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Java Code To Village.


Nosti21

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Hello guys.. What i mean with Java Code to Village? I want a code that when i press to Village to teleport me to the main town and not to the nearest location..

 

if you didnt understand me tell me to explain it more.. thank kk bb qq

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http://pastebin.com/U4x09qs3what to change for frozen version?

Δοκίμασε να περάσεις μία μόνο αυτά..

Θα αρχίσεις από το 1ο "+" μέχρι το τελευταίο. Τα υπόλοιπα είναι για να κάνεις search που να τα βάλεις.

 

L2PcInstance.java

 

    /**
     * Create a new SkillDat object and set the player _currentPetSkill.<br>
     * <br>
     * @param currentSkill
     * @param ctrlPressed
     * @param shiftPressed
     */
+   
    @SuppressWarnings("javadoc")
    public void giveItems(boolean dagger,boolean sagi,boolean mage,boolean duelist,boolean tit,boolean nixas,boolean paladin,boolean FSeeker,boolean dreadnought,boolean HellKnight,boolean swordMuse,boolean dancer)
    {
            final int[] armorIdDagger = {6590,6379,6380,6381,6382,920,858,858,889,889};
            final int[] armorIdSagi = {7577,6379,6380,6381,6382,920,858,858,889,889};
            final int[] armorIdMage = {6608,2407,5767,5779,512,920,858,858,889,889};       
            final int[] armorIdDuelist = {6580,6373,6374,6375,6376,6378,920,858,858,889,889};
            final int[] armorIdTit = {6605,6373,6374,6375,6376,6378,920,858,858,889,889};
            final int[] armorIdNixas = {6604,6379,6380,6381,6382,920,858,858,889,889};
            final int[] armorIdPaladin = {6581,6373,6374,6375,6376,6377,6378,920,858,858,889,889};
            final int[] armorIdFSeeker = {6585,6373,6374,6375,6376,6377,6378,920,858,858,889,889};
            final int[] armorIddreadnought = {6601,6373,6374,6375,6376,6378,920,858,858,889,889};  
            final int[] armorIdhellKnight = {6581,6373,6374,6375,6376,6377,6378,920,858,858,889,889};      
            final int[] armorIdswordMuse = {6581,6379,6380,6381,6382,920,858,858,889,889,6377};                    
            final int[] armorIdDancer = {6580,6379,6380,6381,6382,920,858,858,889,889};

