Jump to content

Recommended Posts

Posted

Hey guys whats up, I've been working for months at this project and this is a beta release of PacketX

 

 

Features:

Patched the lineage2 encrypt/decrypt, no encrypted traffic going to my PacketX

Plugin Support (There are going to be alot of functions so u can have some fun or make a bot or whatever u like to do ingame)

Modify incoming packets from the server using breakpoints

Fixed the Player/Npc information

Set a breakpoint at the game or server side

Removed the message at login if u want to breakpoint the Key Packet (the message was useless anyways)

No encrypted traffic is going to PacketX it can be directly being read

Fixed some game errors that PacketX caused

Realtime Server/Game key updates

Custom commands starts with '??', Example how to use a command: ??say test

Plugins are having ther own logs

 

It's able to decrypt the polymorphism encryption

PacketX can listen at any port... as default it's 555

It's able to bypass some tricks people use to get rid of those people who are using L2Phx

Bypass the login/game server ports, PacketX will detect automatically if your ingame or just about to login

Debug the packets

Breakpoints - This is 1 of the most powerful features of PacketX, It's able to modify any packet before a packet has been send to the game server or lineage2 client

So we are able to change anything in the game, and modifying whats in our path

When a breakpoint is triggered your able to modify any data what was about to send/receive

Using the breakpoints could be really fun to play with because any data that was about to send to the server/client

We are able to catch it before it was even send/received

Log players - Your able to get the Object id, name, title, x, y, z, Heading, verhicle Id and much more

Log Npc's - Your able to get the Object Id, Npc Id, Name, Title, X, Y, Z, Heading and much more

Decrypt the packets at native mode - This will decrypt the packets in C++ instead of using the .net framework, It's much faster

Realtime server/client debugging - Your able to see everything what is happening

realtime encryption/decryption log

Redirect the connection of lineage2

Supports multiple clients

Inject packets to the Game or Server, Your able to sent any data to the game/server, you can enable/disable the encryption and header size (Also comes with a auto packet sender)

Make your own plugins in the .NET Framework for PacketX for your own needs what to do ingame

Works at Lineage2 Official servers (L2Off), L2J

and much more...

 

This version of PacketX is very stable and your able to packet flood at 0msec

 

It also comes with:

L2Crypt.dll - Native Encrypt/Decrypt

WinsockRedirect.dll - Redirects the connection to the proxy server for packet hacking

xBot.dll - A simple plugin I made which can do some funny stuff :)

 

 

xBot source code:

using System;
using System.Collections.Generic;
using System.Text;
using L2PacketX.src.Lineage2.Packets;
using L2PacketX.src.Lineage2;

namespace xBot
{
    public class xBot : L2PacketX.src.PluginSystem.PacketXPlugin
    {
        Random rnd = new Random();

        public override string PluginName
        {
            get
            {
                return "xBot";
            }
        }

        public override void EntryPoint()
        {
            AddLog("xBot Plugin is loaded!", true);
        }

        public override void onEnterWorld(L2PacketX.src.ConnectedClient client)
        {
            AddLog("Entering world", true);
        }

        public override void onLogout(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            L2Say say = new L2Say();
            say.Message = "Bye bye world...";
            Say(say, client, TargetHost.Server);
            AddLog("Logging out", true);
        }

        public override void onValidatePosition(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Validating Position", true);
        }

        public override void onPacketXCommand(L2PacketX.src.ConnectedClient client, string cmd, PlayerInfo player)
        {
            AddLog("Executing command: " + cmd, true);

            if (cmd.StartsWith("say "))
            {
                L2Say say = new L2Say();
                say.Message = cmd.Substring(4);
                Say(say, client, TargetHost.Server);
            }
            else if (cmd.StartsWith("rndwalk"))
            {
                L2Position pos = new L2Position();
                pos.TargetX = (client.playerInfo.X + rnd.Next(-100, 100));
                pos.TargetY = (client.playerInfo.Y + rnd.Next(-100, 100));
                pos.TargetZ = client.playerInfo.Z;
                pos.CurX = client.playerInfo.X;
                pos.CurY = client.playerInfo.Y;
                pos.CurZ = client.playerInfo.Z;
                MoveToPosition(pos, client, TargetHost.Server);
            }
            else if (cmd.StartsWith("kill_all"))
            {
                for (int i = 0; i < client.Npcs.Count; i++)
                {
                    L2Die die = new L2Die();
                    die.ObjectId = client.Npcs.Values[i].ObjectId;
                    this.Die(die, client);
                }
                for (int i = 0; i < client.Players.Count; i++)
                {
                    if (client.playerInfo.ObjectId == client.Players.Values[i].ObjectId)
                        continue; //don't kill ourself

