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Need Help To Fix In Exception In Thread "aistpool-5".
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By l2imagination · Posted
Hello everyone! L2 Imagination High Five x30 Summer Seasson OPEN BETA from 05.07.2026 LIVE START 10.07.2026 GMT+2 Rates: XP/SP 30x, Spoil 15x, Drop 15x, Adena 15x Server Features: Spoil Agathion, Free Auto-Farm, Castle Instance, Daily Reward Calendar, Adena Boxes VIP Gold Color Chat, Unique Olympiad Extra Points Engine, GvG Event Solo Instance, PvP Solo Rift, Automatic GvG Event, Improved Orfen and Core Areas Lair of Antharas and Dragon Valley alternating PvP and Normal every hour 6:00PM-0:00AM Website: https://www.l2imagination.com Discord: https://discord.com/invite/frCaDM4Bhg -
L2 ASAGONIUM - High Five heavily customised PVE Server [OPEN BETA] Website: http://l2asagonium.eu/ Hello everyone, After months of development, tuning and a lot of late nights, I'd like to introduce you to L2 Asagonium - a Lineage 2 High Five server built around one simple idea: a fair, long-lasting world where your time and skill matter more than your wallet. We are currently in OPEN BETA, which means the server is fully online, fully playable, and we are actively listening to feedback to polish the final experience before the official launch. ----------------------------------------------------------- ABOUT THE SERVER - Chronicle: High Five (Mobius) - Type: Really hard PVE with custom content - Status: Open Beta - join, test, shape the server - Mentality: No Pay-to-Win. Ever. ----------------------------------------------------------- WHAT MAKES ASAGONIUM DIFFERENT 1) Custom Armor & Weapon Sets We have introduced new tiers of equipment (Twilight, Cronos, Olympus, Exodus, Leviathan, Ixion, Assassin, Odyssey, Chaos, Immortal) with their own visuals, set bonuses and passive skills. Each set has a clear identity and a real role in the meta - no "one best set wins everything". 2) Custom Passive Skills New Asagonium passive skills (P.Atk, M.Atk, HP, Haste and more) tied to gear and progression, so character building has more depth than just stacking enchants. 3) Live Leaderboards on the Website This is the part I'm most proud of. Our website is connected directly to the game database in real time. You can browse all characters and see: - Level + exact % to next level - Online / Offline / Offline Farming status - "You Died" status (Dark Souls style, stays until next login) - Death counter per character - Total time played (days / hours / minutes) - Top Adena, Top PvP, Top PK - Max Enchant on equipped weapons - Hover a character name to see their passive skills with icons - Hover an enchant value to see the weapon name, P.Atk and set It updates live. Anyone can check the rankings without logging in. ----------------------------------------------------------- NO PAY-TO-WIN - SERIOUSLY I'm tired of servers that promise "balanced donations" and then sell the best items in the cash shop two weeks later. On Asagonium: - No donation items that affect gameplay balance. - No paid enchants, no paid stats, no paid gear. - No "VIP" buffs that make you stronger than free players. Donations (if/when they exist) will be strictly cosmetic and quality-of-life only. The goal is a server that survives because people enjoy playing it, not because a few whales fund it. ----------------------------------------------------------- OPEN BETA - WHY YOU SHOULD JOIN NOW - The server is fully online and stable. - Your feedback directly shapes the final balance. - You get to learn the custom content before everyone else. - Active development - bugs get fixed, ideas get tested fast. ----------------------------------------------------------- HOW TO JOIN 1. Go to http://l2asagonium.eu/ 2. Open "How to Connect" - it walks you through the client download, the 64-bit patch and the system config in 5 simple steps. ----------------------------------------------------------- LINKS http://l2asagonium.eu/ ----------------------------------------------------------- Thanks for reading. If you give Asagonium a try during the beta, please drop your feedback - good or bad. That's exactly what this phase is for. See you in-game.
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Topics

Question
wongerlt
L2J aCis.
