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speedscalefactor issue?
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massis87
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Post: #1
speedscalefactor issue?
hello im using a version of sphere 56c 10 apr.
my old 56b have

SpeedScaleFactor=30000

without speedera and damage era.

now im trying to set the same speedfactor but it doesnt work, i try to set argn1 in @hittry for force it but dont work, i only see the decimal count

this is the 56c ini format

// Damage calculation formula to use on physical combat
// 0 = pre-AOS (Sphere custom)
// 1 = pre-AOS
// 2 = AOS
CombatDamageEra=0

// Swing Speed formula to use on physical combat
// 0 = pre-AOS (Sphere custom) // Recommended SpeedScaleFactor = 15000. Old Sphere 0.55 custom formula. Not compatible with Swing Speed Increase property, and uses DEX instead STAM
// 1 = pre-AOS // Recommended SpeedScaleFactor = 15000. Not compatible with Swing Speed Increase property
// 2 = AOS // Recommended SpeedScaleFactor = 40000
// 3 = SE // Recommended SpeedScaleFactor = 80000
// 4 = ML // Doesn't use SpeedScaleFactor. Only compatible with ML speed format (eg. 0.25 ~ 5.00 seconds instead 0 ~ 50), uncomment TAG.OVERRIDE.SPEED on all weapons to enable ML speed format
CombatSpeedEra=2

// Speed scale factor for weapons
SpeedScaleFactor=30000

do u know some solutions? i also try differents 56d builds, and if i put the 56b into the new folder updated to 56c (scripts + .ini) it works fine.

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(This post was last modified: 03-09-2017 07:14 PM by massis87.)
03-09-2017 06:34 PM
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darksun84
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Post: #2
RE: speedscalefactor issue?
I don't understand, what's the output of argn1 in @hittry?
03-09-2017 09:41 PM
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massis87
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Post: #3
RE: speedscalefactor issue?
the problems is: my weapons have the same speed hit time, and i dont understand why.

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03-10-2017 12:28 AM
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rastrero
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Post: #4
RE: speedscalefactor issue?
Code:
on=@hittry
IF (<ACTION>==SKILL_WRESTLING)
    //ARGN1=<EVAL ( 130 - <dex> )>
    ARGN1=<Fval (150000 / ((<Dex> + <Stam>) * 50))>
ELSE
    IF (<FINDLAYER.layer_hand2.ISWEAPON>)
        LOCAL.Vel = <eval({<FINDLAYER.layer_hand2.speed>})>
    ELSE
        LOCAL.Vel = <eval({<FINDLAYER.layer_hand1.speed>})>
    ENDIF

    ARGN1=<Fval (150000 / ((<Dex> + <Stam>) * <LOCAL.Vel>))>
endif

Here u got all u need to understand how it works and what are u doing bad. Not tested
(This post was last modified: 03-10-2017 01:29 AM by rastrero.)
03-10-2017 01:28 AM
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massis87
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Post: #5
RE: speedscalefactor issue?
nothing. the swing is always the same.
i put different say and they ruturn the value but the attack speed dont change. :| .
how it is possible? there are another triggers for do the same? i check all my hittry and they are ok.

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(This post was last modified: 03-10-2017 08:02 AM by massis87.)
03-10-2017 07:43 AM
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rastrero
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Post: #6
RE: speedscalefactor issue?
The only thing I can say is that u are doing something bad. I would need to see ur scripts to detect it.

wait a moment... Which client are u using? 7.++?? Lastest client will have the same speedscale factor. But the timing between hits will change. So if you are using last clients u will need a different scale factor to let i work properly. lastest client dosnt slow the hit animation.
(This post was last modified: 03-10-2017 11:03 PM by rastrero.)
03-10-2017 11:00 PM
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massis87
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Post: #7
RE: speedscalefactor issue?
i use client 6.0.9.2 btw,
my shard is open from 98, and i have a folder with 25mb of script it is impossible search on it, anyway, with the 56b the speedscalefactor works, and with a nightly build of 56d of december work it too.
i think is a problem of sphere 56b april now.

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(This post was last modified: 03-11-2017 02:13 AM by massis87.)
03-11-2017 02:12 AM
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massis87
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Post: #8
RE: speedscalefactor issue?
i solved it with LOCAL.AnimDelay=xxxx
i dont understand why, but sphere 56c set animdelay as 2 secs, i put the speedscalefactor time and now works correctly :|

There are worse ways to understand the sense of the word: no. Ranting
03-11-2017 08:20 AM
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Coruja
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Post: #9
RE: speedscalefactor issue?
if you want replicate old formulas, just change sphere.ini to use these old formulas

Code:
// Damage calculation formula to use on physical combat
// 0 = pre-AOS (Sphere custom)
// 1 = pre-AOS
// 2 = AOS
CombatDamageEra=0

// Swing Speed formula to use on physical combat
// 0 = pre-AOS (Sphere custom)    // Recommended SpeedScaleFactor = 15000. Old Sphere 0.55 custom formula. Not compatible with Swing Speed Increase property, and uses DEX instead STAM
// 1 = pre-AOS    // Recommended SpeedScaleFactor = 15000. Not compatible with Swing Speed Increase property
// 2 = AOS    // Recommended SpeedScaleFactor = 40000
// 3 = SE // Recommended SpeedScaleFactor = 80000
// 4 = ML // Doesn't use SpeedScaleFactor. Only compatible with ML speed format (eg. 0.25 ~ 5.00 seconds instead 0 ~ 50), uncomment TAG.OVERRIDE.SPEED on all weapons to enable ML speed format
CombatSpeedEra=0

then just set your custom SpeedScaleFactor again
Code:
// Speed scale factor for weapons
SpeedScaleFactor=30000
03-11-2017 12:29 PM
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massis87
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Post: #10
RE: speedscalefactor issue?
dont work. is a problem of animdelay

There are worse ways to understand the sense of the word: no. Ranting
03-16-2017 10:38 PM
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