                    L2Die die = new L2Die();
                    die.ObjectId = client.Players.Values[i].ObjectId;
                    this.Die(die, client);
                }
            }
            else if (cmd.StartsWith("clean"))
            {
                for (int i = 0; i < client.Npcs.Count; i++)
                {
                    this.DeleteObject(client.Npcs.Values[i].ObjectId, client);
                }
                for (int i = 0; i < client.Players.Count; i++)
                {
                    if (client.playerInfo.ObjectId == client.Players.Values[i].ObjectId)
                        continue; //don't kill ourself
                    this.DeleteObject(client.Players.Values[i].ObjectId, client);
                }
            }
            else if (cmd.StartsWith("lvlup"))
            {
                L2SocialAction action = new L2SocialAction();
                action.ActionId = (int)SocialActions.Hello;
                action.ObjectId = player.ObjectId;
                SocialAction(action, client, TargetHost.Server);
            }
            else if (cmd.StartsWith("injectgame "))
            {
                List<Byte> bytes = new List<Byte>();
                string byteStr = cmd.Substring(11);
                for (int i = 0; i < byteStr.Length / 3; i++)
                    bytes.Add(Byte.Parse(byteStr[i * 3].ToString() + byteStr[(i * 3) + 1].ToString(), System.Globalization.NumberStyles.HexNumber));
                InjectPayload(bytes.ToArray(), client, TargetHost.Game, true);
            }
        }

        public override void onRequestAttack(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Requestion to attack", true);
        }

        public override void onRequestStartPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestReplyStartPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestStopPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestReplyStopPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestSurrenderPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestReplySurrenderPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestUnEquipItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestTrade(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onAddTradeItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onTradeDone(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestLinkHtml(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Requesting html", true);
        }

        public override void onRequestBBSwrite(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestJoinPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestAnswerJoinPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestWithdrawalPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestOustPledgeMember(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestGetItemFromPet(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestAllianceInformation(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestCrystallizeItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestPrivateStoreManageSell(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onSetPrivateStoreListSell(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestSellItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestMagicSkillList(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onAppearing(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Appearing", true);
        }

        public override void onSendWareHouseDepositList(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onSendWareHouseWithDrawList(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestShortCutRegister(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestShortCutDelete(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestBuyItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestDismissPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestJoinParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestAnswerJoinParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestWithDrawalParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestOustPartyMember(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onRequestDismissParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onCannotMoveAnymore(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Cannot move anymore", true);
        }

        public override void onRequesTargetCancel(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Cancelling target", true);
        }

        public override void onClanSetTitle(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onProtocolVersion(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Sending protocol version", true);
        }

        public override void onMovingToPosition(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Moving to position", true);
        }

        public override void onDismisspartyroom(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onCommunityBoard(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Opening community board", true);
        }

        public override void onCharacterSelect(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Selecting character", true);
        }

        public override void onNewCharacter(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Creating character", true);
        }

        public override void onInventory(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Opening inventory", true);
        }

        public override void onSelectTarget(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Selecting target", true);
        }

        public override void onRequestDropItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Dropping item", true);
        }

        public override void onRequestUseItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onBypassHandler(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onAuthLogin(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
            AddLog("Logging in", true);
        }

        public override void onRequestUseSkill(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }

        public override void onSay(L2PacketX.src.ConnectedClient client, PlayerInfo player)
        {
        }
    }
}

 

An old video of PacketX but it basicly shows what it can do

PacketX preview

 

capturezr.png

captureoj.png

capture2po.png

width=1024 height=644http://img638.imageshack.us/img638/5770/injectpacket.png[/img]

aaaaarf.png

 

Download: http://www.multiupload.com/81JWSYZLLF

Credits goes to DragonHunter

Project has been coded in C++/C#

 

How to use:

Start L2PacketX.exe

Go to the Server tab and press 'Listen Proxy'

Now press at the button '...' select the l2.exe

Press 'Start & Inject' the game should start now

Login and have fun packet hacking :)

 

Have fun and comment ;)

 

Getting a error when pressing 'Inject' or 'Start & Inject' ? this is how to fix it!

