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Attack Speed Increase - Force

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Old   #16
 
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oh now i get what Masoj wants to say.ill try to find the animation of skills.if it works w/ a caster,it should also work to melees and rangers.



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Old   #17
 
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edtexodus, that's the funny thing, is that I realized that even if I didn't do any right clicking, the 14 00 packet would still show up and I felt soooo dumb because for so long during this process, I thought it was me right clicking. Once I realized that part, it made everything a bit easier, because I would get packets mixed up lol


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Old   #18
 
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My next process was to figure out which packets were the ones sent when I would cast spells. Here is what I figured out:

1) The packet for casting Prism Beam lvl 7 on a Warbeast (newbie mob outside of cora outpost) from the 1st spot of my hotkey bar #1 was this:

00000000 17 00 05 03 04 00 00 00 01 8C E3 D5 FF 47 00 39
00000010 19 66 29 65 29 AA AA

2) The packet for casting Ice Shard lvl 7 on a Warbeast from the 2nd spot of my hotkey bar #1 was this:

00000000 17 00 05 03 07 00 00 00 01 63 E3 50 00 48 00 36
00000010 0E 66 29 65 29 AA AA

3) The packet for casting Vain Break lvl 7 on a Warbeast from the 3rd spot of my hotkey bar #1 was this:

00000000 17 00 05 03 0B 00 00 00 01 D4 E3 0E 00 49 00 36
00000010 0E 66 29 65 29 AA AA

I did many instances of these casts and noticed that many offsets do not change. I highlighted the ones that do not change in this example of a different Prism Beam instance in blue:

00000000 17 00 05 03 03 00 00 00 01 7C E3 06 00 47 00 39
00000010 19 66 29 65 29 AA AA

The red value, I realized, simply added one to its hexadecimal value each time I casted a spell. So, the first one you cast would be 01, the next 02, then 03 so on and so forth. I studied these closer... the 14th offset (47, 48, and 49) seemed to have a pattern. Every single Prism Beam had 47 at that offset... every single Ice Shard had 48 at that offset... every single Vain Break had 49 at that offset every time I did another cast test. Hmm... let's see what happens here...

I decided to change one variable in my tests... the monster that I'm hitting. This is what my packet became with the prism beam:

00000000 17 00 05 03 31 00 00 00 01 FE E2 84 FF 47 00 63
00000010 06 66 29 65 29 AA AA

The only real change between all the Prism Beam packets were the ones I highlighted... "Could this be the offsets for the mob I'm hitting?" I thought. It's possible... but something just doesn't look right... Why would those offsets be the mob when prism beam says 39 19 and Ice Shard/Vain Break say 36 0E? I did some more tests, but this is where I leave it open for a little bit, so I'm not just talking to myself lol
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Old   #19
 
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what do you mean by this?

cast all your skills in just a moment of time? [12 force skills]
Fire: Basic + Expert + Elite
Aqua:Basic + Expert + Elite
Terra:Basic + Expert + Elite
Wind: Basic + Expert + Elite

let's say you cast all the 12 force skills at 5secs, what will happen to the cooldown?
do i need to finish the cooldown before i use another 12 force skills?


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Old   #20
 
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i like it
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Old   #21
 
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I'm not going to lie to you... I'm not exactly sure how to change the cooldown time yet. Currently, I'm working on that one. I'm making tons of progress though. However, being able to quickly cast each and every one of your spells nets you lots of kills in PvP. Who doesn't like that, huh? :P
Hey, at least I can cast them all in a fraction of the time. That's a nice step, I think lol
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Old   #22
 
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You need to wait till all spells are recharged to use them again, no matter how fast you can cast them. The cooldown timers are server sided.

There are two packets send when casting spells, btw. One starting with 17 00 and one similar to the cry emote packet.
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Old   #23
 
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Correct, edtexodus. Now, try filtering the packet similar to the cry emote with an emote like Wave. What do you notice?
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Old   #24
 
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i tried to modify the 2nd send packet that looks like the packet of cry emote but it doesnt work... it just cast the way it used to be and it doesn't bypass the cast animation
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Old   #25
 
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Right, but don't filter it with cry or you won't notice it. Filter it out with something like wave. What happens is, the animation still goes through normally but adds a wave onto the end. That struck me as really weird... I had to find where the animation was sent for the casting sequence.
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Old   #26
 
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so whats the point of this thread?? i thought it was about instant ninja moves where you don't have to press the cry emote before casting...
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Old   #27
 
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You don't have to. It has nothing to do with you pushing the cry emote before casting. So far, I've simply walked you through my process that I took. It gets much more in depth.
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Old   #28
 
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so this means that filter all the force skills then change the animation offset to emote offset?

therefore, when you target a monster/player your character is emoting but your target will received damages.

am i correct?
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Old   #29
 
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Not necessarily. That is what I was going for first. In the beginning, my goal was to completely take out the step of clicking a cry emote and be able to do it with filters in WPE. I messed around for so long and finally found it. Then, I decided to take a look inside the Ani folder in the RF Online > Character > Player > Ani. I thought I could find something of use inside.
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Old   #30
 
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Well, i assume that the second packet is something like the recovery time after casting a spell, a delay till you can cast the next spell.

Probably the part where the character waves his staff according to what kind of spell you use. Not hard to find out since the animation id part of the packet should change when you use a single target spell and an aoe spell.


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