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I need a little bit of help with phx..i've foud a server where this cheat works.Can sombody say to me what packets do I need to copy to overenchant my weapon ?

Posted

 

INCLUDE StdLib\inventory.l2c 
// ===================================================================================================================

// START OF EDITING PART (YOU SHOULD CHANGE THE SETTINGS FROM BELOW TO YOUR NEEDS) 
// ===================================================================================================================
DEFINE_GLOBAL STRING item_name "Homunkulus's Sword"        // Here you need to change with what item you want to enchant 
DEFINE_GLOBAL STRING normal_enchant_name "Scroll: Enchant Weapon (C)"        // The exact name of your normal enchant scroll 
DEFINE_GLOBAL STRING blessed_enchant_name "Blessed Scroll: Enchant Weapon (C)"        // The exact name of you blessed enchant scroll(only for blessed enchants) 

DEFINE_GLOBAL INT type_of_enchanting 1    // The method of enchanting you want set from 1-7 (see below): 
         // 1 - Normal enchant each One by One; 
         // 2 - Normal enchant each One to Top; 
         // 3 - Blessed enchant only one item; 
         // 4 - Blessed enchant each One to Top; 
         // 5 - Blessed enchant each One by One an keep the highest; 
         // 6 - Normal enchant each One by One and stop to Top; 
         // 7 - Blessed enchant each One by One and stop to Top; 
                                  
DEFINE_GLOBAL INT keep_items_num 1        // How meny items you want to keep when enchanting One by One (for One by One enchanting + blessed) 

DEFINE_GLOBAL INT enchant_to_top 1        // The top level witch enchantig should stop at (for One to Top enchanting + blessed) 

DEFINE_GLOBAL INT enchant_safe 3        // Safe enchant level on witch normal anchant stop and continues with blessed (for Blessed enchanting) 

DEFINE_GLOBAL INT min_little_delay 205        // min_little_delay should be always lower than max_little_delay - these two are for random delay between the values. 
DEFINE_GLOBAL INT max_little_delay 327        // max_little_delay should be always higher than main_little_delay - this two will add some delay so carefull what you set. 
// ===================================================================================================================
// END OF EDITING PART (DON'T CHANGE NOTHING FROM BELOW) 
// ===================================================================================================================
// 
// AIO Auto Enchant v1.2 - have 7 methods of enchanting and is safe for auto kick 
//                                                                   (don't cancel the enchant window when ingame) 
// Fully working with L2NET v370 and on L2J Gracia Final (ct2.3) servers. 
// 
// special thanks to: slothmo, mpj123, rocket666, easy2k4, trixy and everybody working for l2net project 
// made by iosc 
// ===================================================================================================================
// ===================================================================================================================

DEFINE_GLOBAL INT min_delay 2118 
DEFINE_GLOBAL INT max_delay 2533 
DEFINE_GLOBAL INT rand_delay 0 
DEFINE_GLOBAL INT some_loop 0 
DEFINE_GLOBAL INT item_uid 0 
DEFINE_GLOBAL INT enchant_result 9999 
DEFINE_GLOBAL INT n_scroll_id 0 
DEFINE_GLOBAL INT b_scroll_id 0 
DEFINE_GLOBAL INT n_scrolls_count 0 
DEFINE_GLOBAL INT b_scrolls_count 0 
DEFINE_GLOBAL Inventory n_enchant_scroll 0 
DEFINE_GLOBAL Inventory b_enchant_scroll 0 
DEFINE_GLOBAL ARRAYLIST full_inventory 0 

ITEM_GET_ID n_scroll_id "<normal_enchant_name>" 
ITEM_GET_ID b_scroll_id "<blessed_enchant_name>" 

GET_INVENTORY full_inventory 
PRINT_TEXT "10 seconds ========================" 
PRINT_TEXT "== AIO Auto Enchant Script v1.1" 
PRINT_TEXT "================================" 
SLEEP 1000 
//SLEEP "<little_delay>" 
ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
ITEM_COUNT b_scrolls_count "<b_scroll_id>" 

