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Request Botting [English]

Request support for Botting for Lineage II.English speaking only.


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  1. Request Botting [Greek]

    Ζητήστε βοήθεια για Botting εδώ.

    1.3k
    posts

4,240 topics in this forum

  1. Dwarf bot

    • 3 replies
    • 1.3k views
  2. Help with walker

    • 3 replies
    • 736 views
  3. Maps for New areas/C4

    • 0 replies
    • 892 views
    • 1 reply
    • 1.2k views
  4. walker for ial2?

    • 4 replies
    • 890 views
    • 0 replies
    • 1.2k views
  5. L2Requiem

    • 0 replies
    • 645 views
  6. what IG with l2asrv51

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    • 940 views
    • 1 reply
    • 876 views
  7. L2 Promisance

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    • 1k views
    • 0 replies
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  8. Patch for walker source?

    • 0 replies
    • 686 views
  9. walker for eternalsin

    • 0 replies
    • 730 views
  10. L2W on C5 server

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    • 767 views
  11. ll2.ru

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    • 935 views
    • 13 replies
    • 1.4k views
    • 0 replies
    • 729 views
    • 0 replies
    • 1.1k views
  12. Dual-bot-boxing?

    • 8 replies
    • 931 views
    • 1 reply
    • 626 views
  13. BOT ON C5 SERVERS

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    • 820 views
    • 24 replies
    • 3k views
    • 0 replies
    • 839 views
  14. Bot on L2J C5

    • 1 reply
    • 901 views
  15. L2 Walker on L2Utopia

    • 0 replies
    • 1k views
    • 4 replies
    • 1.4k views
  16. Boting on pvpx

    • 7 replies
    • 1.2k views
  17. Agahnim

    • 2 replies
    • 768 views
    • 0 replies
    • 705 views
  18. Katsu/PvPx

    • 0 replies
    • 654 views
  19. L2walker 10.6.8

    • 1 reply
    • 1.3k views
  20. Token For L2 extreme

    • 0 replies
    • 1k views
  21. BNB walker

    • 1 reply
    • 873 views
  22. in IDRAGON network

    • 1 reply
    • 762 views
    • 4 replies
    • 1.4k views
  23. deviant realms Bot?

    • 0 replies
    • 782 views
  24. Cosmos Destiny

    • 0 replies
    • 857 views
    • 4 replies
    • 969 views
    • 0 replies
    • 810 views
  25. Script For 2x quest's

    • 0 replies
    • 1k views


  • Posts

    • Hi, I'm selling Interface sources. I was working with one of bigger Essence projects (for ±1 year) delivering them Interface source KR. Per this period gathered knowledge about UE, UE Scripting, saw a lot of tools and their progression. So finally I decided that I can open up my own sales topic. I'm selling source for any protocol - If I don't have source, I will need you to provide whole system folder or for Essence/main - provide me protocol number. Sources are acquired by my OWN decompiler - written in Java, so we're not using popular UEExplorer upgraded by anyone. Decompiler extracts already compile ready sources. It outputs clean code, however constants are mapped 60-70%. Why only 60-70%? Well tl;dr when you compile any sources, they take at that time constant value and place it instead of = CONST_NAME to = THAT_CONST_NAME_VALUE, so it's not possible to have const name instead of value. Example of output: https://pastebin.com/cjyXcJvT for bigger .uc class (557p). p.s pastebin messed up encoding, but KR symbols are preserved - you won't see "?" symbols, rather you will see proper original korean text. I will give you guide as well, how not to mess it up with your editor VS Code/Notepad++ or what you use it to make them preserve it. You will get source + my compiler wrapper (written in java) - works on Windows/Mac/Linux - it has small GUI but supports CLI. Small notice, who thinks 'this is decompiled source' - basically all sources that are on sale are made by decompiling .u and applying changes. I think powerhouse few years ago was ArtToKill/kick (kick added support for INT64 to the publicly available compiler sources) etc. So no - there are no straight from 'creator' sources anywhere, all sellers offer the same - just the quality is different. UEExplorer upgraded was a big step, however, it introduces still a lot of nesting, if statements wrapping incorrectly which could lead to bugs. There are many things how to identify poor quality sources, as if the seller tries to sell 'out-of-box' when they see it compiles - sad news, some bugs are in the logic due to seller focusing only on 'it compiles' rather than issues that their decompiler is not capable so solve. On request I can restore ±100% const mapping.   Later I can attach compiled .u to try. Price is 400EUR. Payment methods USDT (Crypto). I'm still in debate with myself, wether to start selling XDat Editor with structures and ClientDat with 100% all files openings (no unk namings) and improved experience (such as comments support in .dat files, mass sync, improved performance and so on). P.s. If you ask me to give you some project's custom interface - the price may vary - there are couple things per project that need to be hand checked and adjusted (for example Innadril completely changes tokens which then I need to adjust my program to their token Ids). So it might take more time = more money. P.s.s. I have more things in the garage, like my own dsetup source that can allow you 'unlocking' system with your desired encrypting - you don't need to wait till 'patched' systems start appearing and so on, but I think at this time everyone who needs it make them selves it. AAC crypt removals and so on, BuildZone, everything that 'unlocks' client, however, I don't plan to make them on sale as mentioned, everyone can do them.  
    • It has been a while since I updated this thread. I am currently actively working on a full-scale port of the shader library to ensure the fast and accurate transfer of all effects. I have decompiled the original game and created a tool that fully logs the entire *Lineage 2 Interlude* particle system. This allows me to extract the original formulas hardcoded into the game, resulting in a high-fidelity port. For instance, *Lineage 2* uses an `appRnd` system that generates unique randomization patterns for different skills, giving them distinct visual characteristics; there are countless formulas and technical nuances like this. Ultimately, I will derive all the key formulas and replicate the geometry with high precision. Twelve basic geometry formulas have already been ported. The effect was created in 10 minutes using a .uc file, HLSL formulas, and SpriteEmitter particle blending formulas.   https://prnt.sc/_3UDLQVX_Y-_
    • Good luck my friend! 😃
    • try this one instead. The one he shared affects every single NPC/player character in the game, the one I posted only affects player characters  https://drive.google.com/file/d/1UtccbD9e50x3WEnQBab2PTZnBHwpcGYM/view?usp=sharing or perhaps i misunderstood; if you could please post a full explanation of the problem you're having with the files, unfortunately i think whatever you're using to translate to english is a bit bad nevermind, i got what you mean, here's the fix   https://drive.google.com/file/d/1av7OHaGSdnVQtcBgb9MhtiIkxVXy3P2y/view?usp=sharing   CanIngnoreCollision=True CanBeIngnoredCollision=True  
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