Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Auto fire wh not caring about cool down updated #274

Open
wants to merge 8 commits into
base: master
Choose a base branch
from
Open

Auto fire wh not caring about cool down updated #274

wants to merge 8 commits into from

Conversation

shadghost
Copy link

Auto fire wh not caring about cool down updated

Auto fire wh not caring about cool down updated
@blole
Copy link

blole commented Jun 18, 2015

I believe TryAbility() includes a client sided check of if an ability is on cooldown and does not take active Like New's into account. Use triggerAbility() as in #272 instead.

@shadghost
Copy link
Author

in javascript consle:
document.getElementById('abilityitem_' + 27).childElements()[0]

Produces:

@shadghost
Copy link
Author

Or if you want to test it, on a boss mod 500 level use this:

setInterval(function(){g_Minigame.m_CurrentScene.TryAbility(document.getElementById('abilityitem_' + 26).childElements()[0])}, 100);

(refresh to remove that)

@blole
Copy link

blole commented Jun 18, 2015

Yeah, that does not work as well for me as:
setInterval(function(){g_Minigame.m_CurrentScene.m_rgAbilityQueue.push({'ability': 26})}, 100);
which is what triggerAbility() does.

@shadghost
Copy link
Author

NOTE: works as is, does not work with s().

@ryantheleach
Copy link

Just tested this PR, resulted in many WH being used on non 00 levels.

@shadghost
Copy link
Author

Increasing the delay may fix that
On Jun 17, 2015 11:58 PM, "Ryan Leach" [email protected] wrote:

Just tested this PR, resulted in many WH being used on non 00 levels.


Reply to this email directly or view it on GitHub
#274 (comment)
.

@blole
Copy link

blole commented Jun 18, 2015

I think my change in #272 is much simpler and less error prone than adding a timer.

@welwood08
Copy link

Using a timer just for this is crazy, this can be implemented much more simply by just adding {'ability': 26} to the queue 10 times.

@welwood08
Copy link

The server most likely ignores more than 1 ability use per tick anyway, since the client side complains if you TryAbility.

@blole
Copy link

blole commented Jun 18, 2015

I've tried adding multiple in the queue, but only one is used. Is there a limit per tick on the server side, or a limit per request we send or something, if so, could we send more requests to use wormholes even faster than once per second?

@@ -1288,15 +1291,26 @@
}
}

function fireWormhole() {
//Wait 1/2 second and fire
setInterval(function(){g_Minigame.m_CurrentScene.m_rgAbilityQueue.push({'ability': 26})}, 100);

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Doesn't this need to return setInterval(

@welwood08
Copy link

Only 1 request to use abilities is sent to the server per second, regardless of queueing all 10 at once or queueing them 100ms apart - the setInterval adds no extra magic. If it's already known that queueing them all at once doesn't work, then queueing them at 100ms intervals clearly also won't work.

As for there being a server-side limit of 1 per tick, that's what I'd expect - but you never know considering the other bugs there have been. All I can say is that for a while I was sending commands as soon as I received a response to the previous command, never saw any benefit and all I got was eventual 503 status errors from the server.

@blole
Copy link

blole commented Jun 18, 2015

It's per request, or at least not limited by ticks. I just ran

setInterval(function(){g_Minigame.m_CurrentScene.m_rgAbilityQueue.push({'ability': 26})}, 500);

on 5 slaves, clicked on "Like New" manually once, and it used up 16 wormholes. Now the question is, how do you do that without the trouble of slaves?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants