Jump to content
  • 0

Pre-renewal skill delays


monof

Question


  • Group:  Members
  • Topic Count:  6
  • Topics Per Day:  0.00
  • Content Count:  13
  • Reputation:   0
  • Joined:  08/10/13
  • Last Seen:  

Good morning everybody,

 

I had an issue recenty with my test server. I have a pre-re server (everything is commented on renewal.h) but some champs could easily spam their skills as if they had 190 ASPD (but they only have 162 ASPD for instance). 

Then I tried to change things, so I made this change :

// 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: no
delay_dependon_agi: yes

The skills became more normal, but more problems showed up. Some skills now can be spammed as if they are under Poem of Bragi, like Sharp Shooting or some Homunculus Skills. 

 

Here is my skill.conf :

//--------------------------------------------------------------
// rAthena Battle Configuration File
// Originally Translated by Peter Kieser <[email protected]<script data-cfhash='f9e31' type="text/javascript">/*  */</script>>
// Made in to plainer English by Ancyker
//--------------------------------------------------------------
// Note 1: Value is a config switch (on/off, yes/no or 1/0)
// Note 2: Value is in percents (100 means 100%)
// Note 3: Value is a bit field. If no description is given,
//         assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary)
//--------------------------------------------------------------

// The rate of time it takes to cast a spell (Note 2, 0 = No casting time)
casting_rate: 100

// Delay time after casting (Note 2)
delay_rate: 100

// 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: no
delay_dependon_agi: yes

// Minimum allowed delay for ANY skills after castbegin (in milliseconds) (Note 1)
// Note: Setting this to anything above 0 can stop speedhacks.
min_skill_delay_limit: 100

// This delay is the min 'can't walk delay' of all skills.
// NOTE: Do not set this too low, if a character starts moving too soon after 
// doing a skill, the client will not update this, and the player/mob will 
// appear to "teleport" afterwards.
default_walk_delay: 300

// Completely disable skill delay of the following types (Note 3)
// NOTE: By default mobs don't have the skill delay as specified in the skill
//  database, but follow their own 'reuse' skill delay which is specified on
//  the mob skill db. When set, the delay for all skills become
//  min_skill_delay_limit.
no_skill_delay: 2

// At what dex does the cast time become zero (instacast)?
castrate_dex_scale: 150

// How much (dex*2+int) does variable cast turns zero?
vcast_stat_scale: 530

// On official servers, amotion delay is applied at castbegin. There is no amotion delay applied
// at castend. Set this to anything above 0 to also apply amotion delay at castend. (Note 2)
// NOTE: Setting this will break chaining of skills with cast time but no aftercast delay.
// The client-sided delays are different from skill to skill and usually range from 140 to 180.
// If you want to be secure, a value between 90 and 140 is recommended.
skill_amotion_leniency: 0

// Will normal attacks be able to ignore the delay after skills? (Note 1)
skill_delay_attack_enable: yes

// Range added to skills after their cast time finishes.
// Decides how far away the target can walk away after the skill began casting before the skill fails.
// 0 disables this range checking (default)
skill_add_range: 0

// If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
skill_out_range_consume: no

// Does the distance between caster and target define if the skill is a ranged skill? (Note 3)
// If set, when the distance between caster and target is greater than 3 the skill is considered long-range, otherwise it's a melee range.
// If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).
// Default 14 (mobs + pets + homun)
skillrange_by_distance: 14

// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)
// NOTE: Skills affected by this option are those whose range in the skill_db are negative. By default always the skill range is used.
// Note that if you want all monster skills to have a range of 9 you need to set monster_ai&0x400.
skillrange_from_weapon: 0

// Should a check on the caster's status be performed in all skill attacks?
// When set to yes, meteors, storm gust and any other ground skills will have 
// no effect while the caster is unable to fight (eg: stunned).
skill_caster_check: yes

// Should ground placed skills be removed as soon as the caster dies? (Note 3)
clear_skills_on_death: 0

