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Need Aftercast skill delay help


Pink Guy

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Hello, I want to make my server's skills depend on agi and I already did this to my battle/skill.conf.

// Delay time after casting (Note 2)
delay_rate: 0

// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)
// Note: On Official servers, neither Dex nor Agi affect delay time
delay_dependon_dex: yes
delay_dependon_agi: yes

// Minimum allowed delay for ANY skills after casting (in milliseconds) (Note 1)
// Note: Setting this to anything above 0 can stop speedhacks.
min_skill_delay_limit: 0

I want to particularly change Dangerous Soul Collect, Heal, and Finger Offensive delay. I want it to be smooth where you can spam those skills fast. Btw, my max aspd is 197.

skill_cast_db.txt

//-- CH_SOULCOLLECT
401,2000,0,0,600000,0,0

//-- AL_HEAL
28,0,0,0,0,0,0

//-- MO_FINGEROFFENSIVE
267,1000,0,0:200:400:600:800,0,0,0

As for my src/config/renewal.h

// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _CONFIG_RENEWAL_H_
#define _CONFIG_RENEWAL_H_

//quick option to disable all renewal option, used by ./configure
#define PRERE
#ifndef PRERE
/**
 * rAthena configuration file (http://rathena.org)
 * For detailed guidance on these check http://rathena.org/wiki/SRC/config/
 **/


/**
 * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder
 **/

/// Game renewal server mode
/// (disable by commenting the line)
///
/// Leave this line to enable renewal specific support such as renewal formulas
#define RENEWAL

/// Renewal cast time
/// (disable by commenting the line)
///
/// Leave this line to enable renewal casting time algorithms and enable fixed cast bonuses.
/// See also default_fixed_castrate in conf/battle/skill.conf for default fixed cast time (default is 20%).
/// Cast time is altered be 2 portion, Variable Cast Time (VCT) and Fixed Cast Time (FCT).
/// By default FCT is 20% of VCT (some skills aren't)
/// - VCT is decreased by DEX * 2 + INT.
/// - FCT is NOT reduced by stats, reduced by equips or buffs.
/// Example:
///  On a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a FCT
//#define RENEWAL_CAST

/// Renewal drop rate algorithms
/// (disable by commenting the line)
///
/// Leave this line to enable renewal item drop rate algorithms
/// While enabled a special modified based on the difference between the player and monster level is applied
/// Based on the http://irowiki.org/wiki/Drop_System#Level_Factor table
#define RENEWAL_DROP

/// Renewal exp rate algorithms
/// (disable by commenting the line)
///
/// Leave this line to enable renewal item exp rate algorithms
/// While enabled a special modified based on the difference between the player and monster level is applied
#define RENEWAL_EXP

/// Renewal level modifier on damage
/// (disable by commenting the line)
///
// Leave this line to enable renewal base level modifier on skill damage (selected skills only)
#define RENEWAL_LVDMG

/// Renewal ASPD [malufett]
/// (disable by commenting the line)
///
/// Leave this line to enable renewal ASPD
/// - shield penalty is applied
/// - AGI has a greater factor in ASPD increase
/// - there is a change in how skills/items give ASPD
/// - some skill/item ASPD bonuses won't stack
#define RENEWAL_ASPD

/// Renewal stat calculations
/// (disable by commenting the line)
///
/// Leave this line to enable renewal calculation for increasing status/parameter points
#define RENEWAL_STAT

#endif

#endif // _CONFIG_RENEWAL_H_

Thank you to whoever will help me. I appreciate any help.

