If the algorithm in the source is the official formula then we should be able to manipulate that to add an amotion delay when using skills. What this means is that we just need to try and replicate the algorithm used by Gravity for calculating how long an animation plays for using amotion. act file has a 'delay' rate for attacking, skill attack 1 and skill attack 2 of '4.0' which is the standard default. I suppose the idea of this is to store the amotion values for each particular sprite (at a particular level of ASPD) to prevent this hack being usable.Īfter writing up a quick ACT parser to read the delay frames from ACT files, I have come to the conclusion that practically every job. act files to remove the sprite delay when casting, it becomes possible for the player to spam the skill endlessly at a stupid speed. For instance, AC_DOUBLE (Double Strafe) has no cool-down period but relies on ASPD (subsequently amotion) to perform the skill fast enough. There are some skills which actually don't have a cool-down period but are maintained entirely by amotion. On some servers, it's possible to reduce after-cast delay enough to the point where it's practically 0.
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