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Sura skill: Flash Combo 2 sec general delay


OscarScorp

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In my server, Flash Combo skill has a 2 second general delay which makes the caster unable to use any other skill, item or even move (walk).

 

This happened after an update I made, since before the skill was showing !! only with no text for each combo step. In the src code, was using FLASHCOMBO_ATK_STEP1, 2, 3 and 4.

 

After the manual update now it shows the proper names of the skills, therefore using the official skills in order, but the new issue is now there's a 2 second general delay after using Flash Combo.

 

My question is, how can I remove this 2 second general delay?

 

Here's my skill_cast_db.txt, which I didn't modified at all.

// Structure of Database:
// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time

...

//-- SR_FLASHCOMBO
5009,0,4000,0,4000,0,0,-1

As you can see, it has no After cast walk delay.

 

 

Here's my skill.c

case SR_FLASHCOMBO: {
		//const int combo[] = { SR_FLASHCOMBO_ATK_STEP1, SR_FLASHCOMBO_ATK_STEP2, SR_FLASHCOMBO_ATK_STEP3, SR_FLASHCOMBO_ATK_STEP4 };
		const int delay[] = { 0, 250, 500, 2000 };
		const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
		
		if (sd)
			sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
		clif_skill_nodamage(src,bl,skill_id,skill_lv,
			sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
		for (i = 0; i < ARRAYLENGTH(combo); i++)			
			//skill_addtimerskill(src,tick + 500 * i,bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
		
			skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
	}
	break;

Any help will be appreciated :)

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Solved.

Commented:

//if (sd)
       //sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;

I also edited skill_cast_db.txt from:

// Structure of Database:
// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time


//-- SR_FLASHCOMBO
5009,0,4000,0,4000,0,0,-1

to:

//-- SR_FLASHCOMBO
5009,0,2000,0,4000,0,12000:10000:8000:6000:4000,-1

Player is now able to move and use other skills after the combo finishes, but the player now can use items while performing the combo hehe... not sure if that's intended or too op.

Edited by OscarScorp
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