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rreinhard2311

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  1. Please help me translating this source code to Hercules one. case NJ_ISSEN: status_change_end(src, SC_NEN, INVALID_TIMER); status_change_end(src, SC_HIDING, INVALID_TIMER); // fall through 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 tried looking for similar commands that Hercules has to eAthena but I still fail when I compile it. Additionally, I'm not good at reading scripts.
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