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Multi-hit Delay Value Update (#9244)

- Updated multi-hit delay from 80ms to 200ms per hit beyond first
  * Officially this only applies to when a monster reacts to damage, but right now it's used as walk delay
  * If you already want to remove walk delay, you can set pc_damage_walk_delay_rate and damage_walk_delay_rate to 0
Playtester 1 miesiąc temu
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1 zmienionych plików z 4 dodań i 3 usunięć
  1. 4 3
      conf/battle/battle.conf

+ 4 - 3
conf/battle/battle.conf

@@ -40,9 +40,10 @@ damage_walk_delay_rate: 100
 // Move-delay adjustment for multi-hitting attacks.
 // When hit by a multi-hitting skill like Lord of Vermillion or Jupitel Thunder, characters will be 
 // unable to move for an additional "(number of hits -1) * multihit_delay" milliseconds.
-// 80 is the setting that feels like Aegis (vs Sonic Blows)
-// 230 is the setting that makes walkdelay last until the last hit (vs Jupitel thunder)
-multihit_delay: 80
+// Please note that skills that deal more than 10 hits are only considered as 2-hit-skills.
+// Official: 200
+// Legacy Athena: 80
+multihit_delay: 200
 
 // Damaged delay rate for players (Note 2)
 // This affects the damage delay that is sent to the client and is the base value for the walk delay.