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1 6383 0 3 3 1 0 dropitems.drop_MMagic_m007_t90_u_m00 mmagic.mmagic_m007_t90_u icon.armor_t90_ul_i00 icon.armor_t90_u_i00 icon.armor_t90_l_i00 4294967295 2300 17 1 0 15 2 Fighter.MFighter_m007_u Fighter.MFighter_m007_l 2 MFighter.MFighter_m007_t90_u MFighter.MFighter_m007_t90_l 1 0 2 Fighter.FFighter_m007_u Fighter.FFighter_m010_l 2 FFighter.FFighter_m007_t90_u FFighter.FFighter_m010_t90_l 0 0 2 DarkElf.MDarkElf_m008_u DarkElf.MDarkElf_m008_l 2 MDarkElf.MDarkElf_m008_t90_u MDarkElf.MDarkElf_m008_t90_l 0 0 2 DarkElf.FDarkElf_m008_u DarkElf.FDarkElf_m006_l 2 FDarkElf.FDarkElf_m008_t90_u FDarkElf.FDarkElf_m006_t90_l 0 0 2 Dwarf.MDwarf_m006_u Dwarf.MDwarf_m006_l 2 MDwarf.MDwarf_m006_t90_u MDwarf.MDwarf_m006_t90_l 0 0 2 Dwarf.FDwarf_m006_u Dwarf.FDwarf_m006_l 2 FDwarf.FDwarf_m006_t90_u FDwarf.FDwarf_m006_t90_l 0 0 2 Elf.MElf_m009_u Elf.MElf_m009_l 2 MElf.MElf_m009_t90_u MElf.MElf_m009_t90_l 0 0 2 Elf.FElf_m006_u Elf.FElf_m006_l 2 FElf.FElf_m006_t90_u FElf.FElf_m006_t90_l 0 0 1 Magic.MMagic_m007_u 1 mmagic.mmagic_m007_t90_u 0 0 1 Magic.FMagic_m006_u 1 FMagic.FMagic_m006_t90_u 0 0 2 Orc.MOrc_m002_u Orc.MOrc_m004_l 2 MOrc.MOrc_m002_t90_u MOrc.MOrc_m004_t90_l 0 0 2 Orc.FOrc_m005_u Orc.FOrc_m004_l 2 FOrc.FOrc_m005_t90_u FOrc.FOrc_m004_t90_l 0 0 2 Shaman.MShaman_m005_u Shaman.MShaman_m002_l 2 MShaman.MShaman_m005_t90_u MShaman.MShaman_m002_t90_l 0 0 2 Shaman.FShaman_m002_u Shaman.FShaman_m004_l 2 FShaman.FShaman_m002_t90_u FShaman.FShaman_m004_t90_l 0 0 0 0 0 0 1 1 LineageEffect.p_u002_a 4 ItemSound.armor_leather_1 ItemSound.armor_leather_2 MonSound.Hit_normal_12 MonSound.Hit_normal_3 ItemSound.itemdrop_armor_cloth ItemSound.itemequip_armor_cloth 1 0 3 5 0 166 0 866

 

Devangel can u check this (Red)

its Major arcana fullbody code

there is no mmagic and fmagic lower body code

 

 

