jamesxiong Posted March 29, 2014 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 21 Reputation: 0 Joined: 03/27/14 Last Seen: April 18, 2016 Share Posted March 29, 2014 So, What I'm trying to do is to minimize my aftercast skill delay, for now I'll use Asura Skill Combo as an example. I am using the updated revision, set my server to pre-renewal and using client 20120410 I've set my delays in Skill_no_cast.txt "//-- CH_SOULCOLLECT 401,0,0,0,600000,0,0 //-- MO_EXPLOSIONSPIRITS 270,0,0,0,180000,-0,0 //-- MO_EXTREMITYFIST 271,0,0,0,0,-0,0" and currently set my skill.conf to "// 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: 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 // 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: 1 // What level of leniency should the skill system give for skills when // accounting attack motion (ASPD) for casting skills (Note 2, between 0 and 300) // // NOTE: Setting this to 100% may cause some issues with valid skills not being cast. // The time difference between client and server varies so allowing 90% leniency // should be enough to forgive very small margins of error. skill_amotion_leniency: 0" As of right now i get this current display error. Any help and/or advice is greatly appreciated. Quote Link to comment Share on other sites More sharing options...
Kido Posted March 31, 2014 Group: Members Topic Count: 127 Topics Per Day: 0.03 Content Count: 1445 Reputation: 164 Joined: 08/17/13 Last Seen: July 11, 2019 Share Posted March 31, 2014 my players sometimes see that error, and i havent touched those lines for that skill i just says that oy need spirit spheres in order to use the skill so, no error at all? for what i know, you are right, editing those files should reduce/increase the delay rate of the skils your want Quote Link to comment Share on other sites More sharing options...
jamesxiong Posted March 31, 2014 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 21 Reputation: 0 Joined: 03/27/14 Last Seen: April 18, 2016 Author Share Posted March 31, 2014 Yea, I read a lot of the forums, but still no improvement. You wouldnt happen to know anything about removing the cooldown ticker on the skills, would you? Quote Link to comment Share on other sites More sharing options...
Kido Posted April 1, 2014 Group: Members Topic Count: 127 Topics Per Day: 0.03 Content Count: 1445 Reputation: 164 Joined: 08/17/13 Last Seen: July 11, 2019 Share Posted April 1, 2014 // Skill Times Database // // Structure of Database: // SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down //== Explained: // CastingTime : time to cast this skill, in miliseconds // AfterCastActDelay : "normal" delay, character cannot use skills, in miliseconds // AfterCastWalkDleay : amount of time before character can move again, in miliseconds // Duration1 / Duration2 : usually the durations used by the skill, at special cases it is used to hold special data // Cool Down : amount of time until character can re-use this skill, in miliseconds //== Extra // On all fields you can use ':' as a delimiter to level-specific values, // - Example using SM_PROVOKE // - Original:6,0,0,0,30000,0,1000 // - ModifiedTo:6,0,0,0,30000,0,1000:2500:3000:etc // - Makes lvl 1 have 1000 (1s) cool down, lvl 2 2500 (2.5s), lvl 3 3000, and so on. //========================================== so far i gues you can change it by // SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down if not working i guess you have to edit the mere skill D: Quote Link to comment Share on other sites More sharing options...
jamesxiong Posted April 1, 2014 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 21 Reputation: 0 Joined: 03/27/14 Last Seen: April 18, 2016 Author Share Posted April 1, 2014 Hmm, doesnt really change anything, Thanks for the help tho. Quote Link to comment Share on other sites More sharing options...
jamesxiong Posted April 7, 2014 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 21 Reputation: 0 Joined: 03/27/14 Last Seen: April 18, 2016 Author Share Posted April 7, 2014 This is an example of the speed I want the asura to be going at, I know in the video that the guy is using a macro, but It still displays the speed I would like the Asura combo to go at. Quote Link to comment Share on other sites More sharing options...
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jamesxiong
So, What I'm trying to do is to minimize my aftercast skill delay, for now I'll use Asura Skill Combo as an example.
I am using the updated revision, set my server to pre-renewal and using client 20120410
I've set my delays in Skill_no_cast.txt
"//-- CH_SOULCOLLECT
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