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Posted (edited)

Hello,
Whilst trying to investigate and solve issues on my pack, I came across this problem:

post-17761-0-14394400-1475669752_thumb.jpg

As you can see, the damage message is displayed after the monster is dead which doesn't seem right. This only happens with spells (fighter-mage included) ,not auto attacks. Any ideas how to fix it?
Thanks!
 

 

UPDATE: After countless tests I realised that damage is displayed even when the monster is dead. For example I had a friend of mine kill a monster and with the right timing I managed to start a skill cast right before the monster's death and the damage msg appeared even though it was dead :S . Any guidance on which file to search for the solution of this issue?

Edited by Meydex

7 answers to this question

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  • 0
Posted

This problem just should be of server or client delay. Serioulsy never meet same problem as you ( most of pack i used )

  • 0
Posted

Does it have to do with delay in general or is it code enumeration issue? That's what I am trying to figure out and I can't seem to find the answer anywhere :S

  • 0
Posted (edited)

Most likely 'bad timing'. Mob was doing a hit and you killed it. Normally the hit should be aborted/canceled.. :P

Edited by SweeTs
  • 0
Posted (edited)

Most likely 'bad timing'. Mob has doing a hit and you killed it. Normally the hit should be aborted/canceled.. :P

 

Could be, if there isn't any isDead() check. The possibility than the creature dies before getting hit points removed is impossible, so it's either *ONLY* the message display which is setted in top end. Need further infos, notably :

- use regular cst/atk speed and figure out if it's really that damage which kills the NPC.

- does it happens always or only few times (few time could be lack of synchro somewhere)

- if the event comes few seconds after the death, it is most probably a code from onKill section from L2AttackableAiScript which needs to be moved out from that section.

Edited by Tryskell
  • 0
Posted

It happens with all spells and it happens every single time, which probably eliminates the lack of sync possibility. Additionally, this damage really does kill the NPC, that's why I assumed it is a display error. Should I limit my search within the L2AttackableAiScript or should I check something else too? I Appreciate your help btw guys.

  • 0
Posted

You didn't answer to the last question which could help to define where to search. If it happens in same time than regular onKill scripts, you got your answer. Only spells, not physicial damage ?

 

It is almost sure than it's a problem of "code positioning".

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