Hard Question [Vsro]

10/20/2015 05:27 doganx1#1
how we can change alchemy fusing time

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10/20/2015 11:08 magicanoo#2
I'm pretty sure it's hardcoded in sro_client.exe. My guess is that the client sends the alchemy packet to the server and waits for a response, then stores that response somewhere. Meanwhile, the client does the loading and waits for 3-4 seconds then applies the response visually to the user. The delay could be considered as a "precaution" in case of late response by the server, because the server checks the database and that could take more time if the _Items table is big.
10/20/2015 11:57 doganx1#3
you're right
current system prob period [6 sec]
old time was [3 sec]
i think its hard but maybe someone know that
10/20/2015 12:03 ​Exo#4
Quote:
Originally Posted by magicanoo View Post
I'm pretty sure it's hardcoded in sro_client.exe. My guess is that the client sends the alchemy packet to the server and waits for a response, then stores that response somewhere. Meanwhile, the client does the loading and waits for 3-4 seconds then applies the response visually to the user. The delay could be considered as a "precaution" in case of late response by the server, because the server checks the database and that could take more time if the _Items table is big.
Some what right but usually data @ _Items is always cached since it's used by the gameserver so I wouldn't say the return takes that much time. We may need to debug the gameserver to check the function called u know, we don't know how the alchemy process is done.

In case of tablet shit, it takes like 0.3 secs to fuse. So it has to be the function.
10/21/2015 05:37 blapanda#5
I remember where you was able to "speedhack" some stuff.
Magic Pop Card? I guess that worked. Might work for alchemy, too?

Just try it. Sound silly, but hey, Magic Pop Card is RNG based, too, and yet your are just "skipping" the senseless animation, because the <random> and <ctime> with their parameters ain't delayed.
10/22/2015 00:03 doganx1#6
@blapanda thnx for reply.I tried but didn't work
10/22/2015 09:12 iNhaLaToR#7
Quote:
Originally Posted by blapanda View Post
I remember where you was able to "speedhack" some stuff.
Magic Pop Card? I guess that worked. Might work for alchemy, too?

Just try it. Sound silly, but hey, Magic Pop Card is RNG based, too, and yet your are just "skipping" the senseless animation, because the <random> and <ctime> with their parameters ain't delayed.
That's not possible anymore with the client.. Alchemy and magic pop takes the same time even if you use speedhack. I guess it is both client and server sided.
10/22/2015 13:16 ​Goofie​#8
Maybe you should consider "Why" they made it 6 seconds instead of 3? I'm sure it was because a bug in the alchemy system.

So changing it below 6 seconds is not recommended.