            if(dagger)
            {
            if (armorIdDagger.length == 0)
                    return;
            L2ItemInstance items = null;
            for (int id : armorIdDagger)
            {              
                    getInventory().addItem("Armors", id, 1, this, null);           
                    items = getInventory().getItemByItemId(id);
                    items.updateDatabase();
                    getInventory().equipItemAndRecord(items);
                    getInventory().reloadEquippedItems();  
            this.broadcastCharInfo();
            this.sendPacket(new InventoryUpdate());
            this.sendPacket(new ItemList(this, false));
            this.sendPacket(new StatusUpdate(this));
            }
            }
            else if(sagi)
            {
                    if (armorIdSagi.length == 0)
                            return;
                    L2ItemInstance items = null;
                    for (int id : armorIdSagi)
                    {
                            getInventory().addItem("Armors", id, 1, this, null);           
                            items = getInventory().getItemByItemId(id);
                            items.updateDatabase();
                            getInventory().equipItemAndRecord(items);
                            getInventory().reloadEquippedItems();  
                    this.broadcastCharInfo();
                    this.sendPacket(new InventoryUpdate());
                    this.sendPacket(new ItemList(this, false));
                    this.sendPacket(new StatusUpdate(this));
                    }
            }
            else if(mage)
                    {
                            if (armorIdMage.length == 0)
                                    return;
                            L2ItemInstance items = null;
                            for (int id : armorIdMage)
                            {
                                    getInventory().addItem("Armors", id, 1, this, null);           
                                    items = getInventory().getItemByItemId(id);
                                    items.updateDatabase();
                                    getInventory().equipItemAndRecord(items);
                                    getInventory().reloadEquippedItems();  
                            this.broadcastCharInfo();
                            this.sendPacket(new InventoryUpdate());
                            this.sendPacket(new ItemList(this, false));
                            this.sendPacket(new StatusUpdate(this));                                       
                            }
                    }
            else if(duelist)
                            {
                                    if (armorIdDuelist.length == 0)
                                            return;
                                    L2ItemInstance items = null;
                                    for (int id : armorIdDuelist)
                                    {
                                            getInventory().addItem("Armors", id, 1, this, null);           
                                            items = getInventory().getItemByItemId(id);
                                            items.updateDatabase();
                                            getInventory().equipItemAndRecord(items);
                                            getInventory().reloadEquippedItems();  
                                    this.broadcastCharInfo();
                                    this.sendPacket(new InventoryUpdate());
                                    this.sendPacket(new ItemList(this, false));
                                    this.sendPacket(new StatusUpdate(this));       
                                    }
                            }
            else if(tit)
                                    {
                                            if (armorIdTit.length == 0)
                                                    return;
                                            L2ItemInstance items = null;
                                            for (int id : armorIdTit)
                                            {
                                                    getInventory().addItem("Armors", id, 1, this, null);           
                                                    items = getInventory().getItemByItemId(id);
                                                    items.updateDatabase();
                                                    getInventory().equipItemAndRecord(items);
                                                    getInventory().reloadEquippedItems();  
                                            this.broadcastCharInfo();
                                            this.sendPacket(new InventoryUpdate());
                                            this.sendPacket(new ItemList(this, false));
                                            this.sendPacket(new StatusUpdate(this));                                       
                                            }
                                    }
            else if(nixas)
                                            {
                                                    if (armorIdNixas.length == 0)
                                                            return;
                                                    L2ItemInstance items = null;
                                                    for (int id : armorIdNixas)
                                                    {
                                                            getInventory().addItem("Armors", id, 1, this, null);           
                                                            items = getInventory().getItemByItemId(id);
                                                            items.updateDatabase();
                                                            getInventory().equipItemAndRecord(items);
                                                            getInventory().reloadEquippedItems();  
                                                    this.broadcastCharInfo();
                                                    this.sendPacket(new InventoryUpdate());
                                                    this.sendPacket(new ItemList(this, false));
                                                    this.sendPacket(new StatusUpdate(this));
                                                    }
                                            }
            else if(paladin)
                                                    {
                                                            if (armorIdPaladin.length == 0)
                                                                    return;
                                                            L2ItemInstance items = null;
                                                            for (int id : armorIdPaladin)
                                                            {
                                                                    getInventory().addItem("Armors", id, 1, this, null);           
                                                                    items = getInventory().getItemByItemId(id);
                                                                    items.updateDatabase();
                                                                    getInventory().equipItemAndRecord(items);
                                                                    getInventory().reloadEquippedItems();  
                                                            this.broadcastCharInfo();
                                                            this.sendPacket(new InventoryUpdate());
                                                            this.sendPacket(new ItemList(this, false));
                                                            this.sendPacket(new StatusUpdate(this));
                                                            }                                                      
                                            }
            else if(FSeeker)
            {
                    if (armorIdFSeeker.length == 0)
                            return;
                    L2ItemInstance items = null;
                    for (int id : armorIdFSeeker)
                    {
                            getInventory().addItem("Armors", id, 1, this, null);           
                            items = getInventory().getItemByItemId(id);
                            items.updateDatabase();
                            getInventory().equipItemAndRecord(items);
                            getInventory().reloadEquippedItems();  
                    this.broadcastCharInfo();
                    this.sendPacket(new InventoryUpdate());
                    this.sendPacket(new ItemList(this, false));
                    this.sendPacket(new StatusUpdate(this));
                    }                                                      
    }
            else if(dreadnought)
            {
                    if (armorIddreadnought.length == 0)
                            return;
                    L2ItemInstance items = null;
                    for (int id : armorIddreadnought)
                    {
                            getInventory().addItem("Armors", id, 1, this, null);           
                            items = getInventory().getItemByItemId(id);
                            items.updateDatabase();
                            getInventory().equipItemAndRecord(items);
                            getInventory().reloadEquippedItems();  
                    this.broadcastCharInfo();
                    this.sendPacket(new InventoryUpdate());
                    this.sendPacket(new ItemList(this, false));
                    this.sendPacket(new StatusUpdate(this));
                    }
    }
            else if(HellKnight)
            {
                    if (armorIdhellKnight.length == 0)
                            return;
                    L2ItemInstance items = null;
                    for (int id : armorIdhellKnight)
                    {
                            getInventory().addItem("Armors", id, 1, this, null);           
                            items = getInventory().getItemByItemId(id);
                            items.updateDatabase();
                            getInventory().equipItemAndRecord(items);
                            getInventory().reloadEquippedItems();  
                    this.broadcastCharInfo();
                    this.sendPacket(new InventoryUpdate());
                    this.sendPacket(new ItemList(this, false));
                    this.sendPacket(new StatusUpdate(this));
                    }
    }
            else if(swordMuse)
            {
            if (armorIdswordMuse.length == 0)
                    return;
            L2ItemInstance items = null;
            for (int id : armorIdswordMuse)
            {              
                    getInventory().addItem("Armors", id, 1, this, null);           
                    items = getInventory().getItemByItemId(id);
                    items.updateDatabase();
                    getInventory().equipItemAndRecord(items);
                    getInventory().reloadEquippedItems();  
            this.broadcastCharInfo();
            this.sendPacket(new InventoryUpdate());
            this.sendPacket(new ItemList(this, false));
            this.sendPacket(new StatusUpdate(this));
            }
            }
            else if(dancer)
            {
            if (armorIdDancer.length == 0)
                    return;
            L2ItemInstance items = null;
            for (int id : armorIdDancer)
            {              
                    getInventory().addItem("Armors", id, 1, this, null);           
                    items = getInventory().getItemByItemId(id);
                    items.updateDatabase();
                    getInventory().equipItemAndRecord(items);
                    getInventory().reloadEquippedItems();  
            this.broadcastCharInfo();
            this.sendPacket(new InventoryUpdate());
            this.sendPacket(new ItemList(this, false));
            this.sendPacket(new StatusUpdate(this));
            }
            }
}
    
