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0002287SphereServerexecutable - windows buildpublic13-03-14 02:0714-03-14 09:44
Coruja 
XuN 
normalminoralways
resolvedfixed 
 
 
Automated (specify build number)
None
None
0002287: Wrong delay/strokes on craft skills
On latest march 12 nightly, all craft skills doesn't use the 'real' delay set on the skill anymore. All of them uses a wrong formula, instead use the absolute stroke count value, it uses "stroke count + 1"

Example with a skill using DELAY=1.7 (changing strokes using LOCAL.CraftStrokeCnt):


[SKILL 7]
DEFNAME=SKILL_Blacksmith
DELAY=1.7

ON=@Start
CTAG.Start=<SERV.TIME>

ON=@Success
SERV.B Delay: <eval <SERV.TIME>-<CTAG0.Start>>


Results:
-Using 1 stroke: 3.5s [(2 x 1.7) + 0.1]
-Using 2 strokes: 5.3s [(3 x 1.7) + 0.2]
-Using 3 strokes: 7.1s [(4 x 1.7) + 0.3]
-Using 4 strokes: 8.9s [(5 x 1.7) + 0.4]

Note that the value is always the correct value + 1 imaginary stroke.
Also, every stroke is taking an aditional +0.1s incorrectly


So to achieve the correct delay/stroke values, this 'imaginary' stroke must be removed and this +0.1s per stroke too. The correct values will be like this:
-Using 1 stroke: 1.7s [1 x 1.7]
-Using 2 strokes: 3.4s [2 x 1.7]
-Using 3 strokes: 5.1s [3 x 1.7]
-Using 4 strokes: 6.8s [4 x 1.7]
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Issue History
13-03-14 02:07CorujaNew Issue
13-03-14 10:05XuNNote Added: 0001989
13-03-14 10:05XuNStatusnew => resolved
13-03-14 10:05XuNResolutionopen => fixed
13-03-14 10:05XuNAssigned To => XuN
13-03-14 11:45XuNNote Added: 0001990
13-03-14 11:45XuNStatusresolved => feedback
13-03-14 11:45XuNResolutionfixed => reopened
13-03-14 11:45XuNStatusfeedback => confirmed
13-03-14 11:48XuNStatusconfirmed => resolved
13-03-14 11:48XuNResolutionreopened => fixed
14-03-14 04:16CorujaNote Added: 0001993
14-03-14 04:16CorujaStatusresolved => feedback
14-03-14 04:16CorujaResolutionfixed => reopened
14-03-14 09:44XuNNote Added: 0001994
14-03-14 09:44XuNStatusfeedback => resolved
14-03-14 09:44XuNResolutionreopened => fixed

Notes
(0001989)
XuN   
13-03-14 10:05   
Makes sense, fixed.
(0001990)
XuN   
13-03-14 11:45   
Just a note, these timers you receive ARE NOT SECONDS, just server ticks, so a minimal delay on them is possible depending on the amount of scripts you may have,etc.
(0001993)
Coruja   
14-03-14 04:16   
thx, it's working fine now :D

I'm just reopening to tell about a small bug remaining:
something must check the LOCAL.CraftStrokeCnt on @Start / @SkillStart to set a min value=1. I set LOCAL.CraftStrokeCnt=0 and -1 just to test and now I'm on a infinite stroke loop :P
Values >= 1 are working perfectly fine
(0001994)
XuN   
14-03-14 09:44   
Thanks, solved.