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Posted

Good afternoon to all, I do not know if anyone will have the source code of the ona interface, that it is possible to compile it.
I tried to decrypt and use wotgreater but it was impossible to compile, the code is exported with many errors and unkknown methods. 

Thank you very much, a greeting.

Posted

not even worth searching this crap interface it had tons of errors and who ever copy pasted all functions from other interfaces did a huge mess you wont find it since not exists anymore.

Posted
40 minutes ago, Celestine said:

not even worth searching this crap interface it had tons of errors and who ever copy pasted all functions from other interfaces did a huge mess you wont find it since not exists anymore.

I have seen that you have made a clean inteeface in interlude with the damage on screen l2sublimity system would be possible to do that same on the freya interface ?

 

The classes I've seen were something like this, I don't remember it well.

 

L2sublimitydamagewnd , L2sublimityitem , uil2sublimitycommon ....

 

What I'm looking to achieve is a simple interface with experience bar on the bottom side, danage on screen, a cast skill bar and 5 hability shortcut bars

Posted
32 minutes ago, destrodevianne said:

I have seen that you have made a clean inteeface in interlude with the damage on screen l2sublimity system would be possible to do that same on the freya interface ?

 

The classes I've seen were something like this, I don't remember it well.

 

L2sublimitydamagewnd , L2sublimityitem , uil2sublimitycommon ....

 

 

it's possible to be adapted for other chronicles aswell i have this on h5 also

Posted
20 minutes ago, Celestine said:

 

it's possible to be adapted for other chronicles aswell i have this on h5 also

As a hobby I'm using acis with protocol 216 and the idea was to give it a classic but conservative look.
I've managed to put 5 bars for the skills horizontally and
As a vertical option 3 bars successfully, 
Now I'm trying to create the experience bar Neophron_Belt, I understand programming, but my knowledge of UnrealScript is very poor.

 

 

 

 

58 minutes ago, Celestine said:

 

it's possible to be adapted for other chronicles aswell i have this on h5 also

You think it's possible to share the uc classes of l2sublimity that can work on the freya interface?, it's possible that h5 is almost the same without difference.

can help me with this uc class, I can't compile because I don't know how to fix this code

 

//================================================================================
// SublimityDamageWnd.
//================================================================================

class SublimityDamageWnd extends SublimityItem;

const TYPE_RESIST2= 12;
const TYPE_RESIST= 11;
const TYPE_BLOCK2= 10;
const TYPE_BLOCK= 9;
const TYPE_MISS2= 8;
const TYPE_MISS= 7;
const TYPE_EXP= 6;
const TYPE_MANA= 5;
const TYPE_HEAL= 4;
const TYPE_CP= 3;
const TYPE_DAMAGE2= 2;
const TYPE_DAMAGE= 1;
const DIRECTION_DOWN= 1;
const DIRECTION_UP= -1;
const TEX_COUNT= 15;
const CONTAINER_COUNT= 30;
var ButtonHandle hEnableBtn;
var TextureHandle hDisableTex;
var bool bShowing;
var TextureHandle m_Digits[310];
var int m_TextWidth[20];
var int m_TextHeight[20];
var int m_TextOffset[20];
var int m_TextOffsetCorrection[20];
var int m_LastUsedContainer;
var int m_Direction[30];
var int m_ContainerType[30];
var int m_DamageQueue[20];
var int m_DamageQueueCount[20];
var int m_Type2Count;

function OnLoad ()
{
	local int i;
	local int ii;
	local int C;

