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View Full Version : Game Mechanics: Cast Time Display


Zeelot
05-29-2011, 03:21 PM
Is there any way to fix the client-side cast time display so that it is properly timed with the spell? After taking away the hybrid spell haste, the client still displays the cast time as if there were spell haste.

kanras
05-29-2011, 04:54 PM
Client-side = nope, sorry.

Loly Taa
05-29-2011, 05:12 PM
Client-side = nope, sorry.

Could it be like a few bytes of hex edit or something though? unflag hybrid cast speed bonus? I know some of you dig around in there with a debugger.

Versus
05-29-2011, 05:26 PM
This sounds terrible...So you're telling me that right now hybrids have no accurate representation of when their spell casting will be completed other than watching the chat intently? Yikes.

Zeelot
05-30-2011, 01:03 AM
Yeah it's pretty bad, especially for pulling with spells :(

Zagtor
05-30-2011, 04:37 PM
You can hex-edit a single byte value in eqgame.exe to fix this. Titanium only.

Offset 0x0000E31A by default is 0x32. Change that to 0x7F and you're all set.

Zeelot
05-30-2011, 06:05 PM
Awesome, it worked perfectly. Thanks!

Loly Taa
05-30-2011, 06:53 PM
You can hex-edit a single byte value in eqgame.exe to fix this. Titanium only.

Offset 0x0000E31A by default is 0x32. Change that to 0x7F and you're all set.

You're the man, I would've tried but it would have taken me a lot longer.