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skill delay


Best Answer glemor123, 20 December 2013 - 08:11 AM

found a fixed

 

becuase i disabled this one in renewal

/// renewal cast time/// (disable by commenting the line)////// leave this line to enable renewal casting time algorithms/// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats./// example:///  on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a///  "fixed cast time" which can only be reduced by specialist items and skills//#define RENEWAL_CAST

then i should not be editing reskill_cast_db.txt but i should edit pre-reskill_cast_db.txt 

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#21 Triedge

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Posted 20 December 2013 - 07:18 AM

Why.... ASC_BREAKER and ASC_METEORASSAULT....
have DELAY!!!!

ASC_BREAKER Delay => 1000:1200:1400:1600:1800:2000:2200:2400:2600:2800
ASC_METEORASSAULT => 500


AfterCastActDelay => Delay.

#22 glemor123

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Posted 20 December 2013 - 07:22 AM

Why.... ASC_BREAKER and ASC_METEORASSAULT....

have DELAY!!!!

 

ASC_BREAKER Delay => 1000:1200:1400:1600:1800:2000:2200:2400:2600:2800

ASC_METEORASSAULT => 500

i tried to copy the CastingTime up to Fixed Casting Time of meteor assault then paste it to the soul breaker but still nothing changed



#23 glemor123

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Posted 20 December 2013 - 08:11 AM   Best Answer

found a fixed

 

becuase i disabled this one in renewal

/// renewal cast time/// (disable by commenting the line)////// leave this line to enable renewal casting time algorithms/// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats./// example:///  on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a///  "fixed cast time" which can only be reduced by specialist items and skills//#define RENEWAL_CAST

then i should not be editing reskill_cast_db.txt but i should edit pre-reskill_cast_db.txt 



#24 Triedge

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Posted 20 December 2013 - 12:20 PM

You want to have all the skill Cast 0?

You must do the following:

in conf/skill.con

in:

// How much (dex*2+int) does variable cast turns zero?
vcast_stat_scale: 530

change:

// How much (dex*2+int) does variable cast turns zero?
vcast_stat_scale: 450

 

in reskill_cast_db.txt

The Cast Fixed all the skills it on -1

 

example:

//-- WZ_STORMGUST
89,4800:5600:6400:7200:8000:8800:9600:10400:11200:12000,5000,0,4600,12000,0,0

change:

//-- WZ_STORMGUST
89,4800:5600:6400:7200:8000:8800:9600:10400:11200:12000,5000,0,4600,12000,0,-1

 

or

 

//-- ASC_BREAKER
379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,250

change

//-- ASC_BREAKER
379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,-1

 

With this change.
have all the Renewal Features Cast.
The cast 0 is obtained when you have 150 dex and 150 int.


Edited by Triedge, 20 December 2013 - 12:20 PM.


#25 Zirius

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Posted 27 April 2016 - 12:08 PM

SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time

 

In Renewal:

CastingTime:

  • The time it takes to load a skill before being released.
  • It can be affected by status, skills, equipment and sc.
  • At renewal time minimum casting is 20% of the time, unless something espeficiques "Fixed Casting Time".

AfterCastActDelay:

  • It is a delay that is applied AFTER the skills to been used.
  • While this delay is active, any skill can be used.
  • Normally it is not affected by status.
  • Certain skills, sc and equipment can reduce AfterCastActDelay.
  • When AfterCastActDelay equals 0, the reuse time of a skill depends on your ASPD.

Cool Down

  • It is a delay that is applied AFTER the skills to been used.
  • Only affects a specific skill. while this skill have cooldown can not be used, but you can use any other skill.
  • No Status affects the cooldown.
  • Skills, equipment and SC may affect the cooldown.

Fixed Casting Time

  • Special condition for skill with cast time.
  • when 0, the minimum cast time is equal to 20% of the total cast.
  • When it is less than 0, no minimum cast time.
  • Any other positive number is a minimum time for casting specific skill.

 

sorry, i have a question. so based on this interpretation.

 

Say, I want to put a fixed cool down on skill say, 1 sec at Archer Double Strafe.

So, skill_cast_db.txt

 

//-- AC_DOUBLE
46,0,100,0,100,0,0,0

becomes

//-- AC_DOUBLE
46,0,100,0,100,0,1000,0

 

Correct me if I'm wrong, if hercules follows official behavior too, double strafe cool down is completely based on ASPD..

So with the change I made above, the final cool down of Double Strafe would be:

1 sec + ASPD

(1) is this correct and my emulator will behave the same?

 

(2) So, some skills' cooldown are ASPD based, are we assured that modification at "skill_cast_db.txt" skill Cooldown adds up to the cooldown calculated by the source file? and not completely overrides it?

 

thanks!

 

P.S. i am curious, because iRO did some custom changes on some skills like Double Strafe and Bowling Bash, they added 0.3 sec of cast delay to it. So its formula became

0.3 sec + ASPD ( http://irowiki.org/wiki/Servers#Skills )

just wondering if Herc is flexible at handling these modification.
 


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#26 Triedge

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Posted 27 April 2016 - 04:49 PM

Officially Double Strafe is based on ASPD.

When the "AfterCastActDelay" is 0, it is based only ASPD. Except if they have a Cooldown or Delay.

 

With the change you put, you have added a cooldown of 1 second and not reduced by ASPD.



#27 Zirius

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Posted 27 April 2016 - 08:00 PM

With the change you put, you have added a cooldown of 1 second and not reduced by ASPD.

 

sorry, just to confirm. So I added 1 sec additional cooldown aside from ASPD? so its 1 sec + ASPD now?


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#28 Triedge

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Posted 28 April 2016 - 03:08 AM

Yes and... NO

Double Strafe no have Cooldown.

the delay 0 is based in ASPD.

Add cooldown no have effect in the Delay.

the min delay by aspd is 100 milliseconds. this is... aspd: 197... i thing.






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