I plan on updating my script for plasma-farming (after checking for anyone else's via google anyways)
If you have a script you've made / altered and are willing to share it, let me know and I'll post it for the community :)
Basically I'll be making my script a LOT more user-friendly by changing variable names, having it auto-adjust brightness, and putting in a /lot/ more options for debugging/troubleshooting (namely the last is of most importance). Also I will fine-tune a few bugs.
Why? Because I recently logged on and I see a lack of smiths and materials for sale (ones I do see are still pricey).
I'll keep the original post for the script as-is for historic/comparison value.
As I am busy for irl matters (University+Job=NoFreeTime), how often I will get around is few and far between as there are many thigns I do with my leisure time.
I'm making a top-down zombie defence/shooter orpg for instance!
^I will likely abandon that project though.
Thursday, September 10, 2009
Friday, September 4, 2009
Animation does not account for skill/spell speed, stfu.
If you *ahem* "disable" animations, all skills/spells/etc still take the original time to send.
I assume there is a timer/wait time which is quite simply the same length of the animation for smoothing purposes.
I'm sick of reading "but it's inefficient/useless/crap/great because of the animation time"
It's not the fucking animation. So stfu.
You can kill animations with any memory editor. I forget how i did it exactly, just remember being outside sugi tunnels. It was long awhile ago.
(Ie no animations, but still attacking/casting/etc with same timing as before)
I assume it's a timer on the server side, as it would stop lag-abuse.
Ie, client sends spell (server approves), client starts casting, (server waits x seconds, creates the actual spell being casted on whatever since ALL players around need to see it), player changes to finishing animation.
What it cause needless strain on the server that could be otherwise avoided+exploited? Yes.
But those programmers over there arn't about efficiency.
And shame on folks who trust on every word a jp player says.
I've met some jap folks.
They're as retarded as you.
/rant
I assume there is a timer/wait time which is quite simply the same length of the animation for smoothing purposes.
I'm sick of reading "but it's inefficient/useless/crap/great because of the animation time"
It's not the fucking animation. So stfu.
You can kill animations with any memory editor. I forget how i did it exactly, just remember being outside sugi tunnels. It was long awhile ago.
(Ie no animations, but still attacking/casting/etc with same timing as before)
I assume it's a timer on the server side, as it would stop lag-abuse.
Ie, client sends spell (server approves), client starts casting, (server waits x seconds, creates the actual spell being casted on whatever since ALL players around need to see it), player changes to finishing animation.
What it cause needless strain on the server that could be otherwise avoided+exploited? Yes.
But those programmers over there arn't about efficiency.
And shame on folks who trust on every word a jp player says.
I've met some jap folks.
They're as retarded as you.
/rant
Subscribe to:
Posts (Atom)