Issue information

Issue ID
#4323
Status
Fixed
Severity
None
Started
Hercules Elf Bot
Jun 20, 2010 17:31
Last Post
Hercules Elf Bot
Mar 5, 2012 15:07
Confirmation
N/A

Hercules Elf Bot - Jun 20, 2010 17:31

Originally posted by [b]Linton[/b]
http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=4323

This bug was discovered by players over on my server, and it's actually kinda funny.

CODE
arug_cas04,2,4,0    script    #aru04_RL03    -1,{
OnEnable:
    set .MyMobCount,4;
    setcell "arug_cas04",138,263,145,263,cell_walkable,0;
    guardian "arug_cas04",139,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //40;
    guardian "arug_cas04",141,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //41;
    guardian "arug_cas04",143,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //42;
    guardian "arug_cas04",145,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //43;
    end;

OnBarrierDestroyed:
    set .MyMobCount,.MyMobCount-1;
    if (.MyMobCount == 0) {
        setarray $agit_ar04[4],1;
        mapannounce "arug_cas04","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
        setcell "arug_cas04",138,363,145,263,cell_walkable,1;
    }
    end;

OnDisable:
    setcell "arug_cas04",138,363,145,263,cell_walkable,1;
    killmonster "arug_cas04","#aru04_RL03::OnBarrierDestroyed";
    end;
}


Pay close attention (IMG:style_emoticons/default/tongue.gif)
QUOTE
setcell "arug_cas04",138,263,145,263,cell_walkable,0;
setcell "arug_cas04",138,363,145,263,cell_walkable,1;

Due to this fun little typo, once the 3rd Gate is destroyed, all spaces above where it once stood become walkable serverside, making a nice Running path right into the Emperium (or right off the map).

The same bug occurs in arug_cas05 as well, and it's a simple fix for both, changing the first 363 to a 263, on lines 1278 and 1283.