Issue Information
-
#007012
-
0 - None Assigned
-
New
Issue Confirmations
-
Yes (0)No (0)
Originally posted by michieru
Maybe it's me but I found harder to cast fallen empire in rathena than on official can someone comfirm this?
On official I can spam but here even if I spam it's casting so far...
I use rAthena 17026
Maybe it's me but I found harder to cast fallen empire in rathena than on official can someone comfirm this?
On official I can spam but here even if I spam it's casting so far...
I use rAthena 17026
Originally posted by malufett
me I found it opposite...haha..I cast it harder in official...
ATM the delay is aspd base....
me I found it opposite...haha..I cast it harder in official...
ATM the delay is aspd base....
Originally posted by michieru
ok thanks for your anwser can you show me what to change to get this a little bit more easy please?
ok thanks for your anwser can you show me what to change to get this a little bit more easy please?
Originally posted by malufett
just do some tweak here @skill.c
or modify your settings @conf/battle/skill.conf
just do some tweak here @skill.c
<br /><br />/*==========================================<br /> * Does delay reductions based on dex/agi, sc data, item bonuses, ...<br /> *------------------------------------------*/<br />int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)<br />{<br /> int delaynodex = skill_get_delaynodex(skill_id, skill_lv);<br /> int time = skill_get_delay(skill_id, skill_lv);<br /> struct map_session_data *sd;<br /> struct status_change *sc = status_get_sc(bl);<br /><br /> nullpo_ret(bl);<br /> sd = BL_CAST(BL_PC, bl);<br /><br /> if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)<br /> return 0; //Will use picked skill's delay.<br /><br /> if (bl->type&battle_config.no_skill_delay)<br /> return battle_config.min_skill_delay_limit;<br /><br /> if (time < 0)<br /> time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.<br /><br /> // Delay reductions<br /> switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.<br /> case MO_TRIPLEATTACK:<br /> case MO_CHAINCOMBO:<br /> case MO_COMBOFINISH:<br /> case CH_TIGERFIST:<br /> case CH_CHAINCRUSH:<br /> case SR_DRAGONCOMBO:<br /> case SR_FALLENEMPIRE:<br /> time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);<br /> break;<br /> case HP_BASILICA:<br /> if( sc && !sc->data[SC_BASILICA] )<br /> time = 0; // There is no Delay on Basilica creation, only on cancel<br /> break;<br /> default:<br /> if (battle_config.delay_dependon_dex && !(delaynodex&1))<br /> { // if skill delay is allowed to be reduced by dex<br /> int scale = battle_config.castrate_dex_scale - status_get_dex(bl);<br /> if (scale > 0)<br /> time = time * scale / battle_config.castrate_dex_scale;<br /> else //To be capped later to minimum.<br /> time = 0;<br /> }<br /> if (battle_config.delay_dependon_agi && !(delaynodex&1))<br /> { // if skill delay is allowed to be reduced by agi<br /> int scale = battle_config.castrate_dex_scale - status_get_agi(bl);<br /> if (scale > 0)<br /> time = time * scale / battle_config.castrate_dex_scale;<br /> else //To be capped later to minimum.<br /> time = 0;<br /> }<br /> }<br /><br /> if ( sc && sc->data[SC_SPIRIT] )<br /> {<br /> switch (skill_id) {<br /> case CR_SHIELDBOOMERANG:<br /> if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)<br /> time /= 2;<br /> break;<br /> case AS_SONICBLOW:<br /> if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)<br /> time /= 2;<br /> break;<br /> }<br /> }<br /><br /> if (!(delaynodex&2))<br /> {<br /> if (sc && sc->count) {<br /> if (sc->data[SC_POEMBRAGI])<br /> time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;<br /> if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))<br /> time /= 2; // After Delay of Wind element spells reduced by 50%.<br /> }<br /><br /> }<br /><br /> if( !(delaynodex&4) && sd && sd->delayrate != 100 )<br /> time = time * sd->delayrate / 100;<br /><br /> if (battle_config.delay_rate != 100)<br /> time = time * battle_config.delay_rate / 100;<br /><br /> //min delay<br /> time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]<br /> time = max(time, battle_config.min_skill_delay_limit);<br /><br />// ShowInfo("Delay delayfix = %d\n",time);<br /> return time;<br />}<br /><br />
or modify your settings @conf/battle/skill.conf
Originally posted by michieru
ok thanks a lot =)
ok thanks a lot =)
moved issue from Skills