	RegisterEvent(580);
	RegisterEvent(40);
	m_TextWidth[0] = 18;
	m_TextWidth[1] = 11;
	m_TextWidth[2] = 17;
	m_TextWidth[3] = 17;
	m_TextWidth[4] = 17;
	m_TextWidth[5] = 17;
	m_TextWidth[6] = 16;
	m_TextWidth[7] = 17;
	m_TextWidth[8] = 18;
	m_TextWidth[9] = 16;
	m_TextWidth[10] = 10;
	m_TextWidth[11] = 10;
	m_TextWidth[12] = 0;
	m_TextWidth[13] = 60;
	m_TextWidth[14] = 81;
	m_TextWidth[15] = 85;
	m_TextOffset[0] = 53;
	m_TextOffset[1] = 77;
	m_TextOffset[2] = 96;
	m_TextOffset[3] = 118;
	m_TextOffset[4] = 142;
	m_TextOffset[5] = 165;
	m_TextOffset[6] = 188;
	m_TextOffset[7] = 211;
	m_TextOffset[8] = 232;
	m_TextOffset[9] = 257;
	m_TextOffset[10] = 17;
	m_TextOffset[11] = 35;
	m_TextOffset[12] = 288;
	m_TextOffset[13] = 17;
	m_TextOffset[14] = 96;
	m_TextOffset[15] = 196;
	m_TextOffsetCorrection[0] = -1;
	m_TextOffsetCorrection[1] = 0;
	m_TextOffsetCorrection[2] = 0;
	m_TextOffsetCorrection[3] = 0;
	m_TextOffsetCorrection[4] = 0;
	m_TextOffsetCorrection[5] = 0;
	m_TextOffsetCorrection[6] = 0;
	m_TextOffsetCorrection[7] = -2;
	m_TextOffsetCorrection[8] = 0;
	m_TextOffsetCorrection[9] = 0;
	m_TextOffsetCorrection[10] = 0;
	m_TextOffsetCorrection[11] = 0;
	m_TextOffsetCorrection[12] = 0;
	m_TextOffsetCorrection[13] = 0;
	m_TextOffsetCorrection[14] = 0;
	m_TextOffsetCorrection[15] = 0;
	i = 1;
	if ( UnknownFunction152(i,30) )
	{
		C = UnknownFunction144(i,10);
		ii = 0;
		if ( UnknownFunction150(ii,15) )
		{
			m_Digits[UnknownFunction146(C,ii)] = TextureHandle(GetHandle(UnknownFunction112(UnknownFunction112(UnknownFunction112(UnknownFunction112("SublimityDamageWnd.SublimityDamage",string(i)),"Wnd.Digit"),string(i)),string(UnknownFunction146(ii,1)))));
			UnknownFunction163(ii);
			goto JL0243;
		}
		UnknownFunction163(i);
		goto JL0221;
	}
}

function OnEvent (int Event_ID, string a_Param)
{
	switch (Event_ID)
	{
		case 580:
		if ( UnknownFunction129(GetOptionBool("Game","SublimityOnScreenDisable")) )
		{
			HandleSystemMessage(a_Param);
		}
		break;
		case 40:
		HandleRestart();
		break;
		default:
	}
}

function HandleRestart ()
{
	local int i;

	i = 1;
	if ( UnknownFunction152(i,30) )
	{
		HideWindow(UnknownFunction112(UnknownFunction112("SublimityDamageWnd.SublimityDamage",string(i)),"Wnd"));
		UnknownFunction163(i);
		goto JL0007;
	}
}

function HandleSystemMessage (string a_Param)
{
	local string Index;
	local string Param1;
	local string Param2;

	ParseString(a_Param,"Index",Index);
	ParseString(a_Param,"Param1",Param1);
	ParseString(a_Param,"Param2",Param2);
	if ( UnknownFunction132(UnknownFunction122(Index,"35"),UnknownFunction122(Index,"1026")) )
	{
		ShowIndicator(1,int(Param1),20,False);
	} else {
		if ( UnknownFunction132(UnknownFunction122(Index,"36"),UnknownFunction122(Index,"37")) )
		{
			ShowIndicator(2,int(Param2),0,False);
		} else {
			if ( UnknownFunction132(UnknownFunction132(UnknownFunction132(UnknownFunction132(UnknownFunction122(Index,"296"),UnknownFunction122(Index,"297")),UnknownFunction122(Index,"333")),UnknownFunction122(Index,"686")),UnknownFunction122(Index,"812")) )
			{
				ShowIndicator(2,int(Param1),0,False);
			} else {
				if ( UnknownFunction122(Index,"1066") )
				{
					ShowIndicator(4,int(Param1),0,False);
				} else {
					if ( UnknownFunction122(Index,"1067") )
					{
						ShowIndicator(4,int(Param2),0,False);
					} else {
						if ( UnknownFunction122(Index,"1068") )
						{
							ShowIndicator(5,int(Param1),250,False);
						} else {
							if ( UnknownFunction122(Index,"1069") )
							{
								ShowIndicator(5,int(Param2),0,False);
							} else {
								if ( UnknownFunction122(Index,"1405") )
								{
									ShowIndicator(3,int(Param1),0,False);
								} else {
									if ( UnknownFunction122(Index,"1406") )
									{
										ShowIndicator(3,int(Param2),0,False);
									} else {
										if ( UnknownFunction122(Index,"42") )
										{
											ShowIndicator(8,0,0,False);
										} else {
											if ( UnknownFunction122(Index,"43") )
											{
												ShowIndicator(7,0,0,False);
											} else {
												if ( UnknownFunction122(Index,"139") )
												{
													ShowIndicator(11,0,50,False);
												} else {
													if ( UnknownFunction132(UnknownFunction122(Index,"157"),UnknownFunction122(Index,"159")) )
													{
														ShowIndicator(12,0,0,False);
													} else {
														if ( UnknownFunction132(UnknownFunction122(Index,"111"),UnknownFunction122(Index,"1281")) )
														{
															ShowIndicator(10,0,200,False);
														}
													}
												}
											}
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}
}

