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edit // Int: 1 point decreases the variable casting time (~ 0.2%).


kidsada

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edit // Int: 1 point decreases the variable casting time (~ 0.2%).  please.

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in skill.cpp at skill_vfcastfix change this:

if (!(flag&1))
		time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));

	time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
	time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping

to this:

if (!(flag&1))
		time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));

	time = time * (1 - (float)min(status_get_int(bl)*0.2, 100) / 100);

	time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
	time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping

 

Edited by joecalis
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1 hour ago, joecalis said:

in skill.cpp at skill_vfcastfix change this:


if (!(flag&1))
		time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));

	time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
	time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping

to this:


if (!(flag&1))
		time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));

	time = time * (1 - (float)min(status_get_int(bl)*(2/10), 100) / 100);

	time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
	time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping

 

Thank you  It does not work.

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Are you running renewal cast? I ran the code myself and it works for me, very little difference though, because it's 0.2% per int, you need 500 int to reduce 100%.

Also this reduces only variable cast time, it doesn't reduce fixed casting time and normal cast time.

Edit:

Ahh! I found why, i changed my code but I posted the first code I was trying hehe

change it to this

time = time * (1 - (float)min(status_get_int(bl)*0.2, 100) / 100);

 

Edited by joecalis
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Thank you

Edited by kidsada
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closed mode // #define RENEWAL_CAST can you Edited

// 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_

 

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