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Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 4:01 am
by son
I understand that weapons have a minimum and maximum rate of fire regardless of stamina. Can it be clarified where this idea came from?

From memory, I recall drinking a gagil potion during t2a because the swing rate with a kryss was faster, and such is not the case now.

Re: Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 6:41 am
by Kabal
wtf is a gagil potion

Re: Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 7:13 am
by Jester
I'm assuming that gagil pot = Greater Agility Potion

Re: Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 7:21 am
by Mikel123
I believe it's in the demo code.

Re: Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 9:06 am
by Batlin
I believe it's in the demo code.
In terms of the demo, the slowest swing you can do is 40 ticks or 10 seconds (this is an explicit if-condition inside the code). The maximum weapon attack rate is not limited by the demo code.

Re: Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 10:10 am
by Mikel123
Hmmm, I stand corrected.

I spent a while talking to Derrick about this, and I'm certain he found the 5-second code *somewhere*, I.E. he didn't write it himself (this was unfortunately over IRC I think, so I have no logs of it). I think he was as surprised as me to learn of the 5-second cap. Certainly 10 seconds would make more sense, and coincide with my memory, that it was a crapload of a long time in between shots back in the day. I think if there was a 5-second cap, archers would have talked about this somewhere.


Could it be a relic of RunUO?

Re: Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 11:30 am
by Panthor the Hated
Oh snap is the demo WRONG!?

Re: Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 11:45 am
by Mikel123
This would more be an oh-snap case of "it was X in the demo, and no patch notes exist saying it's changed, so it's X in T2A"

Re: Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 12:05 pm
by Panthor the Hated
Except theres no good reason to believe the demo is accurate to any time frame, cuz it's a demo.

Re: Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 12:16 pm
by son
To clarify, yes gagil greater agil, and I had 100 dex on my stupid dexer in era.

Re: Minimum and maximum weapon attack rate

Posted: Fri Dec 10, 2010 12:55 pm
by Kaivan
The minimum fire rate isn't a hard coded minimum fire rate but is one that exists due to the fact that you must pass through each intermediate state before reaching the state where you actually swing. To use an example, for anyone who understands the code posted over on the JoinUO forums, suppose that you fired in 2 ticks (which is technically possible but never achievable through normal means), you would need to take 0.25 seconds to pass from state 0 to state 1, 0.25 seconds to pass from state 1 to state 2, and 0.25 seconds to pass from state 2 to state 3. This enforces a minimum delay of 0.75 seconds to fire your weapon simply because of the requirement to pass through each swing state.

Re: Minimum and maximum weapon attack rate

Posted: Sun Dec 12, 2010 10:00 pm
by MatronDeWinter
Is there no max then?

Re: Minimum and maximum weapon attack rate

Posted: Sun Dec 12, 2010 10:54 pm
by Mikel123
Sounds like Batlin is saying there is a max of 10 seconds on the demo code. Derrick will weigh in when he sees this I'm sure... he mentioned to me he saw 5 seconds (20 ticks) somewhere in our code, though how it got there I have no idea.

Re: Minimum and maximum weapon attack rate

Posted: Mon Dec 13, 2010 12:13 am
by Kaivan
It was a 5 second maximum in code, which was an oversight from the original implementation of the state-based code and the maximum delay will be adjusted to its proper 10 second cap. Thus, we'll see proper delays for archery, and losing stamina on a tank mage will have a significant effect on the swing speed of a halberd.

Re: Minimum and maximum weapon attack rate

Posted: Mon Dec 13, 2010 3:35 am
by MatronDeWinter
Kaivan wrote:It was a 5 second maximum in code, which was an oversight from the original implementation of the state-based code and the maximum delay will be adjusted to its proper 10 second cap. Thus, we'll see proper delays for archery, and losing stamina on a tank mage will have a significant effect on the swing speed of a halberd.
Thanks! This should put an end to the 100 int tournament archer.