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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.

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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.

LP removes the units completely so it won't deal damage even if you remove LP. You can see that clearly with skills that have single units visible like Sanctuary and Crimson Fire Formation. You can see that it's "cut off".

And since "NE" SG knockback is official no reason to implement complicated algorithm for it.

Read through the commit.
Shouldn't the check be in skill_unitsetting and not initilize the unit on LP cell at all? Thats how I personally did it when meddling around. If its done in skill_unit_onplace / sub_onplace like that its only checking if the unit is on LP and making it not deal damage but the unit was still initialized on LP, its only triggered when something is in units splash range. Would also be better performance wise if those units dont get initialized at all, like you said?


Yeh, didn't see you posted that the NE is official. Was based on that illustration of yours. Ill prolly try to do something for myself though, I prefer that way.

It is done in skill_unitsetting, it goes via the skill_cell_overlap check (as it should be).
map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
There are a lot of unnecessary checks now, but I decided to keep them in as they improve the performance a little.

The damage checks could be completely removed, but I just wanted to be on the safe side in case something doesn't get removed properly or fast enough.

Edited by Playtester, 15 November 2014 - 10:15 PM.


ah, those extra checks got me confused and I missed that. but yeah I agree its a good idea to keep them just to be secure.

Fixed in https://github.com/H...20e645d85d08e43
Special Thanks to Playtester and GrumpyLittlePanda

changed status to: Fixed