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Cross Impact to finish all blows before recast/walk


johnbond

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Kindly give me help on SRC mod on how to make the Cross Impact skill of the Guillotine Cross to behave like the Sonic Blow wherein the 8 blows must first finish before it can be recasted or before player can move out of the target.

 

2022,3,8,1,-1,0,0,5,-7,no,0,0,0,weapon,0,	GC_CROSSIMPACT,Cross Impact

 

Because currently the cross impact does not behave like this in my SVN. Because of this the CI can be recasted several times even if there was a "delay" or "walk-delay" on it. Players walk a tile/cell while the CI blows are ongoing which in turn makes them able to recast the skill even if the first cast was still ongoing.

 

I think this is a SRC mod, can somebody aid me in making the CI skill behave like sonic blow and all blows must completely finish before player can do something else.

 

Thank you for your support guys!

 

 

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put a cooldown on it.

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it could be done at the skill_castdb i think, justi ncrease the after cast delay or put/ add cooldowns. but I think the players would not like that. but its all up to you

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it could be done at the skill_castdb i think, justi ncrease the after cast delay or put/ add cooldowns. but I think the players would not like that. but its all up to you

 

Yes but the problem is even if I have put after-cast walk delays they can still spam it just by trying to move/walk 1 cell while doing blows (even if the char does not really walk because of walk delays) they can recast it which in turn makes the skill recast even while the initial blows have not finished yet. So my idea was to make the CI skill have to require to have all blows finish first before recasting or walking, much like how sonic blow behaves.

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Hmm okay, that's what I did now and it seems this could do for now.

 

Thanks!

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