I have a very particular issue and i don't know if there's a fix or if it's a client limitation.
I'm making an interlude multiskill server using a L2JFrozen base, and everything is pretty much set already.
As it's a multiskill, a stronger player should be able to fight many monsters at once. However, if i'm using a fighter class with Polearm when killing more than 8-10 monsters at once, the following bug happens:
The monster hp bar freezes (it doesn't go down visually), the character keeps attacking the monsters for a few seconds until the hp drain stops, the attack animation continues for some time as if the character is still fighintg all the monsters. but the hp drops to 0 and stays like that with the animation ongoing for a few more seconds until the player eventually dies and the monsters stop attacking all at once.
What i'm assuming is that the first monster of the aggroed pack dies (or something like that), but since the hp bar and the animation gets stuck as there's too much going on in the battle at once (too many hits, soulshots splashes, etc.), there's no time to switch to attack another monster and the result is the character dying.
Has anyone ever seen this? Is there a serverside or clientside fix? I have a good setup and a good Graphics Card so it's not a computer issue.
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When I compile IL using the compiler, it shows an error:
Scripts Loaded
Source file processed
Compiling...
invalid function GlobalObject
Funcion ID Error gg
Funcion ID Error gg::myself::IsNullCreature myself
Funcion ID Error lparty
Funcion ID Error myself::SetInfo random1_list
invalid function CodeInfoList gg::myself::RandomSelectOne
Funcion ID Error gg::myself::RandomSelectOne random1_list
Funcion ID Error code_info
invalid function CodeInfo gg::myself::RandomSelectOne
Funcion ID Error gg::myself::RandomSelectOne code_info
Funcion ID Error target
Done in 15 milliseconds
Question
dextroy
Hello.
I have a very particular issue and i don't know if there's a fix or if it's a client limitation.
I'm making an interlude multiskill server using a L2JFrozen base, and everything is pretty much set already.
As it's a multiskill, a stronger player should be able to fight many monsters at once. However, if i'm using a fighter class with Polearm when killing more than 8-10 monsters at once, the following bug happens:
The monster hp bar freezes (it doesn't go down visually), the character keeps attacking the monsters for a few seconds until the hp drain stops, the attack animation continues for some time as if the character is still fighintg all the monsters. but the hp drops to 0 and stays like that with the animation ongoing for a few more seconds until the player eventually dies and the monsters stop attacking all at once.
What i'm assuming is that the first monster of the aggroed pack dies (or something like that), but since the hp bar and the animation gets stuck as there's too much going on in the battle at once (too many hits, soulshots splashes, etc.), there's no time to switch to attack another monster and the result is the character dying.
Has anyone ever seen this? Is there a serverside or clientside fix? I have a good setup and a good Graphics Card so it's not a computer issue.
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