Issue information

Issue ID
#6207
Status
New
Severity
None
Started
Hercules Elf Bot
Jul 11, 2012 12:04
Last Post
Hercules Elf Bot
Jul 12, 2012 10:51
Confirmation
Yes (1)
No (0)

Hercules Elf Bot - Jul 11, 2012 12:04

Originally posted by [b]Smoke[/b]
All skills derive their fixed cast as 20% of their variable cast if !fixed.

[CODE]
int fixed = skill_get_fixed_cast(skill_id, skill_lv);
if( !fixed ) {
fixed = skill_get_cast(skill_id, skill_lv);
fixed = ( fixed > 1 ? ( fixed * 20 / 100 ) : 0 );
}
[/CODE]

According to this : https://docs.google.com/document/pub?id=1LOc6aZm56xCcPC1hrvl_O52O_HUiMbFGEQKxLDjHgPE (taken from [url="http://forums.irowiki.org/showthread.php?t=86239"]here[/url])
There is no fixed cast time on this skill as I've cross-checked with an iRO player. This skill should only have variable cast? but that's not possible with this coding.

This post has been edited by Smoke on Jul 11, 2012 12:05

Hercules Elf Bot - Jul 11, 2012 12:12

Originally posted by [b]malufett[/b]
what do you mean by not possible.??

that is why there is a condition
[quote][color=#000088][size=2]if[/size][/color][color=#666600][size=2]([/size][/color][color=#000000][size=2] [/size][/color][color=#666600][size=2]![/size][/color][color=#000088][size=2]fixed[/size][/color][color=#000000][size=2] [/size][/color][color=#666600][size=2])[/size][/color][color=#000000][size=2] [/size][/color][color=#666600][size=2]{[/size][/color][/quote]
where if a skill has define fixed cast time in the skill_cast_db then that is the time the 20% will take place...

Hercules Elf Bot - Jul 11, 2012 13:47

Originally posted by [b]Smoke[/b]
That's what I said above yes, but apparently for this skill it has no fixed cast - not even this 20% of variable. It is nearly possible to have it instant cast with the appropriate stats.
So using [color=#000088][size=2]if[/size][/color][color=#666600][size=2]([/size][/color][color=#000000][size=2] [/size][/color][color=#666600][size=2]![/size][/color][color=#000088][size=2]fixed[/size][/color][color=#000000][size=2] [/size][/color][color=#666600][size=2])[/size][/color][color=#000000][size=2] [/size][/color][color=#666600][size=2]{[/size][/color], there will always be fixed cast, which shouldn't be the case.

This post has been edited by Smoke on Jul 11, 2012 14:04

Hercules Elf Bot - Jul 12, 2012 3:24

Originally posted by [b]Lighta[/b]
Smoke, you could set 1ms as fixed cast time as a workaround to bypass that setting, people won't notice it.
Or you may create a new Inf2 for skill to not read the 20%, (or hardcode a bypass by listing the skills)

Hercules Elf Bot - Jul 12, 2012 10:51

Originally posted by [b]Smoke[/b]
True but well, I did this.

[CODE]
int fixed = skill_get_fixed_cast(skill_id, skill_lv);
if( fixed < 0 ) fixed = 0;
else if( !fixed ) {
fixed = skill_get_cast(skill_id, skill_lv);
fixed = ( fixed > 1 ? ( fixed * 20 / 100 ) : 0 );
}
ShowDebug("Fixed : %d",fixed);
[/CODE]

in skill_cast_db.txt
[CODE]
//-- RA_ARROWSTORM
2233,2500,0,0,0,0,3000,-1
[/CODE]
This works for any skill that requires a bypass.

Also variable cast for this skill is [color=#000000][font=Arial][size=4](1.8 + 0.2 * Skill Level) seconds.[/size][/font][/color]
[color=#000000][font=Arial][size=4]Cooldown is [/size][/font][/color][color=#000000][font=Arial][size=4](5.2 - 0.2 * Skill Level) seconds.[/size][/font][/color]

[color=#000000][font=Arial][size=4]These formulae have been updated recently. found [url="https://docs.google.com/document/pub?id=1LOc6aZm56xCcPC1hrvl_O52O_HUiMbFGEQKxLDjHgPE"]here[/url], along with other classes.[/size][/font][/color]

This post has been edited by Smoke on Jul 12, 2012 10:55