FOREACH x Inventory full_inventory 
   IF full_inventory.x.name == normal_enchant_name 
      n_enchant_scroll = full_inventory.x 
   ENDIF 
   IF full_inventory.x.name == blessed_enchant_name 
      b_enchant_scroll = full_inventory.x 
   ENDIF 
NEXTEACH 

IF n_scrolls_count == ONE 
   PRINT_TEXT "You don't have <normal_enchant_name>" 
   JUMP_TO_LABEL THE_END 
ENDIF 

SWITCH type_of_enchanting 
   CASE #i3 
   CASE #i4 
   CASE #i5 
   CASE #i7 
      IF b_scrolls_count == ONE 
         PRINT_TEXT "You don't have <blessed_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      BREAK 1 
   DEFAULT 
      BREAK 1 
ENDSWITCH 

SWITCH type_of_enchanting 
   CASE #i1 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed the One by One method" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Keeping: <keep_items_num>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   CASE #i2 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed the One to Top method" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnetoTop 
      BREAK 1 
   CASE #i3 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed Enchant one item" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== Safe enchant is set to: +<enchant_safe>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL BlessedEnchantOne 
      BREAK 1 
   CASE #i4 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed Enchant each One to Top" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== Safe enchant is set to: +<enchant_safe>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnetoTop 
      BREAK 1 
   CASE #i5 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed Enchant each One by One" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Keep enchanted: <keep_items_num>" 
      PRINT_TEXT "== Safe enchant is set to: +<enchant_safe>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   CASE #i6 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed each One by One and stop to Top" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Keep - <keep_items_num> - items or stop to +<enchant_to_top>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   CASE #i7 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed - One by One and stop to Top" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   DEFAULT 
      PRINT_TEXT "Bad option chosen at Type of Enchant" 
ENDSWITCH 


LABEL THE_END 
GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
SLEEP "<rand_delay>" 
full_inventory.clear 
GET_INVENTORY full_inventory 
GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
SLEEP "<rand_delay>" 

PRINT_TEXT "===============================" 
PRINT_TEXT "== Thanks for using AIO Auto Enchant Script ==" 
PRINT_TEXT "===============================" 
FOREACH x Inventory full_inventory 
   IF full_inventory.x.name == item_name 
      PRINT_TEXT "==  <item_name> +<full_inventory>" 
   ENDIF 
NEXTEACH 
PRINT_TEXT "=======================iosc======" 


END_SCRIPT 



FUNCTION EnchantEachOnebyOne 

   DEFINE ARRAYLIST current_items 0 
    
   DEFINE INT total_items 0 
   DEFINE INT enchanting_level 0 
   DEFINE INT lag_flag1 0 
   DEFINE INT lag_flag2 0 
   DEFINE INT lag_flag6 0 
   DEFINE INT bless_start 0 
   LABEL A_FLAGS 
    
   current_items.clear 
   full_inventory.clear 
   GET_INVENTORY full_inventory 
   GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
   SLEEP "<rand_delay>" 
    
   enchanting_level = #i65535 
   total_items = ZERO 
   ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
   ITEM_COUNT b_scrolls_count "<b_scroll_id>" 

   IF ( type_of_enchanting == #i5 ) && ( bless_start == ONE ) 
      FOREACH x Inventory full_inventory 
         IF ( full_inventory.x.name == item_name ) && ( full_inventory.x.enchant > ZERO ) 
            total_items = total_items + ONE 
            IF  full_inventory.x.enchant < enchanting_level 
               enchanting_level = full_inventory.x.enchant 
            ENDIF 
         ENDIF 
      NEXTEACH 
   ELSE 
      IF type_of_enchanting == #i6 
         FOREACH x Inventory full_inventory 
            IF full_inventory.x.name == item_name 
               total_items = total_items + ONE 
               IF (full_inventory.x.enchant < enchanting_level) && ( full_inventory.x.enchant < enchant_to_top ) 
                  enchanting_level = full_inventory.x.enchant 
               ENDIF 
            ENDIF 
         NEXTEACH 
      ELSE 
         IF type_of_enchanting == #i7 
            FOREACH x Inventory full_inventory 
               IF full_inventory.x.name == item_name 
                  IF ( full_inventory.x.enchant < enchanting_level ) && ( full_inventory.x.enchant < enchant_to_top ) 
                     enchanting_level = full_inventory.x.enchant 
                  ENDIF 
               ENDIF 
            NEXTEACH 
         ELSE 
            FOREACH x Inventory full_inventory 
               IF full_inventory.x.name == item_name 
                  total_items = total_items + ONE 
                  IF full_inventory.x.enchant < enchanting_level 
                     enchanting_level = full_inventory.x.enchant 
                  ENDIF 
               ENDIF 
            NEXTEACH 
         ENDIF 
      ENDIF 
   ENDIF 
   FOREACH x Inventory full_inventory 
      IF full_inventory.x.name == item_name 
         IF full_inventory.x.enchant == enchanting_level 
            current_items.ADD full_inventory.x.id 
         ENDIF 
      ENDIF 
   NEXTEACH 
    
