Faust wrote:Kaivan wrote:So yeah, you made it pretty clear that you meant that you could equip after the energy bolt was cast and have the halberd hit.
Kaivan, casted and targetted can be two different interpretations with in this game. A prepped ebolt would have to be casted followed by a hally hit in between the release. The same would even hold true if we were talking about the sequence you thought that I was talking about here.
Except that you made that distinction very clear. Look at the bolded parts of the quote. You
specifically stated after
the energy bolt was targeted, and after the damage had landed
from the energy bolt in each quote respectively. You would not have stated that had you not meant it. Additionally, there is a vast difference between these two methods. One method allows you to have your weapon in your hand for up to 2.75 seconds seconds, while the other only requires the weapon to be in your hand for as little as 0.25 seconds, yet both are claimed to produce a swing.
Faust wrote:Faust wrote:We know the equip delay restarts the weapon delay(after the ebolt would be casted in this case) everytime the hally is dragged or equipped with no question.
Do you not see the word 'casted' in this post which can also mean the 'finished casting delay process' and not 'targetted' as you clearly jumped to an assumption with here?
Yeah, I do. I also see that you clarified which interchangeable meaning you were referring to in the very next sentence by stating that the combo wouldn't be possible with a large delay
after the energy bolt was targeted. This clarifies things and places your reference firmly in the 'after it has been targeted' context.
Faust wrote:Faust wrote:I am in no way entirely certain you could swing a hally every 2 seconds but most certainly positive beyond any doubt that there was a way to time spell casting with energy bolt to have a hally swing directly after by the time the damage landed using some sort of equip/arm exploit.
Why did you even jump to another wild conclusion that I was even talking about the explosion, ebolt, hally combo in this part of my post to begin with? Do you see me talking about the combo or merely the process of casting an ebolt and having a hally hit ready by the time the damage landed as the post clearly mentions?
This has the exact same mechanical results as the combo you're suggesting. If you're claiming that it's possible to cast, target,
and have the damage land after an energy bolt, but still equip and swing directly afterwards, by extension,
you must claim that it is possible in the combo. So yes, you were talking about it.
Faust wrote:Kaivan wrote:I never said that wrestling wasn't associated with the swing timer. What I asked for were several rational and minor changes to the demo combat code that would allow you to swing your weapon more quickly by exploiting the speed of the wrestling timer. This is, at it's core, your entire argument regarding hally cycling. In your own words:
Actually, this process is fairly easy to code by moving the swing states from Standard(0), Prep(1), Animation(2), and Damage(3) to instead Prep(0), Animation(1), Damage(2), and the left over time from state two in a static form until state three reverts the timer back to the beginning. This introduces a 'prep time' upon equipping a weapon using the basic SetSwingCounter(0) function under the drag/equip functions for layered items. The swing pretty much moves into the beginning instead of the end of the swing timer. The only minor requirement would be a change in the CombatHeartBeat() function to know what the new changes are for the animation/damage and a minor change in the movement restriction for archery to know that state change for the prep duration(aka state 1) of the original swing timer code.
In case you were wondering, that's not a minor change. You have to completely change how the code acts to achieve that result. In fact, you said it yourself. To map out the changes you would need to make for melee weapons, you would have to do the following:
- Move the point at which your swing executes to any point in the swing timer.
- Block any advancement of the swing state if the player has moved since the last tick.
- Set a prep timer for x number of ticks that stops the rest of the swing code from executing on a lift or equip packet.
- Allow a player to move into state 2 at any time they are next to their opponent and they are not in state 2 or 3, resulting in an animation.
- Forcefully move to state 3 as soon as the animation is played for melee weapons to evaluate the damage and produce insta-hit.
- Idle in state 3 until you reach the end of your swing and move back to state 0.
These changes require
multiple changes to many areas of the code for no good reason at all. In fact, they are
specifically tailored for hally cycling, with nearly
all of these changes having nothing to do with insta-hit or prep times in the first place, only hally cycling.
Further, what's interesting is that the first step allows your swing to evaluate in any point in the swing timer. This, by extension, allows swinging on the run
and swing holding (this is how it functions right now on UOSA due to a bug). However, code is added on top of this in step 2 which prevents swinging on the run from from occurring (this is the bugged code on UOSA). Thus, this code is not only pointless in the context of this system (this code doesn't actually enable swing holding), but it produces
contradictory results as well (swinging on the run is disabled on purpose when it works without the code).
Finally, what's worst is that this code isn't adaptable for any other era of combat code. In fact, this kind of code
only works in this one specific scenario and is impossible to translate over to pre-T2A, UOR, or later. Given that, in order for the development process to be true, it is necessary to believe that OSI used the code in the demo during pre-T2A (note: OSI had insta-hit for all weapons during the first 3 months of UO so it's not like they didn't know how it could be done with this code), completely rewrote the code in T2A, and then adopted code that was very similar to pre-T2A for UOR and beyond. This is a nonsense notion in the realm of development, considering that many of the principles that would
necessarily have been applied to UOR combat code would have worked just as effectively during T2A, and they would have worked off of the pre-T2A code, not some specifically tailored system.
As a final note, I pose my question again: What
minor changes can be made to the swing code that enables insta-hit and this exploitation of wrestling timers?