Pause after a mob is killed before you can do another action
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#1 Feb 4, 2011 8:36 am
Last edited Feb 4, 2011 11:22 am by Sherm
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Been trying to find the section of code to lower the pause after a mob is killed. This wait seem extremely long. Can anyone point me in the right direction.
Thanks
Thanks
#2 Feb 4, 2011 4:35 pm
Last edited Feb 4, 2011 4:48 pm by Txzeenath
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Just recently got back into this whole thing after about 6 years, so my memory may be shot.. but I have a feeling the delay you're experiencing/talking about is the wait_state imposed on you by using skills. This can be modified in each spell via directly editing your spells in your file, or "sset beats <#>"
the above is just an example, the wait_state based on a skill's "beats" is used throughout the code.
For a quick way to change them all consistantly, you could test out a good value that works for you vs the original,figure out a ratio of how much you changed by, and edit:
Load up the game, run a sset save skill table, shut down, change the code back(otherwise it will keep reducing each save), and when you load back, they should all be the modified value.
I would definately back-up the existing skills file though.
/* * waitstate */ WAIT_STATE( ch, skill_table[sn]->beats );
the above is just an example, the wait_state based on a skill's "beats" is used throughout the code.
slookup quantum Sn: 192 Slot: 314 Spell: 'quantum spike ' DamType: energy ActType: create ClassType: death PowerType: minor Saves: none SaveEffect: none Type: Spell Target: offensive Minpos: 7 Mana: 15 Beats: 8 Range: 0 Flags: 0 Guild: -1 Value: 0 Info: 908 Code: spell_quantum_spike
For a quick way to change them all consistantly, you could test out a good value that works for you vs the original,figure out a ratio of how much you changed by, and edit:
if( skill->beats ) fprintf( fpout, "Rounds %d\n", skill->beats ); [code] to something like [code] if( skill->beats ) fprintf( fpout, "Rounds %d\n", (skill->beats/2)+1 );
Load up the game, run a sset save skill table, shut down, change the code back(otherwise it will keep reducing each save), and when you load back, they should all be the modified value.
I would definately back-up the existing skills file though.
#3 Feb 7, 2011 1:44 pm
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Nahh not talking about the use of skills during a fight, I could see this, if a skill was used right before the mob died, but when a mob dies there is like a 3 to 5 sec pause before you can do anything.
Sherm
Sherm
#4 Feb 7, 2011 4:31 pm
Last edited Feb 7, 2011 4:42 pm by Txzeenath
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AFAIK, other than lag, the only thing that adds a delay to players on killing(without using ANY skills) is the wait_state applied for pkills. Following the structure/cycle for the combat/killing there doesn't seem to be anywhere else, unless i'm overlooking it. I know in the SmaugFUSS it isn't present, and as far as I remember, over my years of playing SMAUG, never did.
(also testable on standard smaug by repeatedly typing movement commands, you will instantly move upon target death)
Maybe somebody with more experience in the afkmud code would know if the combat "cycle" has been tinkered with in a way that would cause this.
(also testable on standard smaug by repeatedly typing movement commands, you will instantly move upon target death)
Maybe somebody with more experience in the afkmud code would know if the combat "cycle" has been tinkered with in a way that would cause this.
#5 Feb 8, 2011 12:31 pm
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I figured out what it was. In fight.cpp go to do_kill there is a wait_state( 2 * sysdata->pulseviolence) just to do a kill. If you killed a mob in 1 -3 round then there was a pulseviolence. If it took 4 or more round to kill a mob then you could move immediatly after it died. But if you killed it in one round you had 2 round to wait before the move went in.
#6 Feb 9, 2011 3:17 am
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That should be a 1 * sysdata->pulseviolence, which it is in both afkmud and smaugfuss currently :/ must've switched on ya at some point :-p
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