   IF current_items.count == ZERO 
      lag_flag1 = lag_flag1 + ONE 
      IF lag_flag1 == #i3 
         PRINT_TEXT "No more items to echant." 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL A_FLAGS 
      lag_flag1 = ZERO 
   ENDIF 

   FOREACH y INT current_items 
      IF type_of_enchanting != #i7 
         IF total_items <= keep_items_num 
            lag_flag1 = lag_flag1 + ONE 
            IF lag_flag1 == #i3 
               PRINT_TEXT "We are done here. Your items number is <total_items>" 
               JUMP_TO_LABEL THE_END 
            ENDIF 
            JUMP_TO_LABEL A_FLAGS 
         ENDIF 
      ENDIF 
      IF n_scrolls_count == ONE 
         lag_flag2 = lag_flag2 + ONE 
         IF lag_flag2 == #i3 
            PRINT_TEXT "You are out of <normal_enchant_name>" 
            JUMP_TO_LABEL THE_END 
         ENDIF 
         JUMP_TO_LABEL A_FLAGS 
      ENDIF 
      IF ( type_of_enchanting == #i5 ) || ( type_of_enchanting == #i7 ) 
         IF b_scrolls_count == ONE 
            lag_flag6 = lag_flag6 + ONE 
            IF lag_flag6 == #i3 
               PRINT_TEXT "You are out of <blessed_enchant_name>" 
               JUMP_TO_LABEL THE_END 
            ENDIF 
            JUMP_TO_LABEL A_FLAGS 
         ENDIF 
      ENDIF 
      lag_flag1 = ZERO 
      lag_flag2 = ZERO 
      lag_flag6 = ZERO 
      
      item_uid = current_items.y 
      
      IF ( type_of_enchanting == #i5 ) || ( type_of_enchanting == #i7 ) 
    
         IF enchanting_level <enchant_safe> ZERO 
            IF type_of_enchanting == #i5 
               total_items = total_items - ONE 
            ELSE 
               JUMP_TO_LABEL A_FLAGS 
            ENDIF 
            PRINT_TEXT "Enchanting <item_name> faild at +<enchanting_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         ELSE 
            PRINT_TEXT "Enchanting <item_name> succeeded from +<enchanting_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         ENDIF 

      ELSE 
                
         CALL Enchanting VOID 1 n_enchant_scroll.id 
          
         ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
          
         IF enchant_result > ZERO 
            total_items = total_items - ONE 
            PRINT_TEXT "<item_name> was cristalized at +<enchanting_level>. (<n_scrolls_count> scrolls left)" 
         ELSE 
            PRINT_TEXT "Enchanting <item_name> succeeded from +<enchanting_level>. (<n_scrolls_count> scrolls left)" 
         ENDIF 
      ENDIF 
   NEXTEACH 
   JUMP_TO_LABEL A_FLAGS 