Error:
Exception in thread "AISTPool-5" java.lang.StackOverflowError at net.sf.l2j.gameserver.model.actor.instance.L2PcInstance.startWaterTask(L2PcInstance.java:9109) at net.sf.l2j.gameserver.model.actor.instance.L2PcInstance.checkWaterState(L2PcInstance.java:9122) at net.sf.l2j.gameserver.model.actor.instance.L2PcInstance.revalidateZone(L2PcInstance.java:1540) at net.sf.l2j.gameserver.ai.L2CharacterAI.onEvtArrived(L2CharacterAI.java:626) at net.sf.l2j.gameserver.ai.AbstractAI.notifyEvent(AbstractAI.java:373) at net.sf.l2j.gameserver.ai.AbstractAI.notifyEvent(AbstractAI.java:296) at net.sf.l2j.gameserver.model.actor.L2Character.moveToLocation(L2Character.java:3586) at net.sf.l2j.gameserver.model.actor.L2Character$AIAccessor.moveTo(L2Character.java:2819) at net.sf.l2j.gameserver.ai.AbstractAI.moveTo(AbstractAI.java:538) at net.sf.l2j.gameserver.ai.AbstractAI.moveToPawn(AbstractAI.java:494) at net.sf.l2j.gameserver.ai.L2CharacterAI.maybeMoveToPawn(L2CharacterAI.java:877) at net.sf.l2j.gameserver.ai.L2PlayerAI.thinkCast(L2PlayerAI.java:235) at net.sf.l2j.gameserver.ai.L2PlayerAI.onEvtThink(L2PlayerAI.java:312) at net.sf.l2j.gameserver.ai.L2CharacterAI.onEvtArrived(L2CharacterAI.java:641) at net.sf.l2j.gameserver.ai.AbstractAI.notifyEvent(AbstractAI.java:373) at net.sf.l2j.gameserver.ai.AbstractAI.notifyEvent(AbstractAI.java:296) at net.sf.l2j.gameserver.model.actor.L2Character.moveToLocation(L2Character.java:3586) at net.sf.l2j.gameserver.model.actor.L2Character$AIAccessor.moveTo(L2Character.java:2819) at net.sf.l2j.gameserver.ai.AbstractAI.moveTo(AbstractAI.java:538) at net.sf.l2j.gameserver.ai.AbstractAI.moveToPawn(AbstractAI.java:494) at net.sf.l2j.gameserver.ai.L2CharacterAI.maybeMoveToPawn(L2CharacterAI.java:877) at net.sf.l2j.gameserver.ai.L2PlayerAI.thinkCast(L2PlayerAI.java:235) at net.sf.l2j.gameserver.ai.L2PlayerAI.onEvtThink(L2PlayerAI.java:312) at net.sf.l2j.gameserver.ai.L2CharacterAI.onEvtArrived(L2CharacterAI.java:641) at net.sf.l2j.gameserver.ai.AbstractAI.notifyEvent(AbstractAI.java:373) at net.sf.l2j.gameserver.ai.AbstractAI.notifyEvent(AbstractAI.java:296) and 100 same error like last blockL2Character.java:3586 i marked it with plus "+"
.... if (offset > 0 || distance < 1) { // approximation for moving closer when z coordinates are different // TODO: handle Z axis movement better offset -= Math.abs(dz); if (offset < 5) offset = 5; // If no distance to go through, the movement is canceled if (distance < 1 || distance - offset <= 0) { if (Config.DEBUG) _log.fine("already in range, no movement needed."); // Notify the AI that the L2Character is arrived at destination + getAI().notifyEvent(CtrlEvent.EVT_ARRIVED); return; } ....L2Character.java:2819
public void moveTo(int x, int y, int z, int offset) { + moveToLocation(x, y, z, offset); }AbstractAI.java:538
protected void moveTo(int x, int y, int z, int offset) { // Check if actor can move if (_actor.isMovementDisabled()) { _actor.sendPacket(ActionFailed.STATIC_PACKET); return; } // Set AI movement data _clientMoving = true; if (_accessor == null) return; // Calculate movement data for a move to location action and add the actor to + _accessor.moveTo(x, y, z, offset); if (!_actor.isMoving()) { _actor.sendPacket(ActionFailed.STATIC_PACKET); return; } // Send a Server->Client packet CharMoveToLocation to the actor and all L2PcInstance in _actor.broadcastPacket(new MoveToLocation(_actor)); }AbstractAI.java:494
protected void moveToPawn(L2Object pawn, int offset) { if (_clientMoving && _target == pawn && _actor.isOnGeodataPath() && GameTimeController.getGameTicks() < _moveToPawnTimeout) return; _target = pawn; if (_target == null) return; _moveToPawnTimeout = GameTimeController.getGameTicks() + 20; + moveTo(_target.getX(), _target.getY(), _target.getZ(), offset = offset < 10 ? 10 : offset); }L2CharacterAI.java:877
protected boolean maybeMoveToPawn(L2Object target, int offset) { if (target == null || offset < 0) // skill radius -1 return false; offset += _actor.getTemplate().getCollisionRadius(); if (target instanceof L2Character) offset += ((L2Character) target).getTemplate().getCollisionRadius(); if (!_actor.isInsideRadius(target, offset, false, false)) { if (getFollowTarget() != null) { int foffset = offset + (((L2Character) target).isMoving() ? 100 : 0); // allow larger hit range when the target is moving (check is run only once per second) if (!_actor.isInsideRadius(target, foffset, false, false)) { if (!_actor.isAttackingNow() || _actor instanceof L2Summon) + moveToPawn(target, offset); return true; } stopFollow(); return false; } if (_actor.isMovementDisabled() && !(_actor instanceof L2Attackable)) { if (getIntention() == CtrlIntention.ATTACK) setIntention(CtrlIntention.IDLE); return true; } // If not running, set the L2Character movement type to run and send Server->Client packet ChangeMoveType to all others L2PcInstance if (!(this instanceof L2PlayerAI) && !(this instanceof L2SummonAI)) _actor.setRunning(); if ((target instanceof L2Character) && !(target instanceof L2DoorInstance)) startFollow((L2Character) target, offset); else { // Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast) moveToPawn(target, offset); } return true; } stopFollow(); return false; }L2PlayerAI.java:235
private void thinkCast() { L2Character target = (L2Character) getTarget(); if (Config.DEBUG) _log.warning("L2PlayerAI: thinkCast -> Start"); if (_skill.getTargetType() == SkillTargetType.TARGET_GROUND && _actor instanceof L2PcInstance) { if (maybeMoveToPosition(((L2PcInstance) _actor).getCurrentSkillWorldPosition(), _skill.getCastRange())) { _actor.setIsCastingNow(false); return; } } else { if (checkTargetLost(target)) { // Notify the target if (_skill.isOffensive() && getTarget() != null) setTarget(null); _actor.setIsCastingNow(false); return; } + if (target != null && maybeMoveToPawn(target, _skill.getCastRange())) { _actor.setIsCastingNow(false); return; } }L2PlayerAI.java:312
protected void onEvtThink() { // Check if the actor can't use skills and if a thinking action isn't already in progress if (_thinking && getIntention() != CtrlIntention.CAST) // casting must always continue return; // Start thinking action _thinking = true; try { // Manage AI thoughts switch (getIntention()) { case ATTACK: thinkAttack(); break; case CAST: + thinkCast(); break; case PICK_UP: thinkPickUp(); break; case INTERACT: thinkInteract(); break; } } finally { // Stop thinking action _thinking = false; } }L2CharacterAI.java:641
protected void onEvtArrived() { _accessor.getActor().revalidateZone(true); if (_accessor.getActor().moveToNextRoutePoint()) return; if (_accessor.getActor() instanceof L2Attackable) ((L2Attackable) _accessor.getActor()).setIsReturningToSpawnPoint(false); clientStoppedMoving(); // If the Intention was MOVE_TO, set the Intention to ACTIVE if (getIntention() == CtrlIntention.MOVE_TO) setIntention(CtrlIntention.ACTIVE); // Launch actions corresponding to the Event Think + onEvtThink(); }AbstractAI.java:373
AbstractAI.java:296
public final void notifyEvent(CtrlEvent evt) { + notifyEvent(evt, null, null); }i get this error not only with startWaterTask i get and with others, and same error 14000 lines... one time per day.
Maybe anyone know how to solve this problem?
23 answers to this question
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