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.