RETURN VOID 



FUNCTION EnchantEachOnetoTop 

   DEFINE INT enchant_level 0 
   DEFINE INT lag_flag3 0 
   DEFINE INT lag_flag4 0 
   DEFINE INT lag_flag5 0 
   LABEL B_FLAGS 
    
   full_inventory.clear 
   GET_INVENTORY full_inventory 
   GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
   SLEEP "<rand_delay>" 

   item_uid = ZERO 
   enchant_level = ZERO 
   ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
   ITEM_COUNT b_scrolls_count "<b_scroll_id>" 
    
   FOREACH x Inventory full_inventory 
      IF full_inventory.x.name == item_name 
         IF full_inventory.x.enchant < enchant_to_top 
            item_uid = full_inventory.x.id 
            enchant_level = full_inventory.x.enchant 
         ENDIF 
      ENDIF 
   NEXTEACH 
    
   IF item_uid == ZERO 
      lag_flag3 = lag_flag3 + ONE 
      IF lag_flag3 == #i3 
         PRINT_TEXT "We are done here. No more items to enchant." 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL B_FLAGS 
   ENDIF 
   IF n_scrolls_count == ONE 
      lag_flag4 = lag_flag4 + ONE 
      IF lag_flag4 == #i3 
         PRINT_TEXT "You are out of <normal_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL B_FLAGS 
   ENDIF 
   IF type_of_enchanting == #i4 
      IF b_scrolls_count == ONE 
         lag_flag5 = lag_flag5 + ONE 
         IF lag_flag5 == #i3 
            PRINT_TEXT "You are out of <blessed_enchant_name>" 
            JUMP_TO_LABEL THE_END 
         ENDIF 
         JUMP_TO_LABEL B_FLAGS 
      ENDIF 
      lag_flag5 = ZERO 
   ENDIF 
   lag_flag3 = ZERO 
   lag_flag4 = ZERO 
    
    
   DO 
      IF n_scrolls_count == ONE 
         PRINT_TEXT "You are out of <normal_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
    
      IF type_of_enchanting == #i4 

         IF b_scrolls_count == ONE 
            PRINT_TEXT "You are out of <blessed_enchant_name>" 
            JUMP_TO_LABEL THE_END 
         ENDIF 
      
         IF enchant_level <enchant_safe> ZERO 
            PRINT_TEXT "Enchanting <item_name> faild at +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
            enchant_level = ZERO 
         ELSE 
            enchant_level = enchant_level + ONE 
            PRINT_TEXT "Enchanting <item_name> succeeded to +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         ENDIF 

      ELSE 
    
         CALL Enchanting VOID 1 n_enchant_scroll.id 
    
         ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
          
         IF enchant_result > ZERO 
            PRINT_TEXT "<item_name> was cristalized at +<enchant_level>. (<n_scrolls_count> scrolls left)" 
            JUMP_TO_LABEL B_FLAGS 
         ELSE 
            enchant_level = enchant_level + ONE 
            PRINT_TEXT "Enchanting <item_name> succeeded to +<enchant_level>. (<n_scrolls_count> scrolls left)" 
         ENDIF 
      
      ENDIF 
    
   LOOP enchant_level < enchant_to_top 
    
   JUMP_TO_LABEL B_FLAGS 

RETURN VOID 


FUNCTION BlessedEnchantOne 

   DEFINE INT enchant_level 0 
   DEFINE INT lag_flag8 0 
   LABEL C_FLAGS 
    
   full_inventory.clear 
   GET_INVENTORY full_inventory 
   GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
   SLEEP "<rand_delay>" 

   item_uid = ZERO 
   enchant_level = ZERO 
   ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
   ITEM_COUNT b_scrolls_count "<b_scroll_id>" 
    
   FOREACH x Inventory full_inventory 
      IF full_inventory.x.name == item_name 
         IF full_inventory.x.enchant < enchant_to_top 
            item_uid = full_inventory.x.id 
            enchant_level = full_inventory.x.enchant 
         ENDIF 
      ENDIF 
   NEXTEACH 
    
   IF item_uid == ZERO 
      lag_flag8 = lag_flag8 + ONE 
      IF lag_flag8 == #i3 
         PRINT_TEXT "No item to enchant!" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL C_FLAGS 
   ENDIF 
   lag_flag8 = ZERO 
    