1. Download the msvcr100d.dll from http://www.dll-files.com/pop.php?dll=msvcr100d

2. Drag/Drop the file to: C:WindowsSystem

3. Try L2PacketX again ;)

Posted

it's something like hlapex but then more advanced

does it work on interlude server l2J ?

also can i summon some items ? if yes how

edit : when i inject and start i get an error  (l2crypt.dll not found)

Posted

does it work on interlude server l2J ?

also can i summon some items ? if yes how

edit : when i inject and start i get an error  (l2crypt.dll not found)

are you sure ur having the l2crypt.dll in the same directory as the l2packetx.exe ?

Posted

are you sure ur having the l2crypt.dll in the same directory as the l2packetx.exe ?

ofc i'll take a screen and send it to you asap

done ,http://imageshack.us/photo/my-images/802/unledtt.png/

 

Posted

ok I know why it's giving the error, .Net Framework is giving a error that hes not able to find L2Crypt.dll but what he really means is that ur missing a .dll in ur windows

 

The Fix:

1. Download the msvcr100d.dll from http://www.dll-files.com/pop.php?dll=msvcr100d

2. Drag/Drop the file to: C:\\Windows\\System

3. Try L2PacketX again ;)

Guest
This topic is now closed to further replies.



  • Posts

    • How interesting that you keep making corrections, Mr. Perfect  
    • ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🔥 𝐆𝐗-𝐄𝐗𝐓 𝐒𝐕𝐍 𝐔𝐩𝐝𝐚𝐭𝐞𝐝 𝐍𝐞𝐰 𝐑𝐞𝐯𝐢𝐬𝐢𝐨𝐧 𝐀𝐯𝐚𝐢𝐥𝐚𝐛𝐥𝐞 ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Hello everyone, A new 𝐆𝐗-𝐄𝐗𝐓 update is now available in the SVN. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⚙️ 𝐔𝐩𝐝𝐚𝐭𝐞 𝐇𝐢𝐠𝐡𝐥𝐢𝐠𝐡𝐭𝐬 ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🔹 𝐓𝐫𝐚𝐢𝐭𝐒𝐲𝐬𝐭𝐞𝐦 An important fix has been made in the TraitSystem. 🔹 𝐒𝐤𝐢𝐥𝐥𝐬 New skill-related functions have been added. 🔹 𝐡𝐀𝐮𝐭𝐡𝐃 Several important changes have been made in hAuthD. 🔹 𝐀𝐧𝐭𝐢-𝐅𝐥𝐨𝐨𝐝 𝐏𝐫𝐨𝐭𝐞𝐜𝐭𝐢𝐨𝐧 A unique anti-flood system has been implemented to prevent massive connection floods. 🔹 𝐀𝐮𝐭𝐡 / 𝐆𝐚𝐦𝐞𝐒𝐞𝐫𝐯𝐞𝐫 𝐏𝐫𝐨𝐭𝐞𝐜𝐭𝐢𝐨𝐧 The GameServer port 7777 now only allows access to clients that have been correctly authenticated through Auth. 🔹 𝐂𝐨𝐦𝐩𝐥𝐞𝐭𝐞 𝐇𝟓 𝐏𝐫𝐨𝐭𝐨𝐜𝐨𝐥 𝐓𝐞𝐦𝐩𝐥𝐚𝐭𝐞 A complete H5 protocol template has been added. This is a very useful addition because the full H5 protocol can be uploaded to an AI together with, for example, any L2J pack from any chronicle. With this, it becomes much easier and faster to convert, adapt, and make different Lineage II protocols compatible. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ There are also several additional source code changes that can be reviewed by comparing this revision with the previous one. Thank you to everyone who continues to trust 𝐆𝐗-𝐄𝐗𝐓.   Best regards, 𝐆𝐮𝐲𝐭𝐢𝐬
    • Selling a heavily customized Lineage II Interlude C++ extender project, built for classic Interlude private server development. This is not a simple pack with a few edits. The project includes many custom systems, PvP features, event managers, security modules, HTML boards, configuration files, and stability/exploit-related improvements. The source is written in old-style C++ / pre-C++11 style, suitable for older Visual Studio extender environments. Project Overview Chronicle: Interlude Language: C++ Type: L2Ext / extender source project Style: Pre-C++11 compatible Focus: PvP, clan content, automation, protection, HTML systems, configurable gameplay Included: Source files, configs, HTML templates, custom managers, event systems, utility systems, and fixes This project is ideal for someone who wants to build a custom Interlude server with more unique systems than a standard pack. Main Custom Systems Included Newspaper System A custom in-game HTML newspaper / server chronicle system. Features: HTML-based newspaper interface Compact 260px layout for Interlude client windows No database required Rolling text-file storage Auto-limits old news entries Boss kill news Castle siege news Hero news PvP milestone news Enchant milestone news Bounty-related news Uses proper client/display boss names Excludes unwanted/custom bosses such as minions Configurable news limit and page size This makes the server feel alive by showing important server events in a newspaper-style board. Combat Contribution / DPS Meter System Advanced damage and contribution tracking system. Features: DPS meter Damage tracking by player Damage tracking by skill Skill icon support Compact HTML display Optional auto-refresh Raid boss tracking Grand boss tracking Clan dungeon tracking Clan Civil War tracking Manual session tracking Contribution