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.
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 ****, it takes like 0.3 secs to fuse. So it has to be the function.
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.
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.
BimSro | VSro Files | 80Cap | Hard Server | No Free Silk | 08/04/2013 - SRO PServer Advertising - 15 Replies BimSro 80 Cap Will be launched on 11th august .
First of all I'd love to talk about our game a bit System.
open map regions
Jangan, DW, Hotan , DW Cave , Karakoram, Taklamakan
Rates
1-69 Level Arası Exp & SP Rate: x50
Quick, hard question 04/17/2011 - Shaiya Private Server - 3 Replies Hey, everyone:
We've been trying to modify a bit the items you atuomatically get when you create a toon in our server (usually level 1 weapons and some apples).
Everything works fine but there is a little problem: defender and guard class seem to make the server go down whenever you create one. I think the problem is related somehow to shield. We don't know what the value on "Slot" column means; supposed to be 1 = equipped, 2 = inventory, but we actually have no idea. Thing is we've tried...
Very hard question for all sro players 10/30/2010 - Silkroad Online - 17 Replies i just wanna ask one question
why we write it wizz or wizzard while it wiz or wizard? :D :D
just someone answer me :p
[hard question] 06/15/2010 - Kal Online - 5 Replies hey guys
i have a hard question
if the admin of a server changed the f1 code (f.e. s500055) of the jobchange (like a custom jobchanger) can i find out the new code for job hacking?
g
xxxfabixxx
hey leute
i hab ne schwere frage
wenn der admin den f1 code wechselt (also es dann en custom jobchanger hat) gibt es dann ne möglichkeit den wirder raus zufinden ?
lg