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[Client] Emperium become sluggish


Zagreuz

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as the title goes , Emperium become sluggish , i don't know what would make this happen, the only thing that comes to my mind , is "maybe" it is really come from my client, these are the picture in-game

emp.png

im using 2010-07-30aRagexeRE

i set at packet_db to use 25 also in the clientinfo.xml.

Edited by LordOfHeRO
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This looks like there's a ton of Emperiums being spawned on top of each other.

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This looks like there's a ton of Emperiums being spawned on top of each other.

well, actually it was only one, but when the emp keep spinning, that became of IT ! /omg , or may i put the code here ? xD


- script EMPSPAWN -1,{
OnInit:
monster "prontera",156,149,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
monster "prontera",156,143,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
monster "prontera",156,137,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
end;
}

it was 3 seperated emperium for test break, i "think" /hmm

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Everytime you kill the Emperium it runs the script again, the result is over spawning of Emperium as you can see in the photo above.

Try this:

- script EMPSPAWN -1,{
OnInit:
killmonster "morocc",strnpcinfo(0)+"::OnInit";
monster "prontera",156,149,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
monster "prontera",156,143,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
monster "prontera",156,137,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
end;
}

This should be moved to scripting support.

Edited by Ghost
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Everytime you kill the Emperium it runs the script again, the result is over spawning of Emperium as you can see in the photo above.

Try this:

- script EMPSPAWN -1,{
OnInit:
killmonster "morocc",strnpcinfo(0)+"::OnInit";
monster "prontera",156,149,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
monster "prontera",156,143,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
monster "prontera",156,137,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
end;
}

This should be moved to scripting support.

yeah, should be moved, iv been decieved by the error output /hmm

so it is not the client problem then, so the additonal line of the codes , is it killing the mob at morocc or what /omg

and this is the output given on the map server when emperium is killed


[Error]: status_calc_mob: No castle set at map prontera
[Error]: status_calc_mob: No castle set at map prontera
[Error]: status_calc_mob: No castle set at map prontera

is it normal /?

Edited by LordOfHeRO
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My bad just change it to prontera. The error is fine, it is normal as they said.

- script EMPSPAWN -1,{
OnInit:
killmonster "prontera",strnpcinfo(0)+"::OnInit";
monster "prontera",156,149,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
monster "prontera",156,143,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
monster "prontera",156,137,"Emperium Test Breaker",1288,1,strnpcinfo(0)+"::OnInit";
end;
}

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okay , thanks alot /hmm

-topic close as problem solved

Edited by LordOfHeRO
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