tracking for PvE/PvP situations Also includes support-class contribution logic, making healers and support players more valuable. Support PvP Count System A custom system that can reward support classes for helping in real PvP. Features: Healers/support classes can receive PvP credit Configurable support class list Heal contribution checks Debuff contribution checks Minimum support score Distance check Alive support requirement Same victim reuse protection Max support credits per kill Same IP / HWID / clan / ally protections This is very useful for bishops, EE, SE, OL, WC, and other support classes. Clan Civil War Event A custom clan-vs-clan controlled PvP event. Features: Clan registration Leader start option Min/max player settings Registration phase Preparation phase Fight phase Finish phase Respawn support Weekly cooldown Arena empty check Optional blocked items Team visuals / client team types Optional aura skills Tournament-style buff support Winner reward Loser reward Draw reward Top killer reward Anti-AFK participation requirement Safer HTML/bypass handling patches included Designed for controlled clan PvP outside normal siege content. Clan Dungeon Raid System Custom clan PvE dungeon/raid system. Features: Clan-only dungeon registration Optional clan leader requirement Only clan members option Min/max players Multiple dungeon rooms Boss spawn configuration Boss spawn delay Event time limit Fail if all dead option Revive on exit Restore on enter Kick outsiders option Weekly cooldown Success reward Fail reward Per-boss reward configuration Server announcements for start/success/fail Good for giving clans weekly PvE objectives. Bounty Hunter System Custom PvP bounty/streak system. Features: Tournament Tournament Rank Auto Simon Says (can be started with GM command too) Auto Russian Roullete ( can be started with GM command too) Player bounty tracking Kill streak logic Bounty claim rewards Configurable reward item Base reward and scaling reward Minimum level Minimum streak PK inclusion option Battle zone inclusion option Top bounty ranking Announce streaks Announce bounty claims Anti-feed protections include: Same party block Same clan block Same alliance block Same IP block Same HWID block Repeat victim window Kill reuse protection Great for making open-world PvP more active. Contract Board System Custom HTML-based player contract board. Features: Players can create kill contracts File-backed storage No heavy DB dependency for the board itself Configurable reward item Open contract limit Contract expiration Refund percentage on cancel/expire My contracts page Online target listing Contract info page Anti-abuse protections include: IP check HWID check Same clan block Same alliance block Same party block Repeat kill cooldown Level difference checks Olympiad/event/town restrictions A unique PvP board system that gives players extra reasons to hunt each other. AutoFarm System Custom in-game autofarm module. Features: HTML menu Attack skill setup Chance skill setup Self skill setup Buff skill setup Radius configuration HP/MP stop conditions Session time limit Consumable cost option Peace zone restriction Boss restriction Z-range search Mage/range handling Geo checking Target blacklist Stuck recovery Temporarily blacklists unreachable mobs Includes a geodata/stuck recovery patch to prevent the autofarm from looping forever on impossible targets. Smart Captcha / Anti-Bot Systems Includes anti-bot and captcha-related systems. Features: Captcha module Smart visual captcha logic Icon-group captcha support Trap token protection Bypass validation HWID fail counters Two-step captcha flow AntiBot module Active Anticheat module Client extension security integration Useful for reducing basic bot abuse. Client Security / HWID / Box Limit Client and account protection systems are included. Features: CliExt version check Outdated client HTML MD5 checksum option HWID ban support HWID unban support Account lock by HWID Character lock by HWID Allowed HWID list Box limit by hardware ID Optional autoban on illegal app detection Character PIN system Character lock system Good base for servers that want stricter client/account control. Olympiad Improvements Custom Olympiad configuration and protections. Features: Winner reward Loser reward Fixed fight point option Hero chat delay Relogin fix Overweight fix Forbidden items Forbidden item grades Max weapon enchant check Max armor enchant check HWID check option Custom Olympiad schedule windows Stop action on