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Cooldown time for skills
Discussion on Cooldown time for skills within the Dekaron forum part of the MMORPGs category.
09/06/2007, 08:10
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#1
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Cooldown time for skills
can any one tell me if the skills cool down time in 2moons are Server or client side?
thnx
if they are client side how do i edit them with UCE i am used to editing kalonlin skills but not 2moons is it the same?
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09/06/2007, 08:43
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#2
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they are client side,you can see that when you have lag,and they don't start to cooldown in the moment you use the skill,they do that after
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09/06/2007, 23:50
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#3
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lol sometime i can cast the skill 2x w/o cd hahahah funnny and yet sometime the dam skill won't freaken cast... **** me off when that happens...
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09/07/2007, 10:36
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#4
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have the same that i cast fire blaze for example, get hit very soon by an enemy and the client think i haven't cast yet, cause hit-interruption and i can cast again :P
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09/07/2007, 11:03
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#5
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Recasting delay is client side, but the server applies the damage and if any of the users above notice, when they do cast another skill to fast the damage is not applied, but the effects and animations are.
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09/07/2007, 11:13
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#6
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i know that, if i use a skill to fast, myself interrupt the casting
but... to reduce the cooldown would be nice i think, if it's possible
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09/07/2007, 11:24
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#7
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Quote:
Originally Posted by vyn
i know that, if i use a skill to fast, myself interrupt the casting
but... to reduce the cool down would be nice i think, if it's possible
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Well, you could reduce the cool down time for yourself, but just doing that will not do the job. You would need to be able to tell the server the skill is done.
An example. In FlyFF the skills work like this.
client --> server : I want to use heal
server --> clinet : ok thats nice...
--- Client heals and when it is done casting etc. it continues---
client --> server : all done healing ready for next.
What we were able to do with this is to send the 2 packets of data required to complete a full skill cast to server, and since the last packet sent ended the casting / delay. if you sent them together it would send the start and end of the skill effectively allowing you to spam them at a very high rate.
I am unsure if this is how 2moons works or not, simply because the encryption is still unknown to an extent; save botsmall that we know has it because of their ability to create a bot.
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09/07/2007, 11:31
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#8
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I know games there run a seperate timer on the server for each character and handles the delay seperate of the client.
and other games are only clientsided and you can buff 'em to death ^^
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09/09/2007, 09:57
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#9
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If you were to change the cooldown time in client side and send it through to the server you would probably dc.
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09/09/2007, 16:44
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#10
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would be nice if you were to be able to send the packets that say you were interupted while casting enabling you to cast again without being DC cause that's normally how it work. of course we'd have to find said packets first....
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09/11/2007, 04:47
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#11
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Just a couple points on this to think about...
1)when we get d/c and we have a long cooldown skill(cure wounds,terrace magic, etc, the skills reset and we can recast at will, also applies when we change shards.
2) when these same skills are interrupted as we cast, sometimes, depending on timing we get the skill, and the cooldown is interrupted, allowing us to recast even if the skill would not normally be able to be cast.
3) damage skills with multiple hits(Multiple shot and others) can be intterupted part way through and recast at will without any cooldown.
These points lead me to beleive that cooldown for buffs are "mainly"client sided, while there might or might not be a server side cooldown for attack skills. Also, on capturing packets, I use vista and while I had some problems with win Pcap ( I needed version 4.0). Once I had that installed I was able to capture packets fairly easily. I haven't been able to decode them, But I will say I am not a programmer so I have no idea how to do that...
Hope this helps a bit.
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09/11/2007, 09:52
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#12
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in FlyFF , you need to try it in 2moons..
you have no clue dude , most games are using clientside skills , means the server just calculate the damage ... so if the origanal cast time is 3000 msec's you get the full dmg, now if you make 3000 msec's you attack a way faster and make abit lower dmg ..
the server cant make the attack for you at all , but can increase the dmg!
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09/11/2007, 20:30
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#13
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its like flyff that the guy told
i have lags a lot and know about it
client to server: am using this skill
server to client: u are using this skill therefore, cooldown starts
client calculation: cooldown
however! there is no second package to tell that cooldown is done
so this is easier to work
and most of the DCs occurs by clientsided problem
hope it helps
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