Can i have l2jfrozen buffer or l2jfrozen pack/npc ?
cuz at navicat db/custom_npc i have just the class master cat and i can spawn it without problems
but at gameserver/config/powerpak/powerpak.prop file i enable all but i cannot spawn it
+powerpak.prop files buffer copyes
# Npc Buffer - scheme buffer - set buffs - single buffs
BufferNpcId = 50019
BufferEnabled = True
BufferUseCommand = true
BufferCommand = buffs
BufferPrice = 1
BufferUseBBS = true
BufferExcludeOn = RB OLYMPIAD PVP SIEGE EVENT ATTACK
#list = skillId,skillLvl;skillId,skillLvl;....
FighterSkillList = 1204,2;1035,3;1036,2;4344,3;1045,6;1048,6;1068,3;1077,3;1086,2;1259,3;1268,3;271,1;274,1;275,1;310,1;264,1;269,1;304,1;268,1;1356,1;1388,3;
MageSkillList = 1204,2;1035,3;1036,2;4344,3;1045,6;1048,6;1078,6;1085,3;1062,2;1259,3;1059,3;273,1;276,1;365,1;264,1;268,1;304,1;267,1;1389,3;1355,1;
# Max schemes that a player can store. Please, do not use too big values
# Default value: 4 (one per subclass...)
NPCBufferMaxSchemesPerChar = 4
# Max skills that a player can store in each scheme. Please, do not use too big values.
# This value should match to max buffs a player can carry
# Default value: 24 (max buffs are 20+4 in retail)
NPCBufferMaxSkllsperScheme = 36
# This enables/disables storing character schemes at server shutdown to database
# Default = True
NPCBufferStoreSchemes = True
# This is to bypasss SQL Adena amount reference so that you can set the same cost for all
# or even setting them for free.
# Free = 0
# Disabled = -1 (if you want to read adena from SQL)
# Default value: -1
NPCBufferStaticCostPerBuff = 0
but i cannot spawn it do i do some mistakes at configs or do i miss some configs?
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1. You where subscriber 3 years ago.
2. There is no current L2jMobius 2.8 Seven Signs version. Subcriber or not.
3. You have your answer from multiple forums that more items is more delay.
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
Withmain
Can i have l2jfrozen buffer or l2jfrozen pack/npc ?
cuz at navicat db/custom_npc i have just the class master cat and i can spawn it without problems
but at gameserver/config/powerpak/powerpak.prop file i enable all but i cannot spawn it
+powerpak.prop files buffer copyes
# Npc Buffer - scheme buffer - set buffs - single buffs
BufferNpcId = 50019
BufferEnabled = True
BufferUseCommand = true
BufferCommand = buffs
BufferPrice = 1
BufferUseBBS = true
BufferExcludeOn = RB OLYMPIAD PVP SIEGE EVENT ATTACK
#list = skillId,skillLvl;skillId,skillLvl;....
FighterSkillList = 1204,2;1035,3;1036,2;4344,3;1045,6;1048,6;1068,3;1077,3;1086,2;1259,3;1268,3;271,1;274,1;275,1;310,1;264,1;269,1;304,1;268,1;1356,1;1388,3;
MageSkillList = 1204,2;1035,3;1036,2;4344,3;1045,6;1048,6;1078,6;1085,3;1062,2;1259,3;1059,3;273,1;276,1;365,1;264,1;268,1;304,1;267,1;1389,3;1355,1;
# Max schemes that a player can store. Please, do not use too big values
# Default value: 4 (one per subclass...)
NPCBufferMaxSchemesPerChar = 4
# Max skills that a player can store in each scheme. Please, do not use too big values.
# This value should match to max buffs a player can carry
# Default value: 24 (max buffs are 20+4 in retail)
NPCBufferMaxSkllsperScheme = 36
# This enables/disables storing character schemes at server shutdown to database
# Default = True
NPCBufferStoreSchemes = True
# This is to bypasss SQL Adena amount reference so that you can set the same cost for all
# or even setting them for free.
# Free = 0
# Disabled = -1 (if you want to read adena from SQL)
# Default value: -1
NPCBufferStaticCostPerBuff = 0
but i cannot spawn it do i do some mistakes at configs or do i miss some configs?
or do i need to to install something at db on ?
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