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Client Edit vSRO Mob Spawn Rate & Clustering Adjustment (Procedure)

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vSRO Mob Spawn Rate & Clustering Adjustment



Warning — Read This First

Take a backup before running this. There is no single correct set of values here. What works depends on your database, the state of your mobs, and the capacity your GameServer can actually handle. Tune the numbers to your own server rather than pasting them as-is.



What This Does

This procedure lets you control, for a chosen level range, how many mobs spawn per nest, how fast they respawn, and how tightly they cluster together. It only touches normal mobs — uniques and special-rarity spawns are excluded by the Rarity = 0 filter.

The script also validates your input before it writes anything. If you enter a value that would produce unstable behaviour, it prints a warning and makes no changes.



The Variables

  • @minLv / @MaxLv — the mob level range you want to affect.
  • @MaxSpawn — how many mobs a nest holds. Low: 1~3 | Normal: 4~7 | High: 8~12.
  • @respawnTimeMin / @respawnTimeMax — respawn delay in seconds. Min must be lower than Max.
  • @nRadiuss / @nGenerateRadiuss — the spawn radius. Smaller values pack mobs closer together, larger values spread them out.



The Query
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Tip — Preview Before You Commit

Notice the commented-out --select D.* line just above the UPDATE. Uncomment that line and comment out the UPDATE instead, and the script will show you exactly which nest rows would be affected without changing a thing. Always worth doing on a first run so you know the scope of what you are about to modify.



After Running It

Restart or reload your GameServer so the new nest values are picked up, then check the affected areas in-game.

Watch your server load. Very high spawn counts combined with very short respawn timers put real pressure on the GameServer, especially across a wide level range. Increase gradually and monitor performance rather than jumping straight to maximum values.



Good luck.
 

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