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Posted (edited)

 

 

 

 

 

 
No it cannot be done like this, enchant system uses ChooseInventoryItem packet which sends only the opcode of the packet and the scroll id to add the name on the title of the page. Then, I guess, it reads client-side the items in the inventory and shows them in the window. The only possible way to do it like this if you delete all other items from players inventory and leave the weapons, then send an inventory update packet, then send the ChooseInventoryItem packet and then re-add them in the inventory, but that's not efficient at all since each lifestone will be 'laggy'. So a simple check would be enough :P
 

Thx everyone.​

 

 

 

I falsely though you had at least some basic idea of networking on l2.

 

To do what you're trying to say you only need to send fake Item delete packets and trigger the enchant and finally send the inventory update with the real values.

 

 

If a developer would use deleteItem to achieve this I would really pitty him, elfo for instance I wouldn't be surprised if I saw that code from him

Edited by xxdem
Posted (edited)

I falsely though you had at least some basic idea of networking on l2.

 

To do what you're trying to say you only need to send fake Item delete packets and trigger then trigger the enchant and finally send the inventory update with the real values.

 

 

If a developer would use deleteItem to achieve this I would really pitty him, elfo for instance I wouldn't be surprised if I saw that code from him

 

Well I'm not sure how am I supposed to respond to this, so I'll just say the truth ;p

I know how networking on l2 works (at least the basics, as you said), but what you proposed as a solution is a way I obviously never thought about (patenta). BUT, each LS would still be laggy even if not actually deleting every item from the inventory, because the client would still have to visually delete the items. Therefore, we are both right at different points here, you just found a less, but still, laggy alternative way to the one I wrote before.

 

About the things said for Elfocrash, I am not the one to defend him, but I will just say that you don't really have a chance achieving what he has in the past couple of weeks. But again, it's up to him to explain further.

 

Last but not least, you don't have to 'feel pitty' for me since I never coded what I said and even if I tried to do it, I would come across your idea  :)

Edited by An4rchy
Posted

Well I'm not sure how am I supposed to respond to this, so I'll just say the truth ;p

I know how networking on l2 works (at least the basics, as you said), but what you proposed as a solution is a way I obviously never thought about (patenta). BUT, each LS would still be laggy even if not actually deleting every item from the inventory, because the client would still have to visually delete the items. Therefore, we are both right at different points here, you just found a less, but still, laggy alternative way to the one I wrote before.

 

About the things said for Elfocrash, I am not the one to defend him, but I will just say that you don't really have a chance achieving what he has in the past couple of weeks. But again, it's up to him to explain further.

 

Last but not least, you don't have to 'feel pitty' for me since I never coded what I said and even if I tried to do it, I would come across your idea  :)

 

laggy

Posted

I falsely though you had at least some basic idea of networking on l2.

 

To do what you're trying to say you only need to send fake Item delete packets and trigger the enchant and finally send the inventory update with the real values.

If a developer would use deleteItem to achieve this I would really pitty him, elfo for instance I wouldn't be surprised if I saw that code from him

You make no sense. Probably cuz you made a sort of successful server a while ago and that got into your head.

Go bad to your 8 to 6. Greek work hours are harsh you know... Time to go to bed.

Posted

You make no sense. Probably cuz you made a sort of successful server a while ago and that got into your head.

Go bad to your 8 to 6. Greek work hours are harsh you know... Time to go to bed.

 

Ofc I make no sense, as usual afterall when I talk as a developer with people from the CS departments.

 

Im gonna make you a diagram so you can understand

Posted

Ofc I make no sense, as usual afterall when I talk as a developer with people from the CS departments.

 

Im gonna make you a diagram so you can understand

As a what? HAHAHAHAHA good one.

Posted

 

 

 

 

 

 
No it cannot be done like this, enchant system uses ChooseInventoryItem packet which sends only the opcode of the packet and the scroll id to add the name on the title of the page. Then, I guess, it reads client-side the items in the inventory and shows them in the window. The only possible way to do it like this if you delete all other items from players inventory and leave the weapons, then send an inventory update packet, then send the ChooseInventoryItem packet and then re-add them in the inventory, but that's not efficient at all since each lifestone will be 'laggy'. So a simple check would be enough :P
 

Thx everyone.​

 

 

Weird, but you're right. Generally L2 as a server doesn't leave much to the client to manage, but in this case it does. However, Good luck :-)

Posted

Weird, but you're right. Generally L2 as a server doesn't leave much to the client to manage, but in this case it does. However, Good luck :-)

 

I guess you're naive enough not to read other comments. It can be done and the solution was just revealed.

Posted

what is laggy? a fake inventory update? explain yourself

 

The visual deletion of the items is gonna doesn't sound too much, but if the player adds one ls per second and if he has 100 items in inventory (when the inventory is open btw) imagine deleting 95 items and adding them back every sec. Even if you send a false inventory update (which means the inventory is not updated server-side) the client will still delete the items visually.

Posted

The visual deletion of the items is gonna doesn't sound too much, but if the player adds one ls per second and if he has 100 items in inventory (when the inventory is open btw) imagine deleting 95 items and adding them back every sec. Even if you send a false inventory update (which means the inventory is not updated server-side) the client will still delete the items visually.

 

The delay is not noticeable ingame L2AEPvP has this code since 2012

Posted

The delay is not noticeable ingame L2AEPvP has this code since 2012

 

It's not? Aren't the items deleted? Perhaps you tried with the admin char having very few items in your inventory.

Posted

The delay is not noticeable ingame L2AEPvP has this code since 2012

HAHAHAHA not from you though. Judging from your coding questions around 2013.

 

Sweets nice mindset. Then people should stop developing l2 cuz people will bot.

Posted

Sweets nice mindset. Then people should stop developing l2 cuz people will bot.

Looks like you don't get what I said nor what I mean, so well. Yup, they should.

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