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Posted
Server Information:

 

- Hello Visitors! i want to announce you our new server L2Global x15 Retail!.

the Server will be started (11/07/2015) and waiting for you!.

 

 

General Info:

 

- XP Rate: x15.

- SP Rate: x15.

- Adena Drop Rate: x15.

- Drop Rate: x10.

- Spoil Rate: x10.

- Enchant Scroll Rate: 55%.

- Blessed Enchant Scroll Rate: 60%.

- safe enchant: +4.

- Max enchant: +16.

- Subclasses Amount: 3 Max.

- Personal Vote Reward System ( Random Rewards: rune of exp/adena , festival adenas, blesseds, codex,stones and more!).

 

 

Basic Information:

 

- .sellbuffs

- cancelled buffs get back after 10 seconds.

- Character Control panel.

- Full Community Board.

- Custom GmShop.(up to s Grade).

- Custom Gatekeepers.

- Custom Scheme Buffer.

- Event Engine: tvt,ctf,dm.

- Offline Shops.

- Olympiads Every 2 Weeks.

- Olympiads Duration: 18:00 - 0:00 GMT+1.

 

 

Server Protection:

 

- server protected against all types of bots and hacks.

 

- L2Phx All Versions.

- L2Walker.

- L2Net.

- L2Tower.

- Adrenaline Bot.

- L2bot.

- L2Drive.

- zRanger.

- Hlapex.

- Anti-Dupe.

- ArtMoney.

- L2Redar.

- Cp Reloader.

- HideTollz.

- ProcessHacker.

- Anti-bot.

- Trade Hacker.

 

 

LOG IN AND WATCH BY YOURSELF. ONE VIEW IS ENOUGH TO KEEP YOU WITH US!


Posted (edited)

THe online number seems like the biggest problem :/ Yesterday in the evening when i logged in it was only 94 ppl. Has it changed yet?

 

EDIT: So its a noon and there are 86 ppl online, imho it looks like its not a fake number. like at many "400+ servers" with the same count online. Im going to give this one a chance.

Edited by GenialBoy

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  • Posts

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    • For others that would like to understand in more details:   The login server also uses a protocol (sent by the server to the client in the very first packet). For instance, the C4 client (the one I'm developing my emulator for) expects the protocol number `50721` (or `0xc621`) which works as follow (from what I've gathered): Preamble: L2 packets are divided into two parts: size and payload; As mentioned, every packet starts with two bytes containing the whole packet size (thus including those two bytes, e.g. a packet of size 15 will have the number `15` written onto its first two bytes and a following payload of 13 bytes); For login server, first byte of the payload is the opcode (game server must deal with variable-sized opcodes); Next bytes are the packet content; Before sending the packet, its buffer size (minus the initial two bytes) is padded to 8 bytes (required by upcoming Blowfish encoding); A checksum of the packet is appended at the end, then the payload is again padded to 8 bytes; If the opcode is not `0` (also written as `0x00`), then the payload is encoded by Blowfish; Packet is sent over the network. You can have a look at my implementation (in C++) here (do note I'm assuming little-endian).   In this protocol, the auth packet (`0x00`) sent back by the client is RSA encrypted using the RSA modulus sent in the first server packet, inserted right after the protocol number.  
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