// Should ground placed skills be removed when the caster changes maps? (Note 3)
clear_skills_on_warp: 15

//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"
//The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies)
//See db/skill_unit_db.txt for more info.
defunit_not_enemy: no

// Should skills always do at least 'hits' damage when they don't miss/are blocked?
// Many skills will have their damage multiplied by their number of hits (see skill_db), these will always deal 1 HP
// damage per hit, even against plants. But some skills are actually a single hit that is just displayed as multiple
// hits. For these skills, damage gets divided by number of hits and rounded down. That means that plants won't take
// any damage from them. Examples: Sonic Blow, Lord of Vermillion
// With this setting, you can change the official behavior and make these skills deal at least 1 HP damage per hit.
// Values: 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
skill_min_damage: 0

// The delay rate of monk's combo (Note 2)
combo_delay_rate: 100

// Use alternate auto Counter Attack Skill Type? (Note 3)
// For those characters on which it is set, 100% Critical,
// Otherwise it disregard DEF and HIT+20, CRI*2
auto_counter_type: 15

// Can ground skills be placed on top of each other? (Note 3)
// By default, skills with UF_NOREITERATION set cannot be stacked on top of 
// other skills, this setting will override that. (skill_unit_db)
skill_reiteration: 0

// Can ground skills NOT be placed underneath/near players/monsters? (Note 3)
// If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)
skill_nofootset: 1

// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)
// Default on official servers: 1 (for players)
gvg_traps_target_all: 1

// Traps visibility setting (trap with UF_HIDDEN_TRAP flag):
// 0 = Always visible
// 1 = Enable invisibility in versus maps (GVG/PVP/BG)
// 2 = Enable invisibility in all maps
traps_setting: 0

// Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)
// 1: Enable players to damage the floras outside of versus grounds.
// 2: Disable having different types out at the same time
//    (eg: forbid summoning anything except hydras when there's already 
//     one hydra out)
summon_flora_setting: 3

// Whether placed down skills will check walls (Note 1)
// (ex. Storm Gust cast against a wall will not hit the other side.) 
skill_wall_check: yes

// When cloaking, Whether the wall is checked or not. (Note 1)
// Note: When the skill does not checks for walls, you will always be considered
//  as if you had a wall-next to you (you always get the wall-based speed). 
//  Add the settings as required, being hit always uncloaks you.
// 
// 0 = doesn't check for walls
// 1 = Check for walls
// 2 = Cloaking is not cancelled when attacking.
// 4 = Cloaking is not cancelled when using skills
player_cloak_check_type: 1
monster_cloak_check_type: 4

// Can't place unlimited land skills at the same time (Note 3)
land_skill_limit: 9

//Determines which kind of skill-failed messages should be sent:
// 1 - Disable all skill-failed messages.
// 2 - Disable skill-failed messages due to can-act delays.
// 4 - Disable failed message from Snatcher
// 8 - Disable failed message from Envenom
display_skill_fail: 2

// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
chat_warpportal: no

// What should the wizard's "Sense" skill display on the defense fields?
// 0: Do not show defense
// 1: Base defense [RE default]
// 2: Vit/Int defense
// 3: Both (the addition of both) 
sense_type: 1

// Which finger offensive style will be used?
// 0 = Aegis style (single multi-hit attack)
// 1 = Athena style (multiple consecutive attacks)
finger_offensive_type: 0

// Grandcross Settings (Don't mess with these)
// If set to no, hit interval is increased based on the amount of mobs standing on the same cell
// (means that when there's stacked mobs in the same cell, they won't receive all hits)
gx_allhit: no

// Grandcross display type (Default 1)
// 0: Yellow character
// 1: White character
gx_disptype: 1

// Max Level Difference for Devotion
devotion_level_difference: 10

// Using 'old' behavior for devotion vs reflect damage? (Note 2)
// Default is 0 (official). If 'devotion_rdamage' is > 0 (chance to devote the reflected damage),
// when player with devotion attacks player with reflect damage ability (item bonus or skill),
// the damage will be taken by the person who provides devotion instead the attacker.
devotion_rdamage: 0

