Issue information

Issue ID
#4249
Status
Fixed
Severity
Fair
Started
Hercules Elf Bot
May 22, 2010 22:05
Last Post
Hercules Elf Bot
Apr 4, 2012 9:52
Confirmation
N/A

Hercules Elf Bot - May 22, 2010 22:05

Originally posted by [b]tiagoeu[/b]
http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=4249

It happened a few complaints on my server on an issue. GRF, to edit. ACT skills of the players managed to remove the delay of the skills that had the file. ACT edited. I tested using the time. GRFEditado and time without using it. GRFEditado. Actually the delay is reduced even the low amount of SP faster.

PS: if you want to. GRFEditada only comment I send the link.

Hercules Elf Bot - Dec 8, 2011 17:03

Originally posted by [b]Ind[/b]
Maybe if we matched the animation delay server-side, not sure.

Hercules Elf Bot - Dec 12, 2011 15:34

Originally posted by [b]xazax[/b]
If we would find a way to measure the animation delays precisely ( generate it from the animation files or measure it via a client side hook ) maybe it would worth adding a new field in skill_cast_db or a new db for animation delays.

After that if the configuration against this kind of grf edit is on, the delay applied on skills should be:
max(delay, anim_delay)
otherwise just
delay

Hercules Elf Bot - Dec 13, 2011 20:25

Originally posted by [b]sketchyphoenix[/b]
This would be better suited to the RAthena Development board since we're going into the idea of new functionality, rather than a true software bug (the issue itself is a client exploit technically).

Hercules Elf Bot - Dec 13, 2011 23:11

Originally posted by [b]Epoque[/b]
I imagine it'd take little effort to write an ACT parser to read the animation length for the damaged and skill-cast frames, and convert that into a separate database or as a new column in the skill_cast_db.txt, I'll see what I can muster up.

Hercules Elf Bot - Dec 14, 2011 0:53

Originally posted by [b]Ind[/b]
[quote name='sketchyphoenix' timestamp='1323807904' post='5461']
This would be better suited to the RAthena Development board since we're going into the idea of new functionality, rather than a true software bug (the issue itself is a client exploit technically).
[/quote]
create as per your suggestion: http://rathena.org/board/topic/54328-modified-act-no-delay-issue/

Hercules Elf Bot - Dec 14, 2011 14:11

Originally posted by [b]Epoque[/b]
Should be fixed in [rev=15105], let me know if there are any problems.

I tested the code I committed on a no-delay Sniper sprite and it worked perfectly. I also checked it on a different delayed sprite (High Wizard, delay active, Jupitel Thunder at both 173 ASPD and 196 ASPD) and the animations seems to match fine.

This post has been edited by Brian on Dec 14, 2011 14:22