fight start Class/free entry control Same-opponent anti-feed logic Auto-tie logic after repeated same opponent matches Cooldown-style protection for repeated feeding attempts Good for reducing Olympiad feeding and abuse. Raid Boss Systems Includes multiple raid boss utilities. Features: Raid boss status board Alive/dead coloring Refresh timeout Static respawn boss support Boss respawn announcements Boss HP announcement system Predicted incoming-hit HP threshold check Handles cases where boss jumps from above threshold directly to dead Raid boss include option Grand boss include option Excluded NPC list Additional custom boss ID support Personal boss notify support through config/sample mini-event files Useful for both PvE players and server activity. PvP / Ranking / Status Systems Included PvP-related systems: PvP announce system Kill streak announcements Daily PvP system Kill/death stat system PK/PvP status board Clan PvP status board Clan reputation rank Top PvP statue PvP title/name customization options Siege stat/report system Tournament system TvT system Faction/Fraction systems Bounty system Contract board system This gives the server several PvP progression and visibility systems. Economy / Donation / Utility Systems The project includes many server economy and service systems: Auction system Donate system Donate augment system Vote reward system L2Network vote reward system VIP system Item delivery system Gold bar exchange Offline shop Offline shop restore Offline buffer Offline socket DB support Private store restrictions Auto loot Drop list viewer Drop viewer Multisell stat support Item reuse manager Skill reuse manager Custom enchant system Stackable enchant scroll option Custom enchant scroll rates Augmentation configuration Blocked augmentation items/glows/options Character / Gameplay Systems Other gameplay systems included: Rebirth system SubStack system Class manager Auto learn AIO system Wedding system Visual armor Visual weapon Hair accessory / 2-slot hair systems Player customizer Armor penalty Grade penalty Death penalty Spawn protection Scheme buffer Infinity shots/arrows Champion NPC Mining system Fortune Cards Fortune Workshop Reputation NPC talk system Cursed weapon systems Era system Spirit system Hero reward system Party/duel/MPCC related extensions Recent Fixes / Improvements Included The source includes several fixes and patch files related to stability, HTML safety, event handling, boss systems, and gameplay issues. Examples: L2Exalta Newspaper added Newspaper enchant hook fixed for stackable scroll enchant path Newspaper boss names fixed to use client/display names Newspaper boss filter added for unwanted custom bosses Newspaper HTML resized for 260px client width DPS meter visual improvements DPS meter skill icon support DPS meter auto-refresh logic Combat contribution fixes Support PvP contribution checks Civil War safe HTML handling Civil War visual/buff patches Civil War preparation/tournament buff fixes Civil War prize patch Clan Dungeon Raid patch AutoFarm geodata/stuck recovery patch Boss HP announce threshold/predamage fix Boss client name packet fix Reputation NPC talk safe hook Removed unsafe generic HTML-send NPC reputation hook style Safer private NPC chat handling HTML cache/filter systems HTML filename/path validation style protections Socket limiter options Remote statistic packet block/safe list options Anti-DDoS module Log control system Call stack/error logging support Stat limiter options Item/skill reuse persistence support Inventory validation options Acquired skill validation options Stackable item validation options Offline shop restore support       I will not say the project is bug free or whatever but if you support me i will support you! You buy licence, i fix and add your requests Source will not be sold And monthly is 120 euro as a subscription That includes 24/7 support ( of course respect resting hours or health issues) In the price the setup is included. After payment you can delay the next monthly payment for 5-10 days, then your server becomes unaccessible! Soon i will provide a public discord! Right now i can say its the lightest extender and crash free!  My files arent the best as many claim for their files , but whatever you find i am capable of fixing it!   In case of interest!   Discord: banshee1019     
    • Lo vendes? necesito todo eso, esta super hermoso tu trabajo.
    • New discord: https://discord.gg/HttMqBBD4F
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..