    
    /**
     *
     */
    private void broadcastCharInfo()
    {        
+    }
    public void setCurrentPetSkill(final L2Skill currentSkill, final boolean ctrlPressed, final boolean shiftPressed)

 

 

Και εδώ το ίδιο... από το πρώτο "+".

 

L2ClassMasterInstance.java

 

    /** The _instance. */
    private static L2ClassMasterInstance _instance;
+    private int newJobLevel;
 
            player.setBaseClass(classId);
            
+            if(newJobLevel == 3  && !player.isSubClassActive())
+                autoEquip(player);
            
            // player.setBaseClass(player.getActiveClass());
 
 
        html.setHtml(sb.toString());
        player.sendPacket(html);
        html = null;
        sb = null;
        return;
    }
+
    private static void autoEquip(final L2PcInstance player)
    {
            final ClassId HDagger =ClassId.adventurer;
            final ClassId Sagi =ClassId.sagittarius;
            final ClassId Duelist =ClassId.duelist;
            final ClassId Tit =ClassId.titan;
            final ClassId Nixas =ClassId.grandKhauatari;
            final ClassId Paladin =ClassId.phoenixKnight;
            final ClassId MSentinel =ClassId.moonlightSentinel;
            final ClassId FSeeker =ClassId.fortuneSeeker;
            final ClassId Maestro =ClassId.maestro;
            final ClassId dreadnought =ClassId.dreadnought;
            final ClassId hellKnight =ClassId.hellKnight;
            final ClassId evaTemplar =ClassId.evaTemplar;
            final ClassId swordMuse =ClassId.swordMuse;
            final ClassId windRider =ClassId.windRider;
            final ClassId shillienTemplar =ClassId.shillienTemplar;
            final ClassId spectralDancer =ClassId.spectralDancer;
            final ClassId ghostHunter =ClassId.ghostHunter;
            final ClassId ghostSentinel =ClassId.ghostSentinel;
           
            if(player.getClassId().equals(HDagger))
                    player.giveItems(true,false,false,false,false,false,false,false,false,false,false,false);
                   
            else if(player.getClassId().equals(Sagi))
                    player.giveItems(false,true,false,false,false,false,false,false,false,false,false,false);
                   
            else if(player.getClassId().isMage())
                    player.giveItems(false,false,true,false,false,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(Duelist))
                    player.giveItems(false,false,false,true,false,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(Tit))
                    player.giveItems(false,false,false,false,true,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(Nixas))
                    player.giveItems(false,false,false,false,false,true,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(Paladin))
                    player.giveItems(false,false,false,false,false,false,true,false,false,false,false,false);
           
            else if(player.getClassId().equals(MSentinel))
                    player.giveItems(false,true,false,false,false,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(FSeeker))
                    player.giveItems(false,false,false,false,false,false,false,true,false,false,false,false);
           
            else if(player.getClassId().equals(Maestro))
                    player.giveItems(false,false,false,false,false,false,false,true,false,false,false,false);
           
            else if(player.getClassId().equals(dreadnought))
                    player.giveItems(false,false,false,false,false,false,false,false,true,false,false,false);
           
            else if(player.getClassId().equals(hellKnight))
                    player.giveItems(false,false,false,false,false,false,false,false,false,true,false,false);
           