// Officially, reflecting shield (SC_REFLECTDAMAGE) reflects physical damage by skill or normal attack.
// But if the target is being devoted, it ONLY reflects the damage for melee skill. (Note 1)
devotion_rdamage_skill_only: yes

// If no than you can use the ensemble skills alone. (Note 1)
player_skill_partner_check: yes

// Remove trap type
// 0 = Aegis system : Returns 1 'Trap' item
// 1 = Athena system : Returns all items used to deploy the trap
skill_removetrap_type: 0

// Does using bow to do a backstab give a 50% damage penalty? (Note 1)
backstab_bow_penalty: yes

// How many times you could try to steal from a mob.
// Note: It helps to avoid stealing exploit on monsters with few rare items
// Use 0 to disable (max allowed value is 255)
skill_steal_max_tries: 0

// Does Berserk/Frenzy cancel other self-buffs when used?
berserk_cancels_buffs: no

// Level and Strength of "MVP heal". When someone casts a heal of this level or
// above, the heal formula is bypassed and this value is used instead.
max_heal: 9999
max_heal_lv: 11

// Emergency Recall Guild Skill setting (add as appropriate).
// Note that for the skill to be usable at all, 
// you need at least one of 1/2 and 4/8
// 1: Skill is usable outside of woe.
// 2: Skill is usable during woe.
// 4: Skill is usable outside of GvG grounds
// 8: Skill is usable on GvG grounds
//16: Disable skill from "nowarpto" maps
//    (it will work on GVG castles even if they are set to nowarpto, though)
emergency_call: 11

// Guild Aura Skills setting (add as appropriate).
// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
// Note that for the skill to be usable at all, 
// you need at least one of 1/2 and 4/8
// 1: Skill works outside of woe.
// 2: Skill works during woe.
// 4: Skill works outside of GvG grounds
// 8: Skill works on GvG grounds
//16: Disable skill from affecting Guild Master
guild_aura: 31

// Max Possible Level of Monster skills
// Note: If your MVPs are too tough, reduce it to 10.
mob_max_skilllvl: 100

// Allows players to skip menu when casting Teleport level 1
// Menu contains two options. "Random" and "Cancel"
skip_teleport_lv1_menu: yes

// Allow use of SG skills without proper day (Sun/Moon/Star) ?
allow_skill_without_day: no

// Allow use of ES-type magic on players?
allow_es_magic_player: no

// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)
sg_miracle_skill_ratio: 2

// Miracle of the Sun, Moon and Stars skill duration in milliseconds
sg_miracle_skill_duration: 3600000

// Angel of the Sun, Moon and Stars skill ratio (100% = 10000)
sg_angel_skill_ratio: 10

// Skills that bHealPower has effect on
// 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun
skill_add_heal_rate: 7

// Whether the damage of EarthQuake with a single target on screen is able to be reflected.
// Note: On official servers, EQ is reflectable when there is only one target on the screen, 
//	 which might be an exploit to hunt the MVPs.
eq_single_target_reflectable: yes

// On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.
// When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.
// (The number will show but no actual damage will be done)
invincible.nodamage: no

// Dancing Weapon Switch
// On official servers, a fix is in place that prevents the switching of weapons to cancel songs.
// Default: yes
dancing_weaponswitch_fix: yes

// Skill Trap Type
// On official servers if a unit is completely immune to knockback, it will still walk to the last target tile before
// stopping when inflicted by a stopping status effect (including traps like Ankle Snare and Spiderweb). All traps on
// the way will be activated.
// This does NOT include being immune to knock back from equip. This bonus only helps against knockback skills.
// 0: (official)
// 1: Stop effects in GvG/WoE make units stop immediately.
// 2: Stop effects make monsters immune to knockback / bosses stop immediately.
// 3: 1+2
skill_trap_type: 0

