i want to setup in my server a tvt event engine...
i set in l2jmods.propertis
# ---------------------------------------------------------------------------
# Team vs. Team Event Engine (by FBIagent)
# ---------------------------------------------------------------------------
# Enable/Disable TvTEvent System
TvTEventEnabled = true
# Times TvT will occur (24h format).
TvTEventInterval = 9:00,15:00,21:00,3:00
# Registration timer from start of event (in minutes).
TvTEventParticipationTime = 60
# Event running time (in minutes).
TvTEventRunningTime = 20
# TvT Event NPC (create a custom npc of type L2TvTEventNpc).
TvTEventParticipationNpcId = 70010
# Location for TvTEvent NPC to spawn.
TvTEventParticipationNpcCoordinates = 83425,148585,-3406
# Min/Max amount of players allowed in each team.
TvTEventMinPlayersInTeams = 1
TvTEventMaxPlayersInTeams = 20
# Min/Max level of players that may join the event.
TvTEventMinPlayerLevel = 1
TvTEventMaxPlayerLevel = 85
# Repsawn and exit delay timers (in seconds).
TvTEventRespawnTeleportDelay = 10
TvTEventStartLeaveTeleportDelay = 10
# First Team - Name, Start/Death x,y,z location.
TvTEventTeam1Name = Team1
TvTEventTeam1Coordinates = 148695,46725,-3414
# Second Team - Name, Start/Death x,y,z location.
TvTEventTeam2Name = Team2
TvTEventTeam2Coordinates = 149999,46728,-3414
# Reward for winning team.
# Example: TvTEventReward = itemId,amount;itemId,amount;itemId,amount
TvTEventReward = 57,100000
# TvTEvent Rules
TvTEventTargetTeamMembersAllowed = True
TvTEventScrollsAllowed = False
TvTEventPotionsAllowed = False
TvTEventSummonByItemAllowed = False
# Door ID's to open/close on start/end.
# Example: TvTDoorsToOpen = 1;2;3;4;5;6
TvTDoorsToOpen =
TvTDoorsToClose =
# Should both teams get reward if there's a tie?
TvTRewardTeamTie = False
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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
fxbio6600
Hello,
i want to setup in my server a tvt event engine...
i set in l2jmods.propertis
but nothing appare... why?
6 answers to this question
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