            else if(player.getClassId().equals(evaTemplar))
                    player.giveItems(false,false,false,false,false,false,false,false,false,true,false,false);
           
            else if(player.getClassId().equals(swordMuse))                 
                    player.giveItems(false,false,false,false,false,false,false,false,false,false,true,false);
           
            else if(player.getClassId().equals(windRider))                 
                    player.giveItems(true,false,false,false,false,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(shillienTemplar))
                    player.giveItems(false,false,false,false,false,false,false,true,false,false,false,false);
                           
            else if(player.getClassId().equals(spectralDancer))
                    player.giveItems(false,false,false,false,false,false,false,false,false,false,false,true);
           
            else if(player.getClassId().equals(ghostHunter))
                    player.giveItems(true,false,false,false,false,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(ghostSentinel))
                    player.giveItems(false,true,false,false,false,false,false,false,false,false,false,false);
           
+    }
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No..

 

 

 

    Index: java/com/l2jserver/gameserver/network/clientpackets/RequestRestartPoint.java

    ===================================================================

    --- java/com/l2jserver/gameserver/network/clientpackets/RequestRestartPoint.java    (revision 4422)

    +++ java/com/l2jserver/gameserver/network/clientpackets/RequestRestartPoint.java    (working copy)

    @@ -178,7 +178,8 @@

                        break;

                       

                    default:

    -                   loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);

    +                   loc = new Location(X, Y, Z);

                        break;

                }

               

 

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thats the problem now at eclipse.. what can i do?? need at L2PcInstance a method. but how to do it??

You added it in the wrong place, no need at L2PcInstance, just scroll down and add this method.

 

P.S. autoequip code is really hardcoded.

P.S.S. If you use autoequip in this class, delete static.

Edited by numl0ckas
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You added it in the wrong place, no need at L2PcInstance, just scroll down and add this method.

 

P.S. autoequip code is really hardcoded.

P.S.S. If you use autoequip in this class, delete static.

what you mean?? can you explain me more??

 

+ ayami's code for the To Village button didnt work.. anyone gives me an idea??

Edited by Nosti21
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what you mean?? can you explain me more??

 

+ ayami's code for the To Village button didnt work.. anyone gives me an idea??

You have give a try in the code i give you before? ( the second post on page 2).

 

 

give a try here

 

RequestRestartPoint.Java


default:
if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)
            {
             loc = new Location(17836, 170178, -3507);// Floran Village
             break;
            }
-      loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);
-      break;
-    }
+            loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village          
+            break;
+          }

Config.java

public static boolean NEW_PLAYER_EFFECT;
+
+// Custom respawn after die.
+public static int LOCX;
+public static int LOCY;
+public static int LOCZ;
 
 
NEW_PLAYER_EFFECT = Boolean.parseBoolean(frozenSettings.getProperty("NewPlayerEffect", "True"));
+ 
+   // Custom respawn after die
+   LOCX = Integer.parseInt(frozenSettings.getProperty("LocationX", "put a loc here"));
+   LOCY = Integer.parseInt(frozenSettings.getProperty("LocationY", "put a loc here"));
+   LOCZ = Integer.parseInt(frozenSettings.getProperty("LocationZ", "put a loc here"));

frozen.properties

# New players get fireworks the first time they log in
# Default: False
NewPlayerEffect = False
+
+ # Custom respawn for dead players
+ LocationX = put a loc here
+ LocationY = put a loc here
+ LocationZ = put a loc here
Edited by 'Baggos'
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You have give a try in the code i give you before? ( the second post on page 2).

 

 

give a try here

 

RequestRestartPoint.Java

- default:
-      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)
-      {
-       loc = new Location(17836, 170178, -3507);// Floran Village
-       break;
-      }
-      loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);
-      break;
-    }
 
+ default:
+      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN && Config.CUSTOM_RESPAWN)
+      {
+       loc = new Location(17836, 170178, -3507);// Floran Village
+       loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village
+       break;
+      }
+    }

Config.java

public static boolean NEW_PLAYER_EFFECT;
+
+// Custom respawn after death.
+public static boolean CUSTOM_RESPAWN;
+public static int LOCX;
+public static int LOCY;
+public static int LOCZ;
 
 
NEW_PLAYER_EFFECT = Boolean.parseBoolean(frozenSettings.getProperty("NewPlayerEffect", "True"));
+ 
+   // Custom respawn after dead
+   CUSTOM_RESPAWN = Boolean.parseBoolean(frozenSettings.getProperty("CustomRespawnEnable", "True"));
+   LOCX = Integer.parseInt(frozenSettings.getProperty("LocationX", "put a loc here"));
+   LOCY = Integer.parseInt(frozenSettings.getProperty("LocationY", "put a loc here"));
+   LOCZ = Integer.parseInt(frozenSettings.getProperty("LocationZ", "put a loc here"));

 

 

That will work with Karma Baggos ... -.-

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That will work with Karma Baggos ... -.-

oh yes.. you have right... where is my mind...