PS. Fixed

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    • Dude, seriously , how are you okay with publishing something like this as a public repo? I spent just 30 minutes reviewing your source code and already managed to bypass your API wall on the admin routes. You really need to rethink your server to client logic. What's the point of saving data both to your API and to the user's database? You first fetch the servers from your API and then save them to the database. What’s stopping someone from simply fetching their server data directly from the database and bypassing all the API logic? The client you provide as a public repo should only act as a wrapper around your service API and that's it. The API should handle all the logic, including connecting to the corresponding servers based on  authentication key requests and so on. I don't even want to get started on the fact that your codebase is a complete mess...... unused variables  everywhere, empty classes, and zero input validation. Anyone can pass whatever payload they want without restrictions. You seriously need to fix these issues before some poor guy who has no idea ends up buying your service. And don’t even start with "I'm still waiting for my server to get hacked" because  no one is going to waste time trying to hack something that's not even worth the effort. just by checking this im 90% confident someone can find something.  Also, you claim that 250 domains are already using your service? I seriously doubt that.   also LOL   
    • 🌟 Arena Fights – PvP System for Lineage II servers 📋 Overview The Arena Fights Manager is a fully automated and battle-proven PvP tournament system built for Lineage 2 servers (based on aCis pack standards). It offers hourly or custom-scheduled 1v1 fights, spectator options, disconnection handling, automatic NPC managers, and dynamic rescheduling, ensuring continuous and engaging PvP without the need for GM intervention. Ideal for any serious server that wants to offer competitive, organized, rewarding PvP content.   ⚙️ Features ✅ Full Automation Automatic start/stop based on your custom schedule (Config.ARENA_FIGHTS_SCHEDULE). Reschedules every day at 23:59 for the next day's tournaments. Server restarts during an event? No problem — the system self-detects and continues! ✅ Matchmaking System Smart queue system for 1v1 match creation. Automatic pairing: when two players are queued, a match is instantly created. Validation checks to remove disconnected or invalid players from the queue. ✅ Dynamic PvP Arenas Predefined player teleport locations for fair 1v1 battles. Spectator mode available: players can view live battles through the event interface. ✅ NPC Manager Control Spawns special Arena Manager NPCs during event times. NPCs are deleted when the event finishes to keep the world clean. Multiple Managers can be placed easily. ✅ Robust Player Handling Handles disconnects gracefully: Saves disconnected players. Restores them to a safe location on reconnection. Removes them from the queue or match without crashes or bugs. Players receive a system message upon restoration. ✅ Clean Coding Practices Fully integrated with ThreadPool tasks for efficient, non-blocking performance. Uses CopyOnWriteArrayList for thread-safe collections (queues, matches, disconnected players). Singleton Pattern ensures only one Arena Manager instance exists. ✅ Visual Enhancements World Announcements during important event phases ("Arena Fights have started!", "Battles are over!"). Red Sky Effect (ExRedSky) during Arena start and end for immersive atmosphere. ✅ Admin-Friendly Commands Allows NPC broadcast announcements. Easy to check current running matches and spectate them. Display list of ongoing matches dynamically.   📦 Technical Highlights Built with a modular and clean structure. Zero dependency on hardcoded values — everything configurable via the server Config. Handles dynamic spawning and safe deletion of NPCs through SpawnTable. Utilizes InstanceManager to safely handle player instances.   🎯 Why Choose This Arena System? Feature Other           Arena Fights Disconnection handling ❌ ✅ Fully automatic scheduling ❌ ✅ Daily rescheduling ❌ ✅ Manager NPC auto-spawn/despawn ❌ ✅ Queue matchmaking without GMs ❌ ✅ Clean code with thread-safety ❌ ✅ Integrated visual effects (Red Sky) ❌ ✅ Instant spectating capabilities ❌ ✅ 📈 Expandability Can be adapted to reward players with custom currencies (e.g., Arena Trophy). Could integrate ranking systems based on wins/loses. Room to add betting systems for spectators!   🔥 Screenshots / Preview (Optional) Lobby NPC screenshots Battle happening Spectator UI Disconnection restoration notification   💬 Final Words The Arena Fights Manager is not just a PvP mini-event — it's a major daily PvP engine that will boost: Player activity Server competitiveness Community engagement   It’s optimized for performance, designed for smoothness, and built for growth.   🛒 Available for purchase! Interested? Contact me and let's make your server shine.   PM me directly for inquiries and purchases. Discord: @Luminous   Pricing: Full License: 70e (One-time payment) Support & Updates: included on full licence
    • As if he's dead? Jesus christ  
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