Battle Of The Immortals Private Server 2017

Battle Of The Immortals Private Server 2017

Wait, why did I get Credits? OOAlso the 'Kill Confinement' stuff, deleting the mapid itself might work, but logically speaking that way should generate plenty (and I mean plenty) of unnecessary errors in logs.

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Not errors that would crash your server, but errors filling up logs a lot larger than they need to be, due to the Callback used to send a player to the Confinement room is still in play, only it fails to send the player there due to no existing MapID, which results in an error being logged. This wouldn't matter in the slightest on servers with less than like. Maybe 200 players, but above that, it could prove troublesome, because when you reach the point where you've killed enough Mobs to be sent to the Confinement room, every mob after that mob will keep trying to send you there, ergo, the Callback function will insist on keep trying to send the player there, generating that same specific error log over and over again. And with enough players, that could fill the logs insanely much. Imagine some dude afk-farming reaching that Mob limit, and then kills another 20k mobs, that's 20k lines of errors.:PThe way I did it was delete the actual callback function from the assembly instead, so that the method that sends a player to the Confinement room is never called whatsoever, which means there are no error logs, and the players are never sent to the confinement room. It was fairly easy to do as well, just need to use an IDA. Wait, why did I get Credits?

OOAlso the 'Kill Confinement' stuff, deleting the mapid itself might work, but logically speaking that way should generate plenty (and I mean plenty) of unnecessary errors in logs. Not errors that would crash your server, but errors filling up logs a lot larger than they need to be, due to the Callback used to send a player to the Confinement room is still in play, only it fails to send the player there due to no existing MapID, which results in an error being logged.

This wouldn't matter in the slightest on servers with less than like. Maybe 200 players, but above that, it could prove troublesome, because when you reach the point where you've killed enough Mobs to be sent to the Confinement room, every mob after that mob will keep trying to send you there, ergo, the Callback function will insist on keep trying to send the player there, generating that same specific error log over and over again. And with enough players, that could fill the logs insanely much.

Imagine some dude afk-farming reaching that Mob limit, and then kills another 20k mobs, that's 20k lines of errors.:PThe way I did it was delete the actual callback function from the assembly instead, so that the method that sends a player to the Confinement room is never called whatsoever, which means there are no error logs, and the players are never sent to the confinement room. It was fairly easy to do as well, just need to use an IDA.That is very interesting even though I rarely get sent to the Confinement Room but its good to know:).

Battle Of The Immortals Private Server 2017
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