/*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package net.-.gameserver.model.actor.instance;
import java.util.StringTokenizer;
import javolution.util.FastSet;
import net.-.Config;
import net.-.gameserver.ai.CtrlIntention;
import net.-.gameserver.model.L2Object;
import net.-.gameserver.model.L2World;
import net.-.gameserver.model.entity.FactionMaps;
import net.-.gameserver.network.serverpackets.ActionFailed;
import net.-.gameserver.network.serverpackets.MyTargetSelected;
import net.-.gameserver.network.serverpackets.NpcHtmlMessage;
import net.-.gameserver.network.serverpackets.SocialAction;
import net.-.gameserver.network.serverpackets.ValidateLocation;
import net.-.gameserver.templates.chars.L2NpcTemplate;
import net.-.util.StringUtil;
import net.-.util.Rnd;
/**
*
* @author Evillus
*
*/
public class L2FactTeleporterInstance extends L2NpcInstance
{
public L2FactTeleporterInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
}
public static FastSet<L2TpFlagInstance> _tpTeam1Flags = new FastSet<L2TpFlagInstance>();
public static FastSet<L2TpFlagInstance> _tpTeam2Flags = new FastSet<L2TpFlagInstance>();
public static FastSet<L2TpFlagInstance> _not_captured = new FastSet<L2TpFlagInstance>();
public static FastSet<L2ProtectorInstance> _guards = new FastSet<L2ProtectorInstance>();
public static FastSet<L2NpcInstance> _blazers = new FastSet<L2NpcInstance>();
public static FastSet<L2GrandBossInstance> _bosses = new FastSet<L2GrandBossInstance>();
@Override
public void onBypassFeedback(L2PcInstance player, String command)
{
StringTokenizer st = new StringTokenizer(command, " ");
String actualCommand = st.nextToken();
int val = 0;
if (st.countTokens() >= 1)
val = Integer.valueOf(st.nextToken());
if (actualCommand.equalsIgnoreCase("teletoflag"))
teleToFlag(val,player);
else
super.onBypassFeedback(player, command);
}
public void teleToFlag(int objId, L2PcInstance player)
{
L2Object object = L2World.getInstance().findObject(objId);
if (object != null && object instanceof L2TpFlagInstance) {
L2TpFlagInstance flagbase = (L2TpFlagInstance) object;
if (player.getFactionId() == flagbase.getFlagFactionId())
player.teleToLocation(flagbase.getX() + 50,flagbase.getY(),flagbase.getZ());
}
else {
player.sendMessage("Base location is not accessable due to occupation.");
return;
}
}
@Override
public void onAction(L2PcInstance player)
{
if (this != player.getTarget()) {
player.setTarget(this);
player.sendPacket(new MyTargetSelected(getObjectId(), player.getLevel() - getLevel()));
player.sendPacket(new ValidateLocation(this));
}
else if (isInsideRadius(player, INTERACTION_DISTANCE, false, false)) {
SocialAction sa = new SocialAction(this, Rnd.get(8));
broadcastPacket(sa);
player.setCurrentFolkNPC(this);
showMessageWindow(player);
player.sendPacket(ActionFailed.STATIC_PACKET);
}
else {
player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
player.sendPacket(ActionFailed.STATIC_PACKET);
}
}
private void showMessageWindow(L2PcInstance player)
{
NpcHtmlMessage html = new NpcHtmlMessage(1);
final StringBuilder strBuffer = StringUtil.startAppend(3500, "<html><title>Faction Teleporter</title><body><center>");
if (player.getFactionId() == 0) {
strBuffer.append("SHIT HAPPENS");
strBuffer.append("<img src=\"L2UI_CH3.onscrmsg_pattern01_2\" width=300 height=32 align=left>");
strBuffer.append("Please chose your faction and then come back!<br>");
strBuffer.append("I am sure, that Faction manager will help you.<br>");
}
else if (FactionMaps.isVoting()) {
strBuffer.append("Map voting is in progress.<br>");
strBuffer.append("Try again in <font color=\"LEVEL\">1 minute.</font><br>");
}
else if (player.isInOlympiadMode()) {
strBuffer.append("SHIT HAPPENS");
strBuffer.append("<img src=\"L2UI_CH3.onscrmsg_pattern01_2\" width=300 height=32 align=left>");
strBuffer.append("I can't teleport you, because you're participating in olympiad!<br>");
}
else {
strBuffer.append("<img src=\"l2font-e.replay_logo-e\" width=258 height=60 align=left>");
strBuffer.append("Current map is: <font color=\"LEVEL\">" + FactionMaps.getMapName() + "</font><br>");
strBuffer.append("Voting for the next map will begin in: " + FactionMaps.getDelayUntilVoting() + "<br>");
strBuffer.append("Unoccupyable flags belonging to <font color=\"LEVEL\">%faction%</font> faction:<br>");
strBuffer.append("<img src=\"L2UI_CH3.onscrmsg_pattern01_2\" width=300 height=32 align=left>");
switch (player.getFactionId()) {
case 1:
for (L2TpFlagInstance unFlag : _tpTeam1Flags)
