skill delay

//-- ASC_BREAKER379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,250
Code:
//-- ASC_METEORASSAULT (Upkeep2 times are duration of: blind(lv1), stun(lv2) or bleeding (lv3))406,250,500,0,0,10000:5000:120000,0,250
None of these skills has Cooldown.

Remember that the cooldown is the penultimate number.
if non of them has cooldown. why should i wait 3-4 sec after casting soul breaker to able to use any skill again?. but if i use meteor assault i only need to wait 1-2 sec to able to use any skill again?

 
Why.... ASC_BREAKER and ASC_METEORASSAULT....

have DELAY!!!!

ASC_BREAKER Delay => 1000:1200:1400:1600:1800:2000:2200:2400:2600:2800

ASC_METEORASSAULT => 500

AfterCastActDelay => Delay.

 
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Why.... ASC_BREAKER and ASC_METEORASSAULT....

have DELAY!!!!

ASC_BREAKER Delay => 1000:1200:1400:1600:1800:2000:2200:2400:2600:2800

ASC_METEORASSAULT => 500
i tried to copy the CastingTime up to Fixed Casting Time of meteor assault then paste it to the soul breaker but still nothing changed

 
found a fixed

becuase i disabled this one in renewal

/// renewal cast time/// (disable by commenting the line)////// leave this line to enable renewal casting time algorithms/// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats./// example:/// on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a/// "fixed cast time" which can only be reduced by specialist items and skills//#define RENEWAL_CAST
then i should not be editing reskill_cast_db.txt but i should edit pre-reskill_cast_db.txt 

 
You want to have all the skill Cast 0?

You must do the following:

in conf/skill.con

in:

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

change:

// How much (dex*2+int) does variable cast turns zero?
vcast_stat_scale: 450

in reskill_cast_db.txt

The Cast Fixed all the skills it on -1

example:

//-- WZ_STORMGUST
89,4800:5600:6400:7200:8000:8800:9600:10400:11200:12000,5000,0,4600,12000,0,0

change:

//-- WZ_STORMGUST
89,4800:5600:6400:7200:8000:8800:9600:10400:11200:12000,5000,0,4600,12000,0,-1

or

//-- ASC_BREAKER
379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,250

change

//-- ASC_BREAKER
379,250,1000:1200:1400:1600:1800:2000:2200:2400:2600:2800,0,0,0,0,-1

With this change.
have all the Renewal Features Cast.
The cast 0 is obtained when you have 150 dex and 150 int.

 
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SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time

In Renewal:

CastingTime:

  • The time it takes to load a skill before being released.
  • It can be affected by status, skills, equipment and sc.
  • At renewal time minimum casting is 20% of the time, unless something espeficiques "Fixed Casting Time".
AfterCastActDelay:

  • It is a delay that is applied AFTER the skills to been used.
  • While this delay is active, any skill can be used.
  • Normally it is not affected by status.
  • Certain skills, sc and equipment can reduce AfterCastActDelay.
  • When AfterCastActDelay equals 0, the reuse time of a skill depends on your ASPD.
Cool Down

  • It is a delay that is applied AFTER the skills to been used.
  • Only affects a specific skill. while this skill have cooldown can not be used, but you can use any other skill.
  • No Status affects the cooldown.
  • Skills, equipment and SC may affect the cooldown.
Fixed Casting Time

  • Special condition for skill with cast time.
  • when 0, the minimum cast time is equal to 20% of the total cast.
  • When it is less than 0, no minimum cast time.
  • Any other positive number is a minimum time for casting specific skill.
sorry, i have a question. so based on this interpretation.

Say, I want to put a fixed cool down on skill say, 1 sec at Archer Double Strafe.

So, skill_cast_db.txt

//-- AC_DOUBLE
46,0,100,0,100,0,0,0

becomes

//-- AC_DOUBLE
46,0,100,0,100,0,1000,0


Correct me if I'm wrong, if hercules follows official behavior too, double strafe cool down is completely based on ASPD..

So with the change I made above, the final cool down of Double Strafe would be:

1 sec + ASPD

(1) is this correct and my emulator will behave the same?

(2) So, some skills' cooldown are ASPD based, are we assured that modification at "skill_cast_db.txt" skill Cooldown adds up to the cooldown calculated by the source file? and not completely overrides it?

thanks!

P.S. i am curious, because iRO did some custom changes on some skills like Double Strafe and Bowling Bash, they added 0.3 sec of cast delay to it. So its formula became

0.3 sec + ASPD ( http://irowiki.org/wiki/Servers#Skills )

just wondering if Herc is flexible at handling these modification.

 
Officially Double Strafe is based on ASPD.

When the "AfterCastActDelay" is 0, it is based only ASPD. Except if they have a Cooldown or Delay.

With the change you put, you have added a cooldown of 1 second and not reduced by ASPD.

 
Yes and... NO

Double Strafe no have Cooldown.

the delay 0 is based in ASPD.

Add cooldown no have effect in the Delay.

the min delay by aspd is 100 milliseconds. this is... aspd: 197... i thing.

 
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