blind hunter
Member
- Joined
- Oct 19, 2013
- Messages
- 209
- Reaction score
- 17
3 seconds for spells wtf?
why you cant just put normal the best realots wtf ?
why you cant just put normal the best realots wtf ?
3 seconds for spells wtf?
why you cant just put normal the best realots wtf ?
I dont have internet at home since last night, I was supposed to patch the walking and casting trouble.
To the guy that brought up spell formulas, they are exact, and monsters spawns are the same, RealOTS always randomizes each monster spawn place.
E.g; (monsterhome x,y,z, 4 cyclops), there's a single spawn point for each home containing from 1 up to 10 monsters.
So it's extremely ignorant to say spawns aren't the same, when we are indeed using the same data files.
In the reverse engineered code and in the real engine shows;
Healing spells have a 1 second cooldown.
Force strike spells have a 1 second cooldown.
All remaining spells not runes, have a cooldown of 3 seconds.
I don't even know what to say, did anyone even played RealOTS ?
I dont have internet at home since last night, I was supposed to patch the walking and casting trouble.
To the guy that brought up spell formulas, they are exact, and monsters spawns are the same, RealOTS always randomizes each monster spawn place.
E.g; (monsterhome x,y,z, 4 cyclops), there's a single spawn point for each home containing from 1 up to 10 monsters.
So it's extremely ignorant to say spawns aren't the same, when we are indeed using the same data files.
In the reverse engineered code and in the real engine shows;
Healing spells have a 1 second cooldown.
Force strike spells have a 1 second cooldown.
All remaining spells not runes, have a cooldown of 3 seconds.
I don't even know what to say, did anyone even played RealOTS ?
These gifs are taken from the real RealOTS Cip engine
Exura + Exori Vis
Exura Only
Exevo Mort Hur
These gifts were taken from the real RealOTS Engine.
"Also utani gran hur seems to last about 2 seconds instead of the normal 20ish"
"isn't 2 seconds ?"
"the decompiled code shows a 2"
"so I guessed it's 2 * 1000"
"this mummy"
"paralyze every 2 seconds"
// Cooldown check, only AoE spells come with higher cooldown
v8 = 1000;
if (Radius != 1)
v8 = 2000;
// Down the bottom...
v10 = ServerMilliseconds + Beat + (v8);
if (v10 <= ServerMilliseconds + Beat)
v10 = 1000;
20:11 You see a blank rune.
It weighs 12.00 oz.
So a backpack with blanks weigh:
20:12 You see a backpack (Vol:20).
It weighs 258.00 oz.
I dont have internet at home since last night, I was supposed to patch the walking and casting trouble.
To the guy that brought up spell formulas, they are exact, and monsters spawns are the same, RealOTS always randomizes each monster spawn place.
E.g; (monsterhome x,y,z, 4 cyclops), there's a single spawn point for each home containing from 1 up to 10 monsters.
So it's extremely ignorant to say spawns aren't the same, when we are indeed using the same data files.
In the reverse engineered code and in the real engine shows;
Healing spells have a 1 second cooldown.
Force strike spells have a 1 second cooldown.
All remaining spells not runes, have a cooldown of 3 seconds.
I don't even know what to say, did anyone even played RealOTS ?
TypeID = 3147
Name = "a blank rune"
Flags = {Take,Special}
Attributes = {Weight=120,Meaning=40}
TypeID = 3147
Name = "a blank rune"
Flags = {Take}
Attributes = {Weight=1200}