Hello , i recently added a code to protect newbies from attack of other players,depends at level difference of players.
"player is getting skill(anchor)" when hit player with 10+ level difference.
but this is based on "TARGET" and player is also paralyzed when they use buff to other player with 10level difference. I want to allow buffs to other players no matter the level difference .
code:
Spoiler
public void newbieProtectionSystem (L2Character target)
{
if (L2Config.ENABLE_NEWBIE_PROTECTION_SYSTEM)
{
int targetLevel = target.getLevel ();
int playerLevel = L2PcInstance.this.getLevel ();
if (playerLevel - targetLevel> Config.PROTECTION_DIFFERENCE_LEVEL)
{
int skillId = Config.PROTECTION_SKILL_ID;
int skillLevel = Config.PROTECTION_SKILL_LVL;
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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
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Hello , i recently added a code to protect newbies from attack of other players,depends at level difference of players.
"player is getting skill(anchor)" when hit player with 10+ level difference.
but this is based on "TARGET" and player is also paralyzed when they use buff to other player with 10level difference.
I want to allow buffs to other players no matter the level difference .
code:
public void newbieProtectionSystem (L2Character target)
{
if (L2Config.ENABLE_NEWBIE_PROTECTION_SYSTEM)
{
int targetLevel = target.getLevel ();
int playerLevel = L2PcInstance.this.getLevel ();
if (playerLevel - targetLevel> Config.PROTECTION_DIFFERENCE_LEVEL)
{
int skillId = Config.PROTECTION_SKILL_ID;
int skillLevel = Config.PROTECTION_SKILL_LVL;
L2Skill skill;
skill = SkillTable.getInstance (). getInfo (skillId, skillLevel);
if (skill != null)
skill.getEffects (L2PcInstance.this, L2PcInstance.this);
sendMessage (Config.PROTECTION_MESSAGE);
return;
}
i could add restriction skill ids but i think is simplier way than add every skill id :/ .
L2jfrozen last rev
Thanks in advance!
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