Issue information

Issue ID
#4384
Status
Working as Intended
Severity
None
Started
Hercules Elf Bot
Aug 12, 2010 21:04
Last Post
Hercules Elf Bot
Aug 12, 2010 21:04
Confirmation
N/A

Hercules Elf Bot - Aug 12, 2010 21:04

Originally posted by [b]nodelay[/b]
http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=4384

i'm trying to stop users from removing skills delay by editing the .act files (the "no delay" thing)
so i made a few tests and i think we need something new to stop those modifications, since depending on "shields" or any third party to stop this thing is not really an option (people can use this even on gamefort/harmony), and you also increase the client size because you need a grf to overwrite the others, do a checksum or something

- skill_cast_db.txt
AfterCastActDelay
you cant input the "real" value here (to simulate a player with a default sprite/act) since its affected by ingame delay modifiers (like bragi~magic strings)

- skill.confmin_skill_delay_limit: 100
you can't have this as a parameter either, since skills like Ganbantein need to have a different value from Acid Demonstration

i dont really know why nobody didnt made something to prevent this before, maybe a new parameter like AfterCastMinActDelay for each skill, so this way you have the same configuration in every server and not affect the gameplay that much...the value for MinActdelay would be the minimun delay a normal sprite/act can get, so you cant bypass this by using mushroom grf or modified act files

just to be clear, you are not going to ADD a delay to skills, its just like a "control" to the minimum delay a HUMAN can have while using normal ragnarok sprites. i mean "human" because people use this thing and also autohotkey to spam the skills (since the delay is like, zero)

i dont want to change the gameplay or anything, just stop the abuses

bad english, sry