   DO 
    
      IF n_scrolls_count == ONE 
         PRINT_TEXT "You are out of <normal_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      IF b_scrolls_count == ONE 
         PRINT_TEXT "You are out of <blessed_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
    
      IF enchant_level <enchant_safe> ZERO 
         PRINT_TEXT "Enchanting <item_name> faild at +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         enchant_level = ZERO 
      ELSE 
         enchant_level = enchant_level + ONE 
         PRINT_TEXT "Enchanting <item_name> succeeded to +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
      ENDIF 
    
   LOOP enchant_level < enchant_to_top 
    
   JUMP_TO_LABEL THE_END 

RETURN VOID 


FUNCTION Enchanting 1 scroll_id 

   enchant_result = #i9999 
   some_loop = ZERO 
   GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>" 
   SLEEP "<&rand_delay&>" 
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" InsertItem 124 
   DEFINE BYTEBUFFER use_scroll_buffer 256 
   use_scroll_buffer.write_byte #i25 
   use_scroll_buffer.write_int32 scroll_id 
   use_scroll_buffer.write_int32 #i0 
   use_scroll_buffer.trim_to_index 
   INJECTBB use_scroll_buffer 
   DELETE use_scroll_buffer 
    
   WHILE some_loop == ZERO 
   SLEEP 50 
   WEND 
   LOCK A 
   SLEEP 50 
   UNLOCK A 
    
RETURN VOID 



FUNCTION InsertItem 
    
   LOCK A 
   some_loop = ONE 
    
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 124 
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKETEX&>" "<&SYSTEM_CURRENTFILE&>" ClickOK 129 
    
   GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>" 
   SLEEP "<&rand_delay&>" 
    
   DEFINE BYTEBUFFER use_item_buffer 256 
   use_item_buffer.write_byte #i208 
   use_item_buffer.write_int16 #i76 
   use_item_buffer.write_int32 item_uid 
   use_item_buffer.trim_to_index 
   INJECTBB use_item_buffer 
   DELETE use_item_buffer 
    
RETURN VOID 


FUNCTION ClickOK 

   SET_EVENT "<&SCRIPTEVENT_SERVERPACKETEX&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 129 
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" EnchantComplete 135 

   GET_RAND rand_delay "<&min_delay&>" "<&max_delay&>" 
   SLEEP "<&rand_delay&>" 
    
   DEFINE BYTEBUFFER confirm_enchant_buffer 256 
   confirm_enchant_buffer.write_byte #i95 
   confirm_enchant_buffer.write_int32 item_uid 
   confirm_enchant_buffer.write_int32 #i0 
   confirm_enchant_buffer.trim_to_index 
   INJECTBB confirm_enchant_buffer 
   DELETE confirm_enchant_buffer 