// Area of Bowling Bash chain reaction
// 0: Use official gutter line system
// 1: Gutter line system without demi gutter bug
// 2-20: Area around caster (2 = 5x5, 3 = 7x7, 4 = 9x9, ..., 20 = 41x41)
// Note: If you knock the target out of the area it will only be hit once and won't do splash damage
bowling_bash_area: 0

// Pushback behavior (Note 1)
// On official servers, hitting a wall will always cause the unit to stop moving.
// If "no", the unit will continue moving when approaching walls diagonally (old Athena behavior).
path_blown_halt: yes

// Taekwon Mission mob name check
// iRO Wiki States: If your target is Goblin, any monster called "Goblin" will count toward the mission.
// 0: Off (default)
// 1: All 5 of the Goblin monsters will count, regardless of Mob ID (Mob ID: 1122-1126) - iRO default
// 2: Any monster with the same exact name will count, regardless of Mob ID - Comparison based off of jName
taekwon_mission_mobname: 0

// Can a player Teleport on top of a Map Warp Portal? (Note 1)
// On official servers players have been unable to do so.
teleport_on_portal: no

// Is the knockback direction for Cart Revolution always West? (Note 1)
// On official servers it will knock the target always to the West. If disabled it will knock the target backwards.
cart_revo_knockback: yes

// On official servers, Arrow Shower blow direction always rely on skill placed location to target instead of caster to target
arrow_shower_knockback: yes

// On official servers, Storm Gust consists of 81 units that all deal 3x3 splash damage "away from center". Due to
// south-western cells being processed first, this usually leads to a knockback to the northeast. Knockback at the
// edges will be away from SG. Knockback direction can also be influenced by Ganbantein and Land Protector. If you
// punch a hole into SG it will for example create a "suck in" effect.
// If you disable this setting, the knockback direction will be completely random (eAthena style).
stormgust_knockback: yes

// For RENEWAL_CAST (Note 2)
// By default skill that has '0' value for Fixed Casting Time will use 20% of cast time
// as Fixed Casting Time, and the rest (80%) as Variable Casting Time.
// Put it 0 to disable default Fixed Casting Time (just like -1 is the skill_cast_db.txt).
default_fixed_castrate: 20

// On official servers, skills that hit all targets on a path (e.g. Focused Arrow Strike and First Wind) first
// calculate one of the eight directions and then apply an AoE based on that direction. This means there can be
// areas that such skills can't hit. If you target a monster in such an area, only this monster will be hit.
// The 3rd job skills Flame Launcher and Cannon Spear can completely miss.
// Set this to "no" to calculate a path from the caster to the target instead and hit everything near that path.
// You can adjust splash and maxcount in the skill_db to adjust the width and length of these skills.
// Note: Brandish Spear will always use this algorithm due to its special damage behavior.
skill_eightpath_algorithm: yes

// Can damage skill units like icewall and traps (Note 3)
// On official servers, players can damage icewalls and some traps with skills. When monsters use skills, damage
// will show on the icewalls and traps, but it is not actually substracted from the durability.
// The official setting makes it quite easy to trap MVPs, set this to 31 if you want all units to be able to
// damage skills (previous behavior).
can_damage_skill: 1

I am using a 2013-08-07 client, does it have something to do with it ?

How can I solve my problem?

 

Any tips on how to setup a balanced pre-renewal middle rates skill setting?

Thank you !

Edited by monof
Link to comment
Share on other sites

2 answers to this question

Recommended Posts

  • 0

  • Group:  Members
  • Topic Count:  14
  • Topics Per Day:  0.00
  • Content Count:  199
  • Reputation:   113
  • Joined:  12/24/11
  • Last Seen:  

You need to manually adjust skill delay of each and every skill you want to modify. Edit it here skill_cast_db.txt

  • Upvote 1
Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  6
  • Topics Per Day:  0.00
  • Content Count:  13
  • Reputation:   0
  • Joined:  08/10/13
  • Last Seen:  

Thank you for your reply.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...