steamSummerMinigame
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Auto fire wh not caring about cool down updated
Auto fire wh not caring about cool down updated
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.
in javascript consle: document.getElementById('abilityitem_' + 27).childElements()[0]
Produces:
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)
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.
NOTE: works as is, does not work with s().
Just tested this PR, resulted in many WH being used on non 00 levels.
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 https://github.com/wchill/steamSummerMinigame/pull/274#issuecomment-113056328 .
I think my change in #272 is much simpler and less error prone than adding a timer.
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.
The server most likely ignores more than 1 ability use per tick anyway, since the client side complains if you TryAbility.
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?
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.
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?