RETURN VOID 


FUNCTION EnchantComplete 

   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 135 
    
   DEFINE INT result_byte 0 
    
   PACKET.READ_BYTE result_byte 
   PACKET.READ_INT32 enchant_result 
    
   DELETE result_byte 
    
   UNLOCK A 

RETURN VOID 


FUNCTION BlankFunc 

SLEEP 25 //e = mc^2 nonsence 

RETURN VOID

hf

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    • I would like to see snow fenir 😛 but if is only from that collection then superbike is the one what everyone will love for sure https://mega.nz/file/FjEwDKjA#FymE34sH7d_ELWiSGV8kU8rgZ62nEmeUxBucE9qgcfw
    • Lineage2Dex x25 is opening on October 9! We are excited to announce the launch of our new Interlude x25 server, designed for players who want a balanced, competitive, and long-term Lineage 2 experience. If you are looking for a server with an active community, stable environment, and a serious project behind it, this is the perfect time to join us. Server Information Project: Lineage2Dex Chronicle: Interlude Rates: x25 Opening Date: October 9 Type: Mid Rate Platform: Stable and optimized gameplay Focus: PvP, progression, competitive environment, long-term gameplay Why join Lineage2Dex x25? Well-known and trusted project Smooth and optimized gameplay Balanced progression Competitive PvP environment Active community Serious administration and continuous support Important Dates PTS Available: Until October 5 Beta Starts: October 6 Official Launch: October 9 This is your chance to prepare early, test the server, and be ready for launch day. Join Us Website: https://lineage2dex.com⁠
    • Today I would like to introduce a new set of tools developed entirely from scratch in Java, designed to simplify and modernize one of the most important tasks for any online server: distributing, updating, and maintaining the game client quickly, securely, and efficiently. The system has been designed to work with Lineage II, Aion, World of Warcraft, or any other project that requires a file distribution and update system, providing a simple solution for both players and administrators.   The entire project features a modern dark-mode interface, is completely separated into individual tools, and is distributed as standalone Windows executables (.exe) using Launch4j.   1. GameLauncher: The Player Client     GameLauncher is the launcher used by players on their computers. Its goal is to make keeping the game client up to date a completely automatic and transparent process.   Smart Updates: Automatically compares local files with the remote server using a manifest file (manifest.json) Hash-Based Integrity: Calculates file hashes to download only new or modified files, saving time and bandwidth. Real-Time Downloads: Detailed progress bar with transfer speed and automatic ZIP package extraction. Standalone: Packaged into a single .exe with Java 17 requirement validation and automatic redirection if the required environment is not installed.   Source code: https://gitlab.com/u3games/GameLauncher   2. L2Compiler: The Administrator Tool     L2Compiler is the tool designed for server administrators and developers. It allows updates to be prepared and published quickly, automating much of the process that would otherwise have to be performed manually.   Mass Packaging: Select the root folder of your development client and automatically generate optimized compressed packages ready for distribution. Automatic Manifest Generation: Instantly generates the manifest.json file with all the required metadata, including file sizes, paths, and hashes, using Gson. Preference Management: Automatically saves the last used paths through java.util.prefs to speed up everyday development tasks. Asynchronous Interface: Background processing through SwingWorker to prevent the interface from freezing during heavy operations.   Source code: https://gitlab.com/u3games/GameCompiler   A System Designed for Online Servers   The idea behind this project is simple: the administrator prepares an update using L2Compiler, and the player receives it automatically through GameLauncher. This allows both tools to work together and provide a simple update workflow:   Development Client → L2Compiler → Server → GameLauncher → Updated Client   There is no need for players to manually search for files, download patches one by one, or go through complicated installation processes. Although the system was initially designed with projects such as Lineage II, Aion, and World of Warcraft in mind, it is not tied to any specific game. If your project needs to distribute files and keep its clients up to date, it can be easily adapted to fit your needs.   Open Source for the Community   This project was created by me for the U3Games community, with the goal of providing a modern, simple, and reusable alternative for managing updates across our servers. The source code is publicly available so that other developers can study it, adapt it, improve it, and contribute to the project.     Have a Suggestion, Found a Bug, or Want to Contribute?   Any suggestions, bug reports, improvements, or contributions are more than welcome. The goal is to continue evolving the project together with the community and turn it into an increasingly complete tool for all kinds of online servers and projects.
    • Let's do 1 for share for people? Which one? 
    • A 100-YEAR-OLD ORDERED A FLAGSHIP AND PASSED THE VIDEO CALL 🚓 Spanish police took down a gang that found a hole in a major telecom operator's online store. A script told the warehouse to ship before payment went through. The haul: over 150 smartphones worth more than €50,000. The cover was a farm of borrowed identities: documents of around fifty people, including 100-year-old pensioners. They used them to open bank accounts, register phone numbers and send parcels across the country. The cherry on top: gang members passed video KYC themselves, posing as the elderly document holders. The "customer's" age didn't bother the antifraud. Operation Sakosita: seven arrested in Madrid, the alleged ringleader caught in Italy on a European arrest warrant. Meanwhile, the frozen accounts and someone else's debts land on the people whose names were used. 🔒 Account locked because someone opened something in your name? Message us – we'll gather the evidence and see the unlock through. › TG: @mustang_service_ms ( https:// t.me/ mustang_service_ms ) › Channel: Mustang Service ( https:// t.me/ +JPpJCETg-xM1NjNl ) #drawing #kyc #photoshop #unban #news
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