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Interlude NPC Buffer & Performance Question
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By marcosalberto · Posted
L2 Runestone Interlude C6 · 5x · Open since 10 August 2026 · No wipe, ever l2runestone.com · Discord Most servers die the same way. They sell power, the market dries up, and the people who actually play leave. This one is built not to do that, and everything below is the actual configuration rather than a wishlist. Rates Experience 5x · Skill points 5x Party experience and SP 6x Drop 5x · Spoil 5x · Quest reward 5x Adena 7x Raid boss, Grand boss and epic jewels: 1x, untouched Special herbs 1x Adena sits above item drop on purpose, so shots stay affordable without flooding the economy. Epics are deliberately not multiplied: the strongest gear in the game should be the hardest to hold. Enchant Safe to +3 (+4 full body). +1 per scroll, and a failed scroll destroys the item. Scrolls are not sold by any NPC. Normal Blessed Crystal +4 96% 97% 98% +6 88% 91% 94% +8 80% 85% 90% +10 72% 79% 86% +12 64% 73% 82% +15 52% 64% 76% Not retail 66% flat. It is gentler than retail early and harsher late, which is a choice, not an accident. Max +15 weapons and armor, +12 jewellery. What is not here No autofarm. No command, no macro engine, nothing plays for you. Adena auto-loots; items do not. No gear above D grade from NPCs. Starter equipment is sold as it is at retail. Everything from C grade up drops, is crafted, or is traded between players. The dwarf is the heart of the economy, not a side character. Nothing that matters for sale. Power is never purchasable. Convenience and cosmetics are the only things that will ever be. No wipe. Ever. If a bug is found we fix the bug and remove what it produced, instead of resetting the world because that is easier. Retail where it counts Pure retail class balance. Casts keep a real interrupt window, crowd control never exceeds 90% Olympiad weekly, starting 18:00, six hour competition period Sieges and epic bosses on retail mechanics Buff slots 24 · Subclass to 81 · First and second class change at NPC, third class is earned Offline trade and craft, including in peace zones, restored across restarts Technical The client is patched by one byte to protocol 748, so a client that has not been through our launcher is refused at the door Full geodata, 163 regions, with pathfinding enabled. No walking through walls, no mobs pulled through geometry Anti-bot with an in-game check, and anti-advertising covering chat, whispers, private store titles and character names InnoDB with binary logging, verified daily backups kept in two places, and a weekly restore test that actually restores Honest part It opened on 10 August 2026 and it is small. There is no countdown, no launch event, no fake population counter, and nobody is going to hand you gear. If you log in tonight you will find a quiet world. That is the trade: you are early, and everything you build from here stays yours. Getting in You need a Lineage II Interlude (Chronicle 6) client already on your PC. The launcher downloads and repairs the system folder on its own and verifies every file before the game starts; it touches nothing else and will not patch Gracia or later. Launcher and account: l2runestone.com Discord: discord.gg/NJDeffApmc -
By kirayamatos · Posted
Although I don't know how to use it, thank you for sharing -
Did you try run as extender to any version where Source no needed? Coz not everyone use Mobius 😃
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Very nice progress. At some point you will need the bots to travel long distances. Geodata and A* path finding on it won't be suitable. They will exhaust budget and memory/cpu. I think the human bot was hitting this ceiling that's why it couldn't find the bridge. aCis has recently made a low granularity geo Pathfinder that can help. One approach I did successfully and you can do is to replace geodata with 3D nav mesh for bots and use the Detour algorithm for pathfinding. This will give you very cheap long distance path finding.
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Question
dpbBryan
Hello everybody, I'm having a little bit of trouble.
I've been trying to use examples from other NPC buffers which seem to cast 'instantly' sort of.
What I had in mind was to allow the player to create different sets of buffs that they can also pick from later. I've defined two classes inside L2PcInstance:
ZCL_BUFF_ROW and ZCL_BUFF_TABLE.
Each instance of L2PcInstance has an object ZCL_BUFF_TABLE. The object_id of the character is passed to the constructor of this class and then the results are placed into hashtables:
So the character has 24 values for 24 buffs.
In the above class, ZCL_BUFF_TABLE, there is another hashtable I've made to store the rows off buffs so a character can have multiple presets.
The problem comes in later at the NPC buffer itself. I normally see that the useMagic() function is called at the Python script, but I wasn't sure if I'd be able to iterate across a java hashtable inside python. So I implemented two functions:
// Method of ZCL_BUFF_TABLE public void STApplyBuffRow(QuestState st, int index) { st.getPlayer().setTarget( st.getPlayer() ); _buff_table.get(index).STapplyBuffs(st); } // Method of ZCL_BUFF_ROW public void STapplyBuffs(QuestState st) { L2Skill skill = null; for ( int b_id : _buff_ids.values() ) { skill = SkillTable.getInstance().getInfo( b_id, 1 ); st.getPlayer().useMagic(skill, false, false); } }I'm passing the QuestState to the functions so I can apply the buffs to player in the Java code and just place the function
In the python code. However, what ends up happening is the player casts the buffs and it takes a long time which really isn't what I'm looking for. When I was looking at other examples, it's almost instant.
AND one last question.
I'm also new to java. I've taken peaks at the L2j server before but now I'm a bit more serious about it. I'm wondering though how in the long run will making additions to the player class affect the performance? For example, is a Hashtable in java an effecient way to store this list or is there perhaps a faster way?
3 answers to this question
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