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Hello,
I am currently using Mobius 2.8 Seven Signs (Subscriber Version).
I have increased the inventory capacity from 80 slots to 500 slots.
The problem is that when the number of items exceeds 200, opening the inventory causes a delay of about 1–2 seconds.
If the inventory is empty or contains only a small number of items, there is no lag at all, but when the item count goes over 200 or 300, the delay increases accordingly.
Is there anyone who could fix this issue?
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Question
Dreigons
Hello,
I have one question. Is any way to change NPC title color without editing client side (npcname-e.dat)? i mean from server side. (Client Interlude).
Or maybe someone already have edited npcname-e.dat with NPC levels and different colors for aggro monsters?
Here is my NpcInfo packet
protected final void writeImpl() { if (_activeChar == null) { return; } if (_activeChar instanceof L2Summon) { if (((L2Summon) _activeChar).getOwner() != null && ((L2Summon) _activeChar).getOwner().getAppearance().getInvisible()) { return; } } writeC(0x16); writeD(_activeChar.getObjectId()); writeD(_idTemplate + 1000000); writeD(_isAttackable ? 1 : 0); writeD(_x); writeD(_y); writeD(_z); writeD(_heading); writeD(0x00); writeD(_mAtkSpd); writeD(_pAtkSpd); writeD(_runSpd); writeD(_walkSpd); writeD(_swimRunSpd); writeD(_swimWalkSpd); writeD(_flRunSpd); writeD(_flWalkSpd); writeD(_flyRunSpd); writeD(_flyWalkSpd); writeF(1.1); writeF(_pAtkSpd / 277.478340719); writeF(_collisionRadius); writeF(_collisionHeight); writeD(_rhand); writeD(0); writeD(_lhand); writeC(1); writeC(_activeChar.isRunning() ? 1 : 0); writeC(_activeChar.isInCombat() ? 1 : 0); writeC(_activeChar.isAlikeDead() ? 1 : 0); writeC(_isSummoned ? 2 : 0); writeS(_name); writeS(_title); if (_activeChar instanceof L2Summon) { writeD(0x01); writeD(((L2Summon) _activeChar).getPvpFlag()); writeD(((L2Summon) _activeChar).getKarma()); } else { writeD(0); writeD(0); writeD(0); } writeD(_activeChar.getAbnormalEffect()); if (Config.SHOW_NPC_CREST) { writeD(_clanId); writeD(_clanCrest); writeD(_allyId); writeD(_allyCrest); } else { writeD(0); writeD(0); writeD(0); writeD(0); } writeC(0000); // C2 if (Config.L2JMOD_CHAMPION_ENABLE) { writeC(_activeChar.isChampion() ? Config.L2JMOD_CHAMP_AURA : 0); } else { writeC(0); } writeF(_collisionRadius); writeF(_collisionHeight); writeD(0x00); // C4 writeD(0x00); // C6 }
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