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Posted

Hello i wonna sell a script for l2tower,its named Pvp Suite.

 

Features

 

Anti Deadly

Anti Backstab

Anti Lethal

Anti Dual Blow

Anti Disarm

Anti Target Loss

Auto SS(S-Grade)

Barrier Fix

Don't Run(Fear Skills)

Auto Detection(AoE)

Interrupt E. Heal

Auto Riposte Stance

Auto Self Cleanse

Aggro Bot

Informers(Skills)

Informers(Chance/Cert)

Informers(Buffs)

Informers(Augments)

Party Informers(Skills)

Party Informers(Chance/Cert)

Party Informers(Buffs)

Party Informers(Augments)

A Better Assist

Informer(Not Assisting)

Informer(Regroup)

Near Supporters

Inform Name/Clan/Class

Olympiad Informer

Interrupt Talismans

Near Players

Damage Counter

Target Teleport

Class On Title

Radar

Target Equipment

Last 10 Targeters

Auto Message On Kill

Copycat

Tic Tac Toe

YouTube

Send Encrypted Message

Flashing Title(Fast)

Flashing Title(Slow)

Moving Title

Connection Checker

Random Quote

Stats

Screen Informer(Skills) (L2T Premium)

Screen Informer(Chance/Cert) (L2T Premium)

Screen Informer(Buffs) (L2T Premium)

Screen Informer(Augments) (L2T Premium)

Cancel Snipe(Dash) (L2T Premium)

Spy Hide (L2T Premium)

Spam Chat(No CB) (L2T Premium)

Ultimate Zoom (L2T Premium)

Boost Video (L2T Premium)

Wallhack (L2T Premium)

Radii (L2T Premium)

Fog (L2T Premium)

Staticmeshes (L2T Premium)

Terrain (L2T Premium)

FPS (L2T Premium)

Net Stats (L2T Premium)

IG Documentation

Contact Info

Changelog

Commands

Creator's Pick

Changelog

Pause PvPSuite

Crash Client

Loading/Saving System

 

You can also check the gallery here:

 

https://drive.google.com/folderview?id=0B1LPCLudI9BNVVlDQmtTT2U2V2s&usp=sharing

 

Im not sure if im on the correct topic ,for more infos pm me :)

 

Site: http://www.pvpsuite.com/pvpsuite/

Trial version that crash every few minutes,just to check it: http://www.pvpsuite.com/files/PvPSuite/trial.php?dl

Pm me before u gonna buy it.

  • 4 weeks later...
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  • 1 month later...
Posted

Is there any version for interlude?

Sry i was inactive,check l2tower forum ,i think my friend shared it for free .

 

Somebody lock it pls.

Guest
This topic is now closed to further replies.


  • Posts

    • There is no need for gRPC in this case, even tho originally it was gRPC based but since we don't need it to be bi-directional, we switched to simple http requests for the web calls and SSEs for the data streamed from the server. There are distributed locks in place to precent race conditions between actions that can happen between multiple web instances and the server.   Local models can also be slow depending on the model, and most external models can actually be faster than local ones if you use Flash 2.5 or something along those lines. I am running on 512GB of Unified Memory on my Mac Studio M3 Ultra so the speed of the local model for a small model is pretty good but I tested it with Gemini too and it works equally as fast and in some cases faster. The way it works is that I'm using pgvector (one of the benefits of moving to Postgres) to search the data and see what the player can see etc and there is some batching of the next few actions for 2-4 seconds for the user until the next LLM request fires. The batching also includes branching on logic so if they for example fall under some HP they will move to kiting instead of attacking or maybe they heal etc.   Everything is authed and permission-based. The server and the backend of the frontend have secure communication between them, either with a symmetric key (not recommended for production) or a certificate (the recommended way), so there is no worry. It's all tied to the account's access level, etc., so nobody can make an action that they normally wouldn't be allowed to do. Even the MCP is token-based, and there are prompt injection protections in place. The MCP is audited, and every mutation needs confirmation. The admin area is only accessible to the admin account anyway so normal users can't access it.  
    • First of all, its great to finally have something meaningful to discuss on this forum  and good job pushing this community forward, even if its mostly dead. I always wondered why, in the last 15 years, no one has properly documented any of the source code (acis mobius) or at least exposed common functionality through something like a rest api, which is straightforward enough for most people to understand and use.   I have some technical questions since im really interested   Regarding real time features like maps and enchanting  are you using technologies like grpc? And what happens when both a logged in player and panel try to enchant the same item at the same time? Do we run into a race condition how do you handle that ?   Regarding  fake player system  external models calls typically take 1-2 seconds to respond, while an local models might take around 200-300ms. During that time a lot can happen in game. So when the plan becomes stale you override it and wait for the new one  meaning the node handles everything in real time and the LLM simply sets the goal asynchronously. Is that the correct understanding ?   Regarding the security aspect a lot can go wrong when exposing crucial server logic to the open web (experimental is good). My real concern is  the mcp in the panel where  a lot can go wrong with bad user input.      Wasn't the game client always the limiting factor for l2j?
    • Migrating a legacy Interlude server to PostgreSQL while adding real observability is basically forcing 2006 MMO engineering to attend a 2026 infrastructure conference at gunpoint. PS: which revision of aCis? PS: 🧻what was broken during this whatever you call it.    AAC Guard beign asked to adapt to this be like: - Creating bugs since early 2018
    • OH MY LORDDDDDDDDDDDDDDDDDDDDD   FINALLY
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