function ShowIndicator (int Type, int Value, int nGroupThreshold, bool bGrouped)
{
	local int Container;

	if ( UnknownFunction151(nGroupThreshold,0) )
	{
		UnknownFunction161(m_DamageQueue[Type],Value);
		UnknownFunction161(m_DamageQueueCount[Type],1);
		Class'UIAPI_WINDOW'.KillUITimer("SublimityDamageWnd",UnknownFunction144(-1,Type));
		Class'UIAPI_WINDOW'.SetUITimer("SublimityDamageWnd",UnknownFunction144(-1,Type),nGroupThreshold);
	} else {
		UnknownFunction165(m_LastUsedContainer);
		if ( UnknownFunction151(m_LastUsedContainer,30) )
		{
			m_LastUsedContainer = 1;
		}
		Container = m_LastUsedContainer;
		ShowAndAnimate(Type,Container,Value,bGrouped);
	}
}

function ShowAndAnimate (int Type, int Container, int Value, bool bGrouped)
{
	local string WindowName;
	local int offsetX;
	local int offsetY;

	WindowName = UnknownFunction112(UnknownFunction112("SublimityDamageWnd.SublimityDamage",string(Container)),"Wnd");
	Class'UIAPI_WINDOW'.KillUITimer("SublimityDamageWnd",Container);
	Class'UIAPI_WINDOW'.KillUITimer("SublimityDamageWnd",UnknownFunction144(-100,Container));
	Class'UIAPI_WINDOW'.SetAnchor(WindowName,"","TopLeft","TopLeft",0,0);
	Class'UIAPI_WINDOW'.ClearAnchor(WindowName);
	Class'UIAPI_WINDOW'.SetAlpha(WindowName,255);
	SetValue(Type,Container,Value,bGrouped);
	ShowWindow(WindowName);
	if ( UnknownFunction132(UnknownFunction132(UnknownFunction132(UnknownFunction154(Type,1),UnknownFunction154(Type,7)),UnknownFunction154(Type,9)),UnknownFunction154(Type,11)) )
	{
		SetDirection(Container,-1);
		offsetX = UnknownFunction146(-120,UnknownFunction147(20,UnknownFunction167(40)));
		offsetY = 0;
	} else {
		if ( UnknownFunction132(UnknownFunction132(UnknownFunction132(UnknownFunction154(Type,2),UnknownFunction154(Type,8)),UnknownFunction154(Type,10)),UnknownFunction154(Type,12)) )
		{
			SetDirection(Container,1);
			offsetX = UnknownFunction146(50,UnknownFunction146(-20,UnknownFunction167(40)));
			offsetY = 0;
		} else {
			if ( UnknownFunction132(UnknownFunction154(Type,3),UnknownFunction154(Type,4)) )
			{
				SetDirection(Container,1);
				offsetX = UnknownFunction146(-135,UnknownFunction147(20,UnknownFunction167(40)));
				offsetY = UnknownFunction146(50,UnknownFunction167(0));
			} else {
				if ( UnknownFunction154(Type,5) )
				{
					SetDirection(Container,1);
					offsetX = UnknownFunction146(-135,UnknownFunction147(20,UnknownFunction167(40)));
					offsetY = UnknownFunction146(50,UnknownFunction167(0));
				}
			}
		}
	}
	if ( UnknownFunction132(UnknownFunction132(UnknownFunction154(Type,7),UnknownFunction154(Type,9)),UnknownFunction154(Type,11)) )
	{
		offsetY = 40;
	} else {
		if ( UnknownFunction132(UnknownFunction132(UnknownFunction154(Type,8),UnknownFunction154(Type,10)),UnknownFunction154(Type,12)) )
		{
			offsetY = -40;
		}
	}
	if ( UnknownFunction154(Type,2) )
	{
		UnknownFunction165(m_Type2Count);
		if ( UnknownFunction154(m_Type2Count,7) )
		{
			m_Type2Count = 1;
		}
		offsetX = UnknownFunction146(50,UnknownFunction146(-20,UnknownFunction167(40)));
		if ( UnknownFunction154(m_Type2Count,1) )
		{
			offsetX = UnknownFunction146(50,UnknownFunction167(5));
		}
		offsetY = 0;
		if ( UnknownFunction151(m_Type2Count,3) )
		{
			offsetY = 50;
		}
	}
	Class'UIAPI_WINDOW'.Move(WindowName,offsetX,offsetY);
	Class'UIAPI_WINDOW'.Move(WindowName,0,UnknownFunction144(GetDirection(Container),0),0.1);
	Class'UIAPI_WINDOW'.SetUITimer("SublimityDamageWnd",Container,0);
}

