Issue information

Issue ID
#8517
Status
New
Severity
None
Started
Valo
Feb 1, 2015 19:23
Last Post
Playtester
Feb 6, 2015 9:46
Confirmation
Yes (2)
No (0)

Valo - Feb 1, 2015 19:23

This breaks several scripts, including monster race.

I fixed it like this:[code=auto:0] if(map->count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR, 1) > battle_config.official_cell_stack_limit || map->count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_NPC, 3) > battle_config.official_cell_stack_limit) { unit->walktoxy(&md->bl, md->bl.x, md->bl.y, 8); } and if ((flag&8) && !map->closest_freecell(bl->m, &x, &y, BL_CHAR, 1)) //This might change x and y [/code]
But someone might find a better solution.

Playtester - Feb 6, 2015 9:46

Better would be to just leave map.c untouched. As Herc already has implemented the flag to not count invisible units, the only thing missing is to change the function call to:[code=auto:0] [/code][code=auto:0] if ((flag&8) && !map->closest_freecell(bl->m, &x, &y, BL_CHAR|BL_NPC, 3)) //This might change x and y return 0;[/code]
It shouldn't count invisible BL_CHARs in the first place, or should it?