Coruja 
Sphere Developer
    
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Joined: Jul 2012
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Dimension Shard
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RE: Swing swinging at record of the fight + source
honestly I think that "pre-swing-delay" is a bug instead feature. Probably it happens on 51a because old codes are somewhat weird, where the client send the attack request to server, the server receive this request, but will only start the action on next server tick after ~1s (which is not correct, because the server must start the action immediately instead wait for the next tick)
the current internal code (even using legacy formulas) is much more accurate, reliable, optimized and customizable compared to the code from 15 years ago, so copy the old behavior is like take a step backward. Instead, you can use the new code and just tweak the animation/swing delay, like this
Code:
//total swing delay is 7.4s, where the animation/damage occour in 5.0s and waiting the rest of the 2.4s
ON=@HitTry
LOCAL.AnimDelay=50
ARGN1=74
or
Code:
//animation/damage will always be the same of the total swing delay, with no waiting delay
ON=@HitTry
LOCAL.AnimDelay=<ARGN1>
etc
PS: ARGN1 will override the internal swing speed formula (CombatSpeedEra) allowing you to use a custom formula. Also if you don't set LOCAL.AnimDelay it will be 7 by default
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02-18-2016 02:06 AM |
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The following 1 user Likes Coruja's post:1 user Likes Coruja's post
Mad Gunther (02-18-2016)
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