VegaS 1086 Posted March 1, 2015 Share Posted March 1, 2015 (edited) Hi, probably many of you, I say that is the advantage of this change. Well of course changing little help against attent of lag especially in some dungeons that are hundreds of phones, greatly help to run it in a more fast. So to change the seconds of extinction of a monster after it you will kill them, the normal range of approx. 10 second, enter in: We open: char_battle.cpp looking function: m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ?1: PASSES_PER_SEC(10)); and to change the seconds of extinction course change, number 10, where red is bold, with how many seconds you want, preferably as 1 second, the very best. m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ?1: PASSES_PER_SEC(10)); I apologize for the language. Good luck to implement. Regards, VegaS - The leader of the organization Titan2 Edited June 30, 2015 by VegaS 2 1 5 Link to comment Share on other sites More sharing options...
Lyrex 6 Posted March 1, 2015 Share Posted March 1, 2015 Should be only used if you already fixed Bots like M2Bob since especially while farming/killing metins those bots wait until the mob disappers until they go to the next one. If you reduce the value you'd speed them up a lot. 1 Link to comment Share on other sites More sharing options...
VegaS 1086 Posted March 1, 2015 Author Share Posted March 1, 2015 (edited) Should be only used if you already fixed Bots like M2Bob since especially while farming/killing metins those bots wait until the mob disappers until they go to the next one. If you reduce the value you'd speed them up a lot. Mostly give you quite right, of course everything is possible. What you will already be protected will be a breeze, because it helps pretty much diminished extinction by killing monsters. We tested and working can mean a dungeon 2 times better, and without interruptions image to a normal extinction, which default is 10s. Thanks for your opinion. PS:I apologize for the language. Regards, VegaS - The leader of the organization Titan2 Edited June 30, 2015 by VegaS Link to comment Share on other sites More sharing options...
Premium imWelly 26 Posted August 4, 2015 Premium Share Posted August 4, 2015 gonna try it , thanks : ) Link to comment Share on other sites More sharing options...
Flow 2 Posted August 5, 2015 Share Posted August 5, 2015 realy ?? Link to comment Share on other sites More sharing options...
AltanOzkan 17 Posted July 2, 2021 Share Posted July 2, 2021 (edited) On 3/1/2015 at 1:32 PM, VegaS said: preferably as 1 second, the very best. What happens if I do 0 and what does the other line below mean ? Thank you. if (IsRevive() == false && HasReviverInParty() == true) { m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ? 1 : PASSES_PER_SEC(3)); } else { m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ? 1 : PASSES_PER_SEC(0)); } Edited July 2, 2021 by AltanOzkan Link to comment Share on other sites More sharing options...
Forum Moderator Gurgarath 2511 Posted July 2, 2021 Forum Moderator Share Posted July 2, 2021 (edited) 1 hour ago, AltanOzkan said: What happens if I do 0 and what does the other line below mean ? Thank you. if (IsRevive() == false && HasReviverInParty() == true) { m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ? 1 : PASSES_PER_SEC(3)); } else { m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ? 1 : PASSES_PER_SEC(0)); } It's logically better not to put a 0. However, the first line is only about monster that can resurrect, like in Demon Tower, they are disappearing quicker. Edited July 2, 2021 by Gurgarath 1 Gurgarath coming soon Link to comment Share on other sites More sharing options...
Management Karbust 4884 Posted July 2, 2021 Management Share Posted July 2, 2021 1 hour ago, AltanOzkan said: What happens if I do 0 and what does the other line below mean ? Thank you. if (IsRevive() == false && HasReviverInParty() == true) { m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ? 1 : PASSES_PER_SEC(3)); } else { m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ? 1 : PASSES_PER_SEC(0)); } Won't happen anything. This is the function that it executes, when it's less than 1 it will be set to 1 either way. LPEVENT event_create_ex(TEVENTFUNC func, event_info_data* info, long when) { LPEVENT new_event = NULL; /* 반드시 다음 pulse 이상의 시간이 지난 후에 부르도록 한다. */ if (when < 1) when = 1; #ifdef M2_USE_POOL new_event = event_pool.Construct(); #else new_event.reset(M2_NEW event); #endif assert(NULL != new_event); new_event->func = func; new_event->info = info; new_event->q_el = cxx_q.Enqueue(new_event, when, thecore_heart->pulse); new_event->is_processing = FALSE; new_event->is_force_to_end = FALSE; return (new_event); } 1 Link to comment Share on other sites More sharing options...
AltanOzkan 17 Posted July 2, 2021 Share Posted July 2, 2021 (edited) 45 minutes ago, Gurgarath said: It's logically better not to put a 0. However, the first line is only about monster that can resurrect, like in Demon Tower, they are disappearing quicker. I tried, but the first line doesn't affect the monsters in the Demon Tower. They disappear in 10 seconds. (not edited version) Edited July 2, 2021 by AltanOzkan Link to comment Share on other sites More sharing options...
Forum Moderator Gurgarath 2511 Posted July 2, 2021 Forum Moderator Share Posted July 2, 2021 (edited) 1 hour ago, AltanOzkan said: I tried, but the first line doesn't affect the monsters in the Demon Tower. They disappear in 10 seconds. (untouched) Then I did a mistake and was thinking about "RESURRECT" flag, look into your proto for mobs with "REVIVE" flag, it's usually bosses (included Demon Tower bosses) and a few Setaous, try to see in game Edited July 2, 2021 by Gurgarath 1 Gurgarath coming soon Link to comment Share on other sites More sharing options...
AltanOzkan 17 Posted July 2, 2021 Share Posted July 2, 2021 31 minutes ago, Gurgarath said: Then I did a mistake, look into your proto for mobs with "REVIVE" flag, it's usually bosses (included Demon Tower bosses) and a few Setaous, try to see in game Yes you are right. It didn't worked at Demon Tower because of at Demon Tower mobs doesn't have "REVIVE" flag. Weird thing is it work sometimes (3 sec) sometimes not work (10 sec). Anyway I set them all to 0 sec. :D It's not something worth discuss on. Thanks to everyone who helped and Vegas for this topic. 1 Link to comment Share on other sites More sharing options...
villabi 0 Posted March 29 Share Posted March 29 instant disappear if (IsRevive() == false && HasReviverInParty() == true) { m_pkDeadEvent = event_create(dead_event, pEventInfo, 1); } else { m_pkDeadEvent = event_create(dead_event, pEventInfo, 1); } 1 Link to comment Share on other sites More sharing options...
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