Client side "use" skill delay messages

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Yukiko
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Client side "use" skill delay messages

Post by Yukiko »

I was wondering if there is anyway to disable the client from monitoring the "use" skill delay times and therefore prevent it sending "You must wait to perform another action." to a player. I am guessing the answer is "no" but I thought I'd ask.

I would much rather script delays in rather than have them beyond my control.
Marilla

Post by Marilla »

You could just use dot-commands to allow the triggering of skills, completely bypassing the client.

Those who will use the client's built-in macros to initiate a skill would just have that extra delay (which would not be cumulative). But those who instead set 'say' macros to the dot-commands for the skills would instead have only the server's controls on delay.
Yukiko
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Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

Yep. Looks like that's going to be my option.

Thanks Marilla.
MuadDib
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Post by MuadDib »

I was not aware the client itself controlled that......................

It's always been server side in my work............

Skills config had delays you could set per skill, for direct use.
Yukiko
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Post by Yukiko »

Try to use anatomy too quickly and the client will issue a warning. I checked by doing a text string search in my scripts and the client and there is only one place in my scripts where that text string (the one quoted above) appears and that's in the mining script. The only other place that string exists in in the client(s) that I have in my UO folder.

Now that's using the blue dot in the skill gump though. SCripted <dot> commands would get rid of client warnings I am sure.
MuadDib
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Post by MuadDib »

The purpose of that one, i'd be willing to bet, is to stop spamming. Try it on all the other button skills. Prob the exact same timer (although on OSI they all have different varied timers). Nothing wrong with spam prevention :D

And your scripts would not send that message anyway, the core would, based on the cfg setting for that skill's delay.
Marilla

Post by Marilla »

Yes... I think it is the client-side 'spam timer' thing, basically, just like with spoken text.

I actually think the delay the client imposes is OK, personally... but certainly there could be some cases where maybe you'd like to allow things to be done more quickly. Dunno... it's possible!
MuadDib
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Post by MuadDib »

And again.......... check the skill DELAY in skills config/attribute config! The CORE sends these also based on that for button skills !
Marilla

Post by Marilla »

EDIT: See post below! It seems this is not correct...

Yes yes yes... we know that... but the client ALSO limits them.

It's typical 'input validation' type stuff; You check it on the client so that it doesn't take up network traffic, but because "The Client is in the Hands of the Enemy", you ALSO check it on the server.
Last edited by Marilla on Tue Dec 12, 2006 11:31 pm, edited 1 time in total.
Marilla

Post by Marilla »

Well, I just did some quick capturing with WinDump, and I'm not so sure now...

My delay for the meditation skill is set to 5 seconds on the server. I started stuff up, and then started wailing on the button to start the skill on the scroll. Though I never saw the "You must wait to perform another action" being sent from the server to the client, I did see a LOT more traffic than just a single use of the skill would trigger; without trying to dig too far, my guess is the server is just responding with a cliloc code to display the "You must wait to perform another action" message.

Soooo... maybe that's something with the client version I'm using (4.0.??).. but it seems the client has nothing in on limiting the delay between skills at all.
Yukiko
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Post by Yukiko »

Thanks to both of you.

I want to eliminate those messages because during times when you are Role Playing and building skills such as anatomy, they are particularly annoying. Sometimes I read speech from my journal rather than on the game window and if I am being spammed with "You must wait..." messages that can cause text to scroll off the journal.

So once again, thanks. I'll play with the delay values. I assume that these delay values are now read from attributes.cfg rather than skills.cfg as POL 0.97 does not use skills.cfg
MuadDib
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Post by MuadDib »

Yes they was consolidated.

It was once said, by Austin......... Just leave delay out, and do it all in the script using #CProps insteads. Gives you more personal control. And, it does. Even lets you customize the wait message.
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