Hello, i wanna release a little feature for Dragon Ball/Naruto/Bleach or custom servers.
[video=youtube_share;07wn0NIuKOY]http://youtu.be/07wn0NIuKOY[/video]
Description:
This C++ modification allows you to set attack speed lower than -1. You can add attack speed skill for ex. axe_skill (that's what i got).
Every skill your attackSpeed will decrease by X points - it's making your attackSpeed faster - you attack faster.
If you know when your attackSpeed is lower than 0 your hits doesn't appear in Tibia window - now it appears and you can attack faster! - break!
What i mean:
In default TFS when you get in vocations.xml attackSpeed = 2000 (1hit/2s), SKILL_AXE = 150 you have 155 *13 = 2015 (in my script in C++),
you got 2000 - 2015 = -15 attackSpeed (2hits/1 second). In default TFS hits doesn't display. Why? Because if you got attackSpeed under 0 , you "stop attack".
In this script hits will be displayed and interval will be set correctly - break default TFS limitations.
Ex. 10hits/1 second.
Credits:
- PhoOwned / Gesior.pl - help me with break attackSpeed limit part and fixing hit display
- Me (Fresh) - Idea
Installation:
This will allow you to display more than 20hits/second!:
Find in files (creature.h): `#define EVENT_CREATURECOUNT` and `#define EVENT_CREATURE_THINK_INTERVAL` and change it to:
PHP:
#define EVENT_CREATURECOUNT 1
#define EVENT_CREATURE_THINK_INTERVAL 50
AttackSpeed decreasing by SKILL_AXE (increasing attack speed):
Find in files, function (player.cpp): `uint32_t Player::getAttackSpeed()` and change this function (remove old function getAttackSpeed()) to:
PHP:
uint32_t Player::getAttackSpeed()
{
Item* weapon = getWeapon();
// nie 'attackSpeed', bo taka zmienna juz moze istniec w klasie Creature/Player
int32_t attackSpeedzik;
if(weapon && weapon->getAttackSpeed() != 0)
attackSpeedzik = vocation->getAttackSpeed() - (getSkill(SKILL_AXE, SKILL_LEVEL) * 13) - weapon->getAttackSpeed();
else
attackSpeedzik = vocation->getAttackSpeed() - (getSkill(SKILL_AXE, SKILL_LEVEL) * 13);
if(attackSpeedzik > 0)
return (uint32_t) attackSpeedzik;
else
return 1;
}
Information:
Little tip how to configure this:
In default TFS settings, when you have attackSpeed under ~0ms, your hits doesn't display.vocation->getAttackSpeed() <--- this is interval from vocations.xml
getSkill(SKILL_AXE, SKILL_LEVEL) <--- this is level of axe fighting
* 13 <--- this is my custom quotient
Little tip how to configure this:
You put in vocations.xml , attackSpeed = 2000 - 1 hit/2 seconds
You have 150 axe fighting = 150 * 13 (you can set this 13 to something else, what you prefer) = 1950
2000 - 1950 (150 axe fighting*13) = 50 ms (milisecond)
It will give you 1 hit per 50 milisecond.
After adding my script into sources you can put under than 0 ms ex.
2000 - 2500 = -500 ms
It will give you ~2 hits per 0,5 second
Now, Hits will be displayed!
That's all,
If you like it (maybe using it), don't forget to give Like!.
If you like it (maybe using it), don't forget to give Like!.
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