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You can gain performance by turning off the spawn effects of monsters spawned in groups.

Before:

spacer.png

After:

spacer.png

 

/**************************************************Game********************************************/
//Game/char.cpp

//X2 Search:

m_afAffectFlag.Set(AFF_SPAWN);

//And Replace:

// m_afAffectFlag.Set(AFF_SPAWN);

/**************************************************Client*******************************************/

//UserInterFace/InstanceBase.cpp

//Search:

		if (IsAffect(AFFECT_SPAWN))
			__AttachEffect(EFFECT_SPAWN_APPEAR);

//Replace:

		/*if (IsAffect(AFFECT_SPAWN))
			__AttachEffect(EFFECT_SPAWN_APPEAR);*/

// UserInterFace/InstanceBaseBattle.cpp

//Search:

	if (IsAffect(AFFECT_SPAWN))
		__AttachEffect(EFFECT_SPAWN_DISAPPEAR);

//Replace:

	/*if (IsAffect(AFFECT_SPAWN))
		__AttachEffect(EFFECT_SPAWN_DISAPPEAR);*/

 

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Link to comment
https://metin2.dev/topic/29567-turn-off-character-spawn-effects/
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  • Forum Moderator

Hello,

Thank you for your share, this is however a bad practice for those reasons:

  1. You can check of the server the function "SpawnMob" and "SpawnMobRange" and set the "bSpawnMotion" to false. Removing an effect that has a purpose (it means the monster is resurrected / summoned) is not considered correct because it will just make the whole function useless as well; so you can also consider removing those arguments as well and change the rest of the code.
  2. The effect can just be turned off manually on the game using any "Graphic On Off" system, even the light version that got released here should do the trick if I remember correctly. However, there isn't yet a good version of it released, but Mali has shown good progress toward the complete and working one.
  3. Just not attaching the effect on the server, or not displaying it in the client would have had the same effect, but those two solutions are also not recommended.

Once again, thank you for sharing with us and I hope those little tricks will help you! ?

 

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