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Knockback, stop effects and Skid Trap reworked, monster chase and dir…
…ection updates, code optimizations - Created a new function unit_blown_immune that will now serve as the central function to determine if an object can be knocked back or stopped (bugreport:7637) * Moved the check code from skill_blown to unit_blown_immune * Several stopping effects and traps will now use unit_blown_immune to check if the object can be stopped, if not, the object will always move to its target cell before stopping * Bosses and monsters immune to knockback will now no longer be stopped by such traps * Expanded the configuration skill_trap_type and moved its checks into unit_blown_immune, so it's possible to switch the "no stop" behavior off for GVG/BG and monsters individually * Long-term we should make all skills use this function to check for knockback immunity, it will make the checks a lot cleaner and more centralized - Monster chase range updates (bugreport:7637) * Updated monster_chase_range in monster.conf from 1 to 3; I originally thought official value is 1, but doing some in-depth tests myself I realized it's 3 for the most important situations * When a monster cannot issue new "move" commands because it was affected by a status change, but is still moving due to knockback immunity, it will no longer unlock its target and stop * Fixed a bug that always caused the chase path monsters calculated to be 1 cell too short causing them to recalculate their path one cell before their goal every single time - Fixed the direction calculation once again and optimized it at the same time (bugreport:9373) * Now the calculated direction is 100% official, really truly, checked it myself with every single cell and various skills * Added a new function map_calc_dir_xy that allows to check for a direction between two cells without the need of a block_list * map_calc_dir will now just use map_calc_dir_xy to avoid duplicate code - Implemented Skid Trap properly (bugreport:9373) * The direction of the knockback will now be "away from position of the caster during cast" rather than "away from trap" * Skid Trap will now stop the target for 3 seconds; this works even in GVG/BG and on bosses, even though the actual knockback doesn't happen
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Original file line number | Diff line number | Diff line change |
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@@ -10042,10 +10042,9 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty | |
case SC_KYOUGAKU: | ||
case SC_PARALYSIS: | ||
case SC_MAGNETICFIELD: | ||
unit_stop_walking(bl,1); | ||
break; | ||
case SC_ANKLE: | ||
if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) ) | ||
case SC_VACUUM_EXTREME: | ||
if (!unit_blown_immune(bl,0x1)) | ||
unit_stop_walking(bl,1); | ||
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Playtester
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|
||
break; | ||
case SC_HIDING: | ||
|
@@ -10068,10 +10067,6 @@ int status_change_start(struct block_list* src, struct block_list* bl,enum sc_ty | |
if (battle_config.sc_castcancel&bl->type) | ||
unit_skillcastcancel(bl, 0); | ||
break; | ||
case SC_VACUUM_EXTREME: | ||
if (!map_flag_gvg(bl->m)) | ||
unit_stop_walking(bl, 1); | ||
break; | ||
case SC_ITEMSCRIPT: // Shows Buff Icons | ||
if (sd && val2 != SI_BLANK) | ||
clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0); | ||
|
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im here...(only to know where i am when i update my serv.)
just noticed this, thank to @raynra
the check here sounds ridiculous, if unit cannot be knocked because of GVG/BG map, so don't stop them. xD