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
Go to the full post#21
Posted 20 December 2013 - 07:18 AM
have DELAY!!!!
ASC_BREAKER Delay => 1000:1200:1400:1600:1800:2000:2200:2400:2600:2800
ASC_METEORASSAULT => 500
AfterCastActDelay => Delay.
#22
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
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
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
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.
#26
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
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?
#28
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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