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pada

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Everything posted by pada

  1. English clients also will not work, without at least a basic extender to fix opcode differences between KR builds and Global builds, also the fact that KR flat out has different formats for a few packets. And ya..anyone expecting someone to build this DB in even a month, let alone also pass it out for free, is kinda nuts, the sheer amount of things to rebuild, and then all the things that just need to be guessed, as there is no ref from older versions. also LOL at ncsoft, no wonders lag has been a issue on retail servers since ranking was added...really? they hit DB for every single instance of exp gained by every character at a time.
  2. its pointless in H5, raidserver does not function besides for GMs, there is no way to use it with players, without extending in H5
  3. You are missing the GM client, there is another client that connects to the petitionD server and allows the GM to interact with opened petitions, i have only seen the client once, back in postpacific days, so i personally do not still have it.
  4. Even the primeshop is not really "worth" as it is just vanganths crap, thus it will not work for any L2Server unless you extend/patch IBServer send calls....better off just writing something that does not require modified l2server
  5. Disabling nevit is like.. a few nops at most, and pc bang crap is a simple eventdata...you could do these things in like 10 minutes, sounds like hes just trying to scam people.
  6. It is 100% not l2off considering there are basic issues that do not exist even as far back as GF L2off goes
  7. Whops, forgot that GF had a retail auth leak, i never tried it with GD, as i just built a new auth to handle the new packets in these leaks.
  8. None of the premium shit will work unless you have a proper auth that notifies L2Server to actually set someone as premium, and the IBServer binaries have never leaked, though it is not a hard server to emulate at all.
  9. Issue is in GF and earlier servers L2server waits for a response from cached in DB interaction/item consumption before allowing L2Server to apply the spiritshot, as far as i know, You can skip this wait interaction, by forceing the i_spirit_shot skill effect on item use, with an extender to remove this delay.
  10. You need to use the pch id, not the skill ID
  11. because C4 and GF have different shared mem locks...or you spent the time to manually change it, by default? you can not run 2 same chronicle servers at the same time. Also different user's can work, though have not done it myself
  12. 2 L2Server/L2Npc combo's can not run on the same PC at the same time, without VM's, they use shared memory
  13. You can attach via ida, or if its something inside your own code you want to debug, you can attach via visual studio
  14. Yes, on KR the client module runs as far as i know, and pushes updates quite often via the packets, downloading a bunch of .ncl files if i remember right
  15. its just a GG warning about yes, getting your account stolen. and its detecting the service running, that is almost always running if you install teamviewer. Now whats more interesting is NCGuard running on KR :), it actively downloads updates/executes them via client/server packets ingame
  16. You will save yourself alot of work in the long run, to just properly define classes so you can do pItem->m_nVariationOption1 ect
  17. use item packet you have access to the items ServerID, so a simple call to CInventory::GetByServerID will get the CItem and you can do what ever checks you want on UseItem packet
  18. found my GF DB, it is at 00000070 m_vItemSkill std::xvector_CSkillInfo ? 00000090 m_Unkn_0098 dq ? ; offset 00000098 m__Unkn_00A0 dq 3 dup(?) ; offset 000000B0 m_ContributeDataSmartId dd ? 000000B4 field_B4 dd ? 000000B8 m_nVariationOption1 dd ? 000000BC m_nVariationOption2 dd ?
  19. class CItem : public CWorldObject { public: CSharedItemData* SD; // 0x058 * CItemData* pItemData; // 0x060 * CYieldLock* pLock; // 0x068 * DWORD _unk60; // 0x070 * int nOwnerNpcID; // 0x074 * bool bIsOwnerBoss; // 0x078 * BYTE _arUnk79[7]; // 0x079 * unsigned long nDropTime; // 0x080 * bool bContribute; // 0x084 * BYTE _arUnk85[3]; // 0x085 * CSmartID<CContributeData> spContributeID; // 0x088 * int nVariationOption1; int nVariationOption2; BYTE _arUnk8C[0x124]; // 0x08C * BYTE etcitemdata[8]; // DO NOT USE THIS, IT IS HERE TO HOLD THE SIZE TO CEtcItem size, for extending reasons I dont know if its the same in GF, as i do not have the time to check quickly, but this is what it is in what i am working with, augments being VariationOptions
  20. To get the item to "save" properly, this might be one of the cases you have to implement your own Server ->cached packets, and save it yourself in cached, as far as picking up an item goes, something as simple as pUser->Action(pItem2, false, false); will cause the player to walk to the item, and pick it up As far as for where to patch to allow dropping, it should be somewhere inside User::OnDropItemPacket and User::DropAndDestroyItem for when a user dies, if you want augment items to drop on player death
  21. PrimeShop will not work in any L2Off server without a valid productdata.txt, and a valid IBServer connection to L2Server, its only a few packets so createing a IBServer ( premium server ) is technically not super hard
  22. Rightclick L2NPC in task bar and force maximize, will show up, old bug in C4, 34.7k does not seem all that low for C4, though it has been a long time since i worked on C4. you have to remember that alot of spawns in npcpos are handled via makers, and spawned at different times of day, or for events, or other various things.
  23. The EXP param in npcdata has to also match the level, if i remember right
  24. Ghost gatekeepers AI needs to be changed, as i am assumeing it uses mpcc port/enter functions
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