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//id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,inf3,name,description
// 01 ID
// 02 range (combo skills do not check for range when used,
//           if range is < 5, the skill is considered melee-range)
// 03 hit (8- repeated hitting, 6- single-hit)
// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
// 05 element (0 - neutral, 1 - water, 2 - earth, 3 - fire, 4 - wind, 5 - poison,
//             6 - holy, 7 - dark, 8 - ghost, 9 - undead, -1 - use weapon element
//             -2 - use endowed element, -3 - use random element.)
// 06 nk (skill damage properties):
//    0x01 - No damage skill
//    0x02 - Has splash area
//    0x04 - Damage should be split among targets
//    0x08 - Skill ignores caster's % damage cards (misc type always ignores)
//    0x10 - Skill ignores elemental adjustments
//    0x20 - Skill ignores target's defense (misc type always ignores)
//    0x40 - Skill ignores target's flee (magic type always ignores)
//    0x80 - Skill ignores target's def cards
// 07 splash/effect range (-1 for screen-wide)
// 08 MaxLv
// 09 Number of hits (when positive, damage is increased by hits, 
//    negative values just show number of hits without increasing total damage)
// 10 Cast interrupted when hit?
// 11 defense-reduction rate during cast.
// 12 inf2 (skill information 2):
//    0x00001 - quest skill
//    0x00002 - npc skill
//    0x00004 - wedding skill
//    0x00008 - spirit skill
//    0x00010 - guild skill
//    0x00020 - song/dance
//    0x00040 - ensemble skill
//    0x00080 - trap
//    0x00100 - skill that damages/targets yourself
//    0x00200 - cannot be casted on self (if inf = 4, auto-select target skill)
//    0x00400 - usable only on party-members (and enemies if skill is offensive)
//    0x00800 - usable only on guild-mates (and enemies if skill is offensive)
//    0x01000 - disable usage on enemies (for non-offensive skills).
//    0x02000 - available skill for SC_AUTOSHADOWSPELL
//    0x04000 - chorus skill
//    0x08000 - skill that ignore bg reduction
//    0x10000 - skill that ignore gvg reduction
//    0x20000 - makes 'self'/'place' skill cannot be casted/placed when near NPC (see 'db/skill_nonearnpc_db.txt' for more options)
//    0x40000 - skill that can hit trap-type skill (inf2 has 0x00080)
// 13 maxcount: max amount of skill instances to place on the ground when
//    player_land_skill_limit/monster_land_skill_limit is enabled. For skills
//    that attack using a path, this is the path length to be used.
// 14 attack type (none, weapon, magic, misc)
// 15 Blowcount (amount of tiles skill knockbacks)
// 16 inf3 (skill information 3):
//    0x00001 - skill ignores land protector
//    0x00002 - skill that doesn't end camouflage
//    0x00004 - usable skills while hiding
//    0x00008 - skill that can be use while in dancing state
//    0x00010 - skill that could hit emperium
//    0x00020 - skill ignores SC_STASIS
//    0x00040 - skill blocked by kagehumi
//    0x00080 - skill range affected by AC_VULTURE
//    0x00100 - skill range affected by GS_SNAKEEYE
//    0x00200 - skill range affected by NJ_SHADOWJUMP
//    0x00400 - skill range affected by WL_RADIUS
//    0x00800 - skill range affected by RA_RESEARCHTRAP
//    0x01000 - skill that does not affect user that has NC_HOVERING active
//    0x02000 - skill that can be using while riding warg
//    0x04000 - skill that can't be used while in mado
//    0x08000 - skill that can be used to target while under SC__MANHOLE effect
//    0x10000 - skill that affects hidden targets
//    0x20000 - skill that affects SC_GLOOMYDAY_SK
//    0x40000 - skill that is affected by SC_DANCEWITHWUG
//    0x80000 - skill blocked by RA_WUGBITE
// 17 Name
// 18 Description

