Jump to content
  • 0

Pet core buffer


Question

Posted

Guys i add Intrepid's code for pet buffs and compilation is successful,no errors in the gs....but when i try to get buffs,neither adena are consumed,nor the pet gets buffed.

Its not working at all.

I m using L2J.

 

Here it is: http://www.maxcheaters.com/forum/index.php?topic=113320.0

Recommended Posts

  • 0
Posted

post some more infos :

 

What Version you use? int gracia etc.

You changed the code anything?

 

you had any errors etc. in your java script(open it whit eclipse)

 

you use l2jfree or l2jserver or l2jemu? all server projects start whit l2j

  • 0
Posted

post some more infos :

 

What Version you use? int gracia etc.

You changed the code anything?

 

you had any errors etc. in your java script(open it whit eclipse)

 

you use l2jfree or l2jserver or l2jemu? all server projects start whit l2j

 

Read before posting....everything is answered except version....

L2j HB.

And l2j is always l2jserver ^^.

 

  • 0
Posted

As Seth, if you have really 0 errors in your GS, I suppose it's your links which sux :o.

 

You have to add a "Buff my pet" link with PetBuff command in the NPC html.

 

Find the HTML, copy paste the "Buff" line, and replace command and the button description.

 

I don't know this core buffer, so if there is no html, the html must be hardcoded too in the NPCBufferInstance.

 

It's not shared in your link, so I suppose error comes from here.

  • 0
Posted

I think the bypass is correct...

 

 

<button action="bypass -h npc_%objectId%_PetBuff 1085" value="Acumen" width=200 height=21 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></a>

  • 0
Posted

I think the bypass is correct...

 

 

<button action="bypass -h npc_%objectId%_PetBuff 1085" value="Acumen" width=200 height=21 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></a>

Incorrect bypass.

 

In his share u will see those:

+				int skillId = npcBuffGroupInfo[0];
+				int skillLevel = npcBuffGroupInfo[1];
+				int skillFeeId = npcBuffGroupInfo[2];
+				int skillFeeAmount = npcBuffGroupInfo[3];

 

  • 0
Posted

Incorrect bypass.

 

In his share u will see those:

+				int skillId = npcBuffGroupInfo[0];
+				int skillLevel = npcBuffGroupInfo[1];
+				int skillFeeId = npcBuffGroupInfo[2];
+				int skillFeeAmount = npcBuffGroupInfo[3];

 

 

Its exactly the same one with player's buffs and bypass works fine.

There is a table to add the lvl and fee so html requires only the skill id.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Posts

    • “Hello, I’d like to present a short description of the server. Everyone starts equally at max level 80. The server includes a custom buffer, custom class master, custom weapons and armors, custom zones, custom teleporter, custom raid bosses, and much more. I’ll leave a link in the description for those who want to see how everything looks inside. The server is only open on weekends, and you can find more news via the Facebook link.”   https://www.facebook.com/profile.php?id=61578869175323
    • 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)
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock