - 04:02 AM.


Originally posted by Protimus
Fixed in r15523

Originally posted by Wildcard
Reverted those changes in r15649, since the issue runs deeper than this, and the fix does not cover scenarios where ganbantein is involved (reported by our user Ghost via IRC). This issue, along various others, will require rewriting Storm Gust to its official form (10x10 tiles of 3x3 frost novals pulsing 11 times*).

Related links:
http://forums.irowik...ead.php?t=41947
http://forum.lumina-...p?topic=10924.0

*numbers arbitrary

Originally posted by benzanaz
like this link http://forum.lumina-...p?topic=10924.0

how to fix into this issue?

Originally posted by KeiKun
bump~

Originally posted by benzanaz
someone can fix it please

Originally posted by benzanaz
still wait XD

Originally posted by benzanaz
still wait... bump

Originally posted by Ind
benzanaz that lumina bug isn't related to this one at all

Originally posted by benzanaz
@Ind thank for replay me

i'm worry about the LP do not work perfectly like official (aegis)
inside bug report of lumina-ro is already fixed it,Yes i wanna know how?
the question is how long for rathena to resolve LP bug?

thank you all

Originally posted by benzanaz
sorry for twice post my internet is laged

Edited by benzanaz, 11 April 2012 - 03:25 PM.


Originally posted by benzanaz
bump

Originally posted by Hobbix
bump

moved issue from Skills

Re-uploading the screenshots: Photo by Ghost
Posted Image
Posted Image

Ganbantein skill too..
Posted Image

So this is not an issue with land protector but rather storm gust not having the splash effect, correct? Are there other skills that are missing the splash effect, like if one of meteor storms meteors hits next to lp is it officially supposed to hit the people standing on the first 3 lines of LP cells?

Edited by GrumpyPanda, 14 May 2014 - 03:16 PM.


We tested on an old aegis. MS also splashes onto LP if it hits on edge. I have SG and MS working now.

- Save center cell of unitgroup to group->cux and group->cuy
group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
group->item_id = req_item;
group->cux = x;
group->cuy = y;

- reduced SG to 3x3 and init a unit group on each cell in 9x9 area
case WZ_STORMGUST:
	{
	int i;
	int j;
	for(i=0;i<9;i++)
		for(j=0;j<9;j++)
			skill->unitsetting(src,skill_id,skill_lv,x-4+i,y-4+j,0);
	}
	break;

- Use the group->cux and group->cuy to determine if SG or MS should hit instead of targets cell.
	// This enables SG and MS to splash onto LP [GrumpyPanda]
	if (group->skill_id == WZ_METEOR || group->skill_id == WZ_STORMGUST){
		if(map->getcell(bl->m, group->cux, group->cuy, CELL_CHKLANDPROTECTOR))
		return 0;
		else{
		// Do nothing
		}
	}
	else if( !(skill->get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
		return 0; //AoE skills are ineffective. [Skotlex]

This requires changing MAX_SKILLUNITGROUP to something a lot bigger, a single SG takes 81 unitgroups now. I set mine to 810 for now.