the skill doesn't ignore obstacles like it's supposed to. I've seen it on other servers ignore obstacles; wanted to know when it'd be implemented
*EDIT* upon some research this has been a bug for over a year now;
http://www.eathena.ws/board/index.php?a ... howbug=852" TARGET="_blank
is there any hope for the ninjas out there in the world!
Ninja Shadow Leap
Re: Ninja Shadow Leap
Thank you for the report, We will look into this.
Re: Ninja Shadow Leap
Considering this is related to the recent High Jump report, looking at the code, it really should be ignoring obstacles.
skill.c (note the values Shadow Jump sends to movepos):
If it was checking path, it would follow this pair of lines:
Will investigate this further if it still isn't working.
skill.c (note the values Shadow Jump sends to movepos):
The movepos function works like this:case NJ_SHADOWJUMP:
if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
{ //You don't move on GVG grounds.
unit_movepos(src, x, y, 1, 0);
clif_slide(src,x,y);
}
if (sc && sc->data[SC_HIDING])
status_change_end(src, SC_HIDING, -1);
break;
If you look at the skill.c code, it is sending a 0 for the boolean value for checkpath, meaning it's saying that it shouldn't be checking path.int unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath)
If it was checking path, it would follow this pair of lines:
TK High Jump works the same way (unit_movepos(src, x, y, 1, 0);), but Flying Kick sends a (1 -- unit_movepos(src, bl->x, bl->y, 1, 1)) to give you an idea of the differences.if( checkpath && (map_getcell(bl->m,dst_x,dst_y,CELL_CHKNOPASS) || !path_search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,easy,CELL_CHKNOREACH)) )
return 0; // unreachable
Will investigate this further if it still isn't working.