Reply to Re: Herb Boots with normal punch speed script
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&jug = sp_dir(1, -1); sp_dir(1, &jug);
It looks redundant however it (I think) restarts Dink's idle animation, which prevents the delay that Dink has before you attack sometimes when standing idle. You can remove it to make it consistent with other unmodified weapons or you can leave it to make the punch react a little better with when you press the attack button. I'll add a comment to the scripts in the original post to make it more clear what it's there for.
I think I may use this script; it just makes good sense and is a much better solution than taking away the attack. Thanks.
You're welcome Cocomonkey.

Edit:
Oh crap they were both the same! I must have been in too big a hurry and copied the wrong one. It should be fixed now though, thank you.

I don't recall any that manipulated frame delay or the ini lines directly, either, although there's some variance in attack speeds by default. The sword is slower than fists (the animation has more frames), while FIAT's buttstomp was somewhat faster than fists... I think some dmods have also used the spellcasting graphics for firefists, which are blazingly fast.
That's true, I had forgot about the number of frames changing the attack speed. And about that buttstomp which was pretty cool other than the glitch that made it where you couldn't attack sometimes.