Check your skill_db.txt

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//id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,inf3,name,description
// 01 ID
// 02 range (combo skills do not check for range when used,
//           if range is < 5, the skill is considered melee-range)
// 03 hit (8- repeated hitting, 6- single-hit)
// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)
// 05 element (0 - neutral, 1 - water, 2 - earth, 3 - fire, 4 - wind, 5 - poison,
//             6 - holy, 7 - dark, 8 - ghost, 9 - undead, -1 - use weapon element
//             -2 - use endowed element, -3 - use random element.)
// 06 nk (skill damage properties):
//    0x01 - No damage skill
//    0x02 - Has splash area
//    0x04 - Damage should be split among targets
//    0x08 - Skill ignores caster's % damage cards (misc type always ignores)
//    0x10 - Skill ignores elemental adjustments
//    0x20 - Skill ignores target's defense (misc type always ignores)
//    0x40 - Skill ignores target's flee (magic type always ignores)
//    0x80 - Skill ignores target's def cards
// 07 splash/effect range (-1 for screen-wide)
// 08 MaxLv
// 09 Number of hits (when positive, damage is increased by hits, 
//    negative values just show number of hits without increasing total damage)
// 10 Cast interrupted when hit?
// 11 defense-reduction rate during cast.
// 12 inf2 (skill information 2):
//    0x00001 - quest skill
//    0x00002 - npc skill
//    0x00004 - wedding skill
//    0x00008 - spirit skill
//    0x00010 - guild skill
//    0x00020 - song/dance
//    0x00040 - ensemble skill
//    0x00080 - trap
//    0x00100 - skill that damages/targets yourself
//    0x00200 - cannot be casted on self (if inf = 4, auto-select target skill)
//    0x00400 - usable only on party-members (and enemies if skill is offensive)
//    0x00800 - usable only on guild-mates (and enemies if skill is offensive)
//    0x01000 - disable usage on enemies (for non-offensive skills).
//    0x02000 - available skill for SC_AUTOSHADOWSPELL
//    0x04000 - chorus skill
//    0x08000 - skill that ignore bg reduction
//    0x10000 - skill that ignore gvg reduction
//    0x20000 - makes 'self'/'place' skill cannot be casted/placed when near NPC (see 'db/skill_nonearnpc_db.txt' for more options)
//    0x40000 - skill that can hit trap-type skill (inf2 has 0x00080)
// 13 maxcount: max amount of skill instances to place on the ground when
//    player_land_skill_limit/monster_land_skill_limit is enabled. For skills
//    that attack using a path, this is the path length to be used.
// 14 attack type (none, weapon, magic, misc)
// 15 Blowcount (amount of tiles skill knockbacks)
// 16 inf3 (skill information 3):
//    0x00001 - skill ignores land protector
//    0x00002 - skill that doesn't end camouflage
//    0x00004 - usable skills while hiding
//    0x00008 - skill that can be use while in dancing state
//    0x00010 - skill that could hit emperium
//    0x00020 - skill ignores SC_STASIS
//    0x00040 - skill blocked by kagehumi
//    0x00080 - skill range affected by AC_VULTURE
//    0x00100 - skill range affected by GS_SNAKEEYE
//    0x00200 - skill range affected by NJ_SHADOWJUMP
//    0x00400 - skill range affected by WL_RADIUS
//    0x00800 - skill range affected by RA_RESEARCHTRAP
//    0x01000 - skill that does not affect user that has NC_HOVERING active
//    0x02000 - skill that can be using while riding warg
//    0x04000 - skill that can't be used while in mado
//    0x08000 - skill that can be used to target while under SC__MANHOLE effect
//    0x10000 - skill that affects hidden targets
//    0x20000 - skill that affects SC_GLOOMYDAY_SK
//    0x40000 - skill that is affected by SC_DANCEWITHWUG
//    0x80000 - skill blocked by RA_WUGBITE
// 17 Name
// 18 Description

Check your skill_db.txt

 

What do I need to do here?

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1. If you put delay_rate to 0, then there will never be any delay ever.

 

2. If you set min_skill_delay_limit to 0, you open up huge exploits, I recommend to keep it at at least 100ms. 10 skills per second is already way faster than any human can click anyway.