{
if (unFlag.isUnoccupayable() == 1)
strBuffer.append("<button value=\"" + unFlag.getFlagName() + "\" action=\"bypass -h npc_%objectId%_teletoflag " + unFlag.getObjectId() + "\" width=135 height=21 back=\"L2UI_CH3.bigbutton3_over\" fore=\"L2UI_CH3.bigbutton3\">");
}
break;
case 2:
for (L2TpFlagInstance unFlag : _tpTeam2Flags)
{
if (unFlag.isUnoccupayable() == 1)
strBuffer.append("<button value=\"" + unFlag.getFlagName() + "\" action=\"bypass -h npc_%objectId%_teletoflag " + unFlag.getObjectId() + "\" width=135 height=21 back=\"L2UI_CH3.bigbutton3_over\" fore=\"L2UI_CH3.bigbutton3\">");
}
break;
default:
strBuffer.append("No Flags found.");
break;
}
strBuffer.append("<img src=\"L2UI_CH3.onscrmsg_pattern01_2\" width=300 height=32 align=left>");
strBuffer.append("Flags occupied by <font color=\"LEVEL\">%faction%</font> faction:<br>");
switch (player.getFactionId()) {
case 1:
for (L2TpFlagInstance unFlag : _tpTeam1Flags)
{
if (unFlag.isUnoccupayable() == 0)
strBuffer.append("<button value=\"" + unFlag.getFlagName() + "\" action=\"bypass -h npc_%objectId%_teletoflag " + unFlag.getObjectId() + "\" width=135 height=21 back=\"L2UI_CH3.bigbutton3_over\" fore=\"L2UI_CH3.bigbutton3\">");
}
break;
case 2:
for (L2TpFlagInstance unFlag1 : _tpTeam2Flags)
{
if (unFlag1.isUnoccupayable() == 0)
strBuffer.append("<button value=\"" + unFlag1.getFlagName() + "\" action=\"bypass -h npc_%objectId%_teletoflag " + unFlag1.getObjectId() + "\" width=135 height=21 back=\"L2UI_CH3.bigbutton3_over\" fore=\"L2UI_CH3.bigbutton3\">");
}
break;
default:
strBuffer.append("No Flags found.");
break;
}
}
strBuffer.append("<img src=\"L2UI_CH3.onscrmsg_pattern01_2\" width=300 height=32 align=left>");
strBuffer.append("</center></body></html>");
html.setHtml(strBuffer.toString());
html.replace("%objectId%", String.valueOf(getObjectId()));
if (player.getFactionId() == 1)
html.replace("%faction%", Config.FACTION_TEAM1_NAME);
else if (player.getFactionId() == 2)
html.replace("%faction%", Config.FACTION_TEAM2_NAME);
else
html.replace("%faction%", "No Faction");
html.replace("%npcname%", getName());
player.sendPacket(html);
}
}
i just need both teams to got a new button on this Gatekeeper named [Nobless Boss] and when player press it to teleport them on x=89547 y=-85559 z= -2766
(IT WORKS LIKE A NORMAL GK :p JUST ADD ME THE BUTTON WITH THE CORDS CAUSE I DONT KNOW HOW!)
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1. Optimize Packet Serialization
Look in ItemList.java or wherever the inventory packet is constructed.
Instead of building the packet with inefficient string concatenation or repeated allocations, use a preallocated buffer and avoid creating new objects for each item.
Mobius sources are Java-based, so profiling with something like VisualVM or YourKit can help see where most time is spent.
2. Avoid Sending the Full List Each Time
Modify the server to send only changed items (diff packets) when the inventory window opens.
Some newer forks implement this as “lazy loading” or paged inventory so the client only loads e.g. 100 items at a time.
3. Limit the Inventory Size Per Page
Instead of showing all 500 slots at once, split the inventory into pages/tabs (100 slots each).
When the user switches a tab, send only that page’s items.
This requires some client-side editing, but it’s the most user-friendly long-term fix.
4. Database & Cache Optimizations
Ensure your items table is indexed by owner_id to make the query for player items fast.
Cache item templates and static data so they are not reloaded every time the inventory is shown.
⚠️ Things to Keep in Mind
Increasing slots from 80 → 500 does not just change a number — it multiplies the workload for packet building and UI rendering.
You can’t fully avoid some extra cost with 500 items, but you can keep it under a few milliseconds if you optimize how and when the data is sent.
i think it's the auto sorting of the interface that sucks, check InventoryWnd script in interface.u, or completely disable the request item list packet when toggling the inventory window (also in InventoryWnd script or similar name)
Question
Malzahax
i just need both teams to got a new button on this Gatekeeper named [Nobless Boss] and when player press it to teleport them on x=89547 y=-85559 z= -2766
(IT WORKS LIKE A NORMAL GK :p JUST ADD ME THE BUTTON WITH THE CORDS CAUSE I DONT KNOW HOW!)
5 answers to this question
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