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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

- Administration

Issue Information

  • #004249

  • 2 - Fair

  • Fixed

Issue Confirmations

  • Yes (0)No (0)
Photo

Edited .ACT in GRF no-Delay!

Posted by Hercules Bot on 22 May 2010 - 10:05 PM

Originally posted by tiagoeu
http://www.eathena.w...er&showbug=4249

It happened a few complaints on my server on an issue. GRF, to edit. ACT skills of the players managed to remove the delay of the skills that had the file. ACT edited. I tested using the time. GRFEditado and time without using it. GRFEditado. Actually the delay is reduced even the low amount of SP faster.

PS: if you want to. GRFEditada only comment I send the link.

Originally posted by Ind
Maybe if we matched the animation delay server-side, not sure.

Originally posted by xazax
If we would find a way to measure the animation delays precisely ( generate it from the animation files or measure it via a client side hook ) maybe it would worth adding a new field in skill_cast_db or a new db for animation delays.

After that if the configuration against this kind of grf edit is on, the delay applied on skills should be:
max(delay, anim_delay)
otherwise just
delay

Originally posted by sketchyphoenix
This would be better suited to the RAthena Development board since we're going into the idea of new functionality, rather than a true software bug (the issue itself is a client exploit technically).

Originally posted by Epoque
I imagine it'd take little effort to write an ACT parser to read the animation length for the damaged and skill-cast frames, and convert that into a separate database or as a new column in the skill_cast_db.txt, I'll see what I can muster up.

Originally posted by Ind

This would be better suited to the RAthena Development board since we're going into the idea of new functionality, rather than a true software bug (the issue itself is a client exploit technically).

create as per your suggestion: http://rathena.org/b...no-delay-issue/

Originally posted by Epoque
Should be fixed in [rev=15105], let me know if there are any problems.

I tested the code I committed on a no-delay Sniper sprite and it worked perfectly. I also checked it on a different delayed sprite (High Wizard, delay active, Jupitel Thunder at both 173 ASPD and 196 ASPD) and the animations seems to match fine.