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Inertia Auto Farm


xdem

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Inertia is a state of art auto farm system made for L2AEPvP.

It is currently being used live on L2Trinity server.

 

Features:

  • Auto Targeting PvE/PvP
  • Auto Targeting Party Assist
  • Using Skills (Up to 9)
  • Range Presets
  • Range / Location Rendering
  • Custom Panels (More Options)
  1.  Drop Tracker
  2.      Target Filter
  3.      Extensions Panel (toggle on/off)
  4.      More Panels ...
  • Extensions (Custom extra behavior that can be turned on/off)
  1.      Pressing To Village, Teleporting back to farm zone
  2.      Custom enchanted PvP/PvE behaviors
  3.      More Extensions ...
  • Time based Credit System
  • Very Lightweight (Able to handle thousands of players without lag)
  • Run on its own ThreadPools (Configurable Core size and Ticks count)

 

 

dd2c417255c5aa06d099cfce630c38e1.png

 

Range Rendering:

 

176e87dca897bd76bd5fd391691cc60f.png

 

Inertia (older version) unofficial video tutorial made by the community. credits: TheSlayer @ L2Trinity

https://tinyurl.com/inertiax

 

Starting Price for a lifetime license and updates is 480€ 580€ 

Methods Paypal

Only CRYPTO

BTC, ETH, LTC

 

Customers will be able to ask for modifications that will be given for free, or request new features and extensions.

Inertia sales will be limited to a few copies only.

 

New feature:
Path Editor

 

Players can create up to 10 Paths

Each path can contain up to 12 lines

Runs through Geodata validation

 

 

 

 

 

2d485edd5d26205213a0b6f1d5fdb5b2.gif

 

f913bb3112bb5929f38c4e808410e33c.gif

 

Enabling paths allows Inertia Auto Farm to choose for the nearest path to get to another place 

 

PS: Price will increase every time features are added.

 

Only Trusted buyers / servers

My discord: Blizzard#7187

Edited by xdem
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  • 2 weeks later...

This is a state of art Auto Farm engine that makes a server have much more online and helps the players play easier and enjoy more.

 

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New feature:
Path Editor

 

Players can create up to 10 Paths

Each path can contain up to 12 lines

Runs through Geodata validation

 

2d485edd5d26205213a0b6f1d5fdb5b2.gif

 

f913bb3112bb5929f38c4e808410e33c.gif

 

Enabling paths allows Inertia Auto Farm to choose for the nearest path to get to another place 

 

PS: Price will increase every time features are added.

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  • 2 months later...

You probably don't understand that separate threads will lead to nothing. Unless you divide the processes into a server and a farm

I will not argue globally, because I have not seen it in operation, but judging by the video, the system is slow. Many delays. And of course your priceit's not worth even half the cost. You exaggerated your work.

 
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43 minutes ago, LordWinter said:

You probably don't understand that separate threads will lead to nothing. Unless you divide the processes into a server and a farm

I will not argue globally, because I have not seen it in operation, but judging by the video, the system is slow. Many delays. And of course your priceit's not worth even half the cost. You exaggerated your work.

 

 

Why would seperate threads lead to nothing ? The more threads the better the load/latency distribution per cycle plus that a seperate threadpool won't exhaust server's main threadpools that are far more important.

 

The core latency of the threads is configurable, on the video its 1800+ ticks, thats what the admin chose for his autofarm and that is not my concern, but judging by the fact that my system can handle thousands of players with latency less than 10ms, this means that you could configure it to less than 100ms tickrate aka 20x times faster response than what is shown on the video

Edited by xdem
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26 minutes ago, xdem said:

 

Why would seperate threads lead to nothing ? The more threads the better the load/latency distribution per cycle plus that a seperate threadpool won't exhaust server's main threadpools that are far more important.

 

The core latency of the threads is configurable, on the video its 1800+ ticks, thats what the admin chose for his autofarm and that is not my concern, but judging by the fact that my system can handle thousands of players with latency less than 10ms, this means that you could configure it to less than 100ms tickrate aka 20x times faster response than what is shown on the video

 
Because over time, the list of threads will get clogged and the server will start lagging. How many time your system can wotk at life server without restart with a lot of players?
P.S unrealistic price, system is not worth it. 150 euro this is limit
Edited by LordWinter
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"will get clogged and the server will start lagging"

 

hahahah

 

 

 

 

who is this new retard in town ?

 

PS: My "system" can run months without server restart, its extremely lightweight and barely uses any resources even with 1,000 players using it simutaniously.

 

gtfo with your crappy and false asumptions 

Edited by xdem
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