how we can change alchemy fusing time
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...]
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.Quote:
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.
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.Quote:
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.