// this is for server-side skill delays to prevent no-delay shit
// these numbers are chosen based off testing done by goodgamersro and proro staff, investigating it myself felt like a waste of time
static int skill_min_delay(struct map_session_data *sd, int skill_id)
{
int min = battle_config.min_skill_delay_limit?battle_config.min_skill_delay_limit:200; //the 200 is arbitrarily chosen
int minimum_min = min;
static int instance = 0;
unsigned int time = gettick();
switch(skill_id)
{
case AL_HEAL:
case MG_FIREBOLT:
case MG_COLDBOLT:
case MG_LIGHTNINGBOLT:
case MG_SOULSTRIKE:
case WZ_EARTHSPIKE:
case WZ_JUPITEL:
case AS_GRIMTOOTH:
case CR_SHIELDCHARGE:
case CR_SHIELDBOOMERANG:
case PA_SHIELDCHAIN:
case SN_FALCONASSAULT:
case WS_CARTTERMINATION:
min = 192;
break;
case SM_BASH:
case PA_PRESSURE:
case AC_DOUBLE:
case SN_SHARPSHOOTING:
case NJ_HYOUSENSOU:
case NJ_KAMAITACHI:
case NJ_BAKUENRYU:
min = 224;
break;
case CR_DEVOTION:
case SA_DISPEL:
case AL_BLESSING:
min = 312;
break;
case HW_GANBANTEIN:
case SA_LANDPROTECTOR:
min = 480;
break;
case WZ_HEAVENDRIVE:
min = 512;
break;
case PR_STRECOVERY:
case PR_LEXAETERNA:
case HT_DETECTING:
case SL_KAUPE:
case SL_KAITE:
min = 544;
break;
case AC_SHOWER:
min = 768;
break;
}
if ( min > minimum_min && DIFF_TICK(time, sd->hit_tick) < minimum_min*5 ) // that is, you've been hit between now ~600 ms ago
min = minimum_min;
return max(min, minimum_min);
}