 

3. If you set both "delay_dependon_dex: yes" and "delay_dependon_agi: yes", then it's pretty easy to get the delay to 0 unless you change "castrate_dex_scale" to a much higher value than 150.

 

4. The three skills you've mention already scale with ASPD on the default settings and I'm not sure what you want to change exactly. What should the delay be on 1 AGI? What should the delay be on 100 AGI?

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1. If you put delay_rate to 0, then there will never be any delay ever.

 

2. If you set min_skill_delay_limit to 0, you open up huge exploits, I recommend to keep it at at least 100ms. 10 skills per second is already way faster than any human can click anyway.

 

3. If you set both "delay_dependon_dex: yes" and "delay_dependon_agi: yes", then it's pretty easy to get the delay to 0 unless you change "castrate_dex_scale" to a much higher value than 150.

 

4. The three skills you've mention already scale with ASPD on the default settings and I'm not sure what you want to change exactly. What should the delay be on 1 AGI? What should the delay be on 100 AGI?

I fully understand what you mean. I am trying to run a server where every class is skill spam reliant so I really want to be able to fix the skill delay. Every other class can spam their normal skills but as for champion, it's really slow. What I mean by slow is they can't spam soul collect + fo, soul collect + absorb, or soul collect + heal. If I have a lower ping then I could be able to do it, but since there's an option to adjust skill delay based on agi, then I was able to do it before. But I seem to forget how I did it so I'm asking here since that was 2-3 years ago. I appreciate any help.

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Well, the only skill that has a fixed aftercast delay of those skills is fingeroffensive:

//-- MO_FINGEROFFENSIVE

267,1000,500,0:200:400:600:800,0,0,0

But you have already fixed that in your quote above by changing 500 to 0. You don't need to adjust anything else. It's 100% ASPD dependent then.

 

The reason you can't spam these skills is because they a cast time, isn't it? It could also be that the client has a longer delay for them hardcoded, but then there isn't much you can do.

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Well, the only skill that has a fixed aftercast delay of those skills is fingeroffensive:

//-- MO_FINGEROFFENSIVE

267,1000,500,0:200:400:600:800,0,0,0

But you have already fixed that in your quote above by changing 500 to 0. You don't need to adjust anything else. It's 100% ASPD dependent then.

 

The reason you can't spam these skills is because they a cast time, isn't it? It could also be that the client has a longer delay for them hardcoded, but then there isn't much you can do.

There should be no delay since my max stats are like 400+. The only thing that I don't get is that I already did this before but I just forgot how I did it. I was just wondering if anyone could help me remember. Thanks anyways.

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Make the [delay_dependon_dex: no] since you just want agi.

After that, proceed to skill_db and edit the skill delay.

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Make the [delay_dependon_dex: no] since you just want agi.

After that, proceed to skill_db and edit the skill delay.

How do I edit the skill delay on skill_db.txt? If you mean skill_cast_db, then I've already done it.

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If you want to make it depending on AGI then you need to increase the delay of all skills. If it's 0, it can't be reduced further. You set the delay in skill_cast_db.txt as said before, yes.

For example if you give all skill 2000ms delay then at 0 agi, people could only use it every 2 seconds. But at 75 agi (assuming you don't change 150 being the max), people can use it every second.

I already told you everything you need to know about it. You still didn't really tell me what your goal is though. You basically removed all the delay and are still saying it's too slow, but you can't reduce it below 0ms. It's impossible. Only way to make it faster is removing the animation from the client or using WPE hacks.

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The other skills are working as intended but what I want to achieve with skill spamming for Champion is I want to be able to use Dangerous soul collect + Finger offensive really fast even if my ping is let's say 200 (due to my location from the server). By making the skill delay 0 and further making the delay scale with agi, it should be possible. I'm pretty sure that's the only thing I did to achieve this on my old server but I can't seem to make it work right now. I'll try to do it on my test server (0 ping since it's LAN. I want the skills to be spam-able no matter what your ping is) tomorrow and take a video of it so you can see.

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