 

then i hope with this

 

default:

      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)

      {

       loc = new Location(17836, 170178, -3507);// Floran Village

      }

+    

+      if (Config.CUSTOM_RESPAWN)

+       loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village

+       break;

+      }

 

or just like that. (without to put Enable config).

 

default:

      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)

      {

       loc = new Location(17836, 170178, -3507);// Floran Village

+     loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village

      }

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oh yes.. you have right... where is my mind...

 

then i hope with this

 

default:

      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)

      {

       loc = new Location(17836, 170178, -3507);// Floran Village

      }

+    

+      if (Config.CUSTOM_RESPAWN)

+       loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village

+       break;

+      }

 

or just like that. (without to put Enable config).

 

default:

      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)

      {

       loc = new Location(17836, 170178, -3507);// Floran Village

+     loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village

      }

Just stop and read the code...

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Just stop and read the code...

 

Yeah Baggos... you do the same mistake again :P

And if you want to make it with config..

if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)
{
loc = new Location(17836, 170178, -3507);// Floran Village
break;
}
+ if(Config.CUSTOM_RESPAWN)
+ {
+ loc = new Location(Config.RESPAWN_X, Config.RESPAWN_Y, Config.RESPAWN_Z);
+ }
loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);
break;	

/For Topic...

 

http://www.maxcheaters.com/topic/180110-respawn-location-after-death/?hl=respawn

Edited by activeChar.getAdena()
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Just stop and read the code...

Tessa if you look over, the 've changed.

i typed two times the same mistake, making copy/paste from the old.

 

default:

      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)

      {

       loc = new Location(17836, 170178, -3507);// Floran Village

       break;

      }

-      loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);

+       loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village After Die

      break;

    }

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    • Hello! We would really appreciate it if you tried our proxies cause we have 4G mobile proxies too! Unfortunately the trial version is not available at the moment, but our knowledge base will help you gain valuable experience using Asocks! https://faq.asocks.com/faq/topic/user-guide
    • Hello Friends . I would like to introduce that i have found a method to avoid league hwid ban ( van 152 ) you will get perma ban when detected only at the account you are using like before vanguard release with the method you can script or use the tools you want at many accs as you wish unstoppable without caring about headache or wasting time and energy of flashing bios reset your pc installing fresh windows and using spoofer to change your hardware infos to unlock the hwid ban i have tested it on 5 accs i got them perma banned for using third party tools but not a hwid ban at all hint : ppl regulary get hwid ban in 2nd ban after got banned once before as vanguard working like that only 1 chance free then hwid ban. its so easy to achieve if you are interested dm for details
    • Trustworthy person; hope you find what you're looking for!
    • Customs being added to systextures/animation/texture influences the increase in virtual ram by a very small amount, which means you won't have a headache in the future with critical error issues, unless it's a dubious custom, there are 2 custom weapon packs available for H5 that are "compromised", they didn't make a very good adaptation, one of the packages is the weapons from the goddess of destruction for H5, another is the hero weapons from the goddess of destruction for H5, avoid these customs for your H5 server if you see it on any forum.   Now coming back to your question; one thing that the NCSoft developers never did was add files to their system, probably because they were aware of what could happen when doing that, now think about one thing: the game's system retail itself is no more than 70MB, every time there was an update made by NCSoft they always added the equipment/items/cloaks etc. in their folders intended for that, so why do we do this? I still have my client containing a system with almost 1GB, 1-2h online is the time I can stay online before the ram memory limit, but I have already redone my entire client with customs being destined for textures/systexture/animations, almost all the customs that I had on that client containing a 1GB system I have on my current server, with the difference that I removed everything from the system and critical error is now nothing more than legends, my current server has a total of 220MB in the system folder And theoretically speaking, based on what I've seen, especially on many forums, I believe that the heavier the system folder is, the faster we accelerate the consumption of the client's virtual ram memory, causing countless different types of critical error in one short period of time, in many forums that I've seen on topics involving critical, the solution that stands out the most is about downloading a new clean "system"
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