function SetDirection (int Container, int Direction)
{
	m_Direction[Container] = Direction;
}

function int GetDirection (int Container)
{
	return m_Direction[Container];
}

function OnTimer (int Container)
{
	local string WindowName;
	local float FadeValue;
	local bool bGrouped;

	Class'UIAPI_WINDOW'.KillUITimer("SublimityDamageWnd",Container);
	FadeValue = 0.0;
	if ( UnknownFunction151(Container,0) )
	{
		WindowName = UnknownFunction112(UnknownFunction112("SublimityDamageWnd.SublimityDamage",string(Container)),"Wnd");
		Class'UIAPI_WINDOW'.Move(WindowName,0,UnknownFunction144(GetDirection(Container),100),2.75);
		if ( UnknownFunction154(m_ContainerType[Container],6) )
		{
			Class'UIAPI_WINDOW'.SetUITimer("SublimityDamageWnd",UnknownFunction144(-100,Container),0);
		} else {
			Class'UIAPI_WINDOW'.SetUITimer("SublimityDamageWnd",UnknownFunction144(-100,Container),0);
		}
	} else {
		if ( UnknownFunction130(UnknownFunction150(Container,0),UnknownFunction151(Container,-100)) )
		{
			Container = UnknownFunction144(Container,-1);
			bGrouped = False;
			if ( UnknownFunction151(m_DamageQueueCount[Container],1) )
			{
				bGrouped = True;
			}
			ShowIndicator(Container,m_DamageQueue[Container],0,bGrouped);
			m_DamageQueue[Container] = 0;
			m_DamageQueueCount[Container] = 0;
		} else {
			Container = UnknownFunction144(-1,Container);
			if ( UnknownFunction154(UnknownFunction125(string(Container)),3) )
			{
				Container = int(UnknownFunction128(string(Container),1));
			} else {
				Container = int(UnknownFunction128(string(Container),2));
			}
			WindowName = UnknownFunction112(UnknownFunction112("SublimityDamageWnd.SublimityDamage",string(Container)),"Wnd");
			HideWindow(WindowName);
		}
	}
}

function TimerFadeOut (int Container, int Duration, int Steps)
{
	local int i;
	local int C;
	local int D;

	i = 1;
	C = UnknownFunction145(100,Steps);
	D = UnknownFunction145(Duration,Steps);
	if ( UnknownFunction152(i,Steps) )
	{
		Class'UIAPI_WINDOW'.SetUITimer("SublimityDamageWnd",UnknownFunction147(UnknownFunction144(-100,Container),UnknownFunction147(100,UnknownFunction144(i,C))),UnknownFunction144(i,D));
		UnknownFunction165(i);
		goto JL0028;
	}
}

function SetValue (int Type, int Container, int Value, bool bGrouped)
{
	local int i;
	local string S;
	local string WindowName;
	local string wValue;
	local int C;
	local int nDigit;
	local int Length;
	local int PreviousDigit;

	m_ContainerType[Container] = Type;
	WindowName = UnknownFunction112(UnknownFunction112("SublimityDamageWnd.SublimityDamage",string(Container)),"Wnd");
	C = UnknownFunction144(Container,10);
JL0061:
	i = 0;
	if ( UnknownFunction150(i,15) )
	{
		m_Digits[UnknownFunction146(C,i)].SetUV(0,0);
		m_Digits[UnknownFunction146(C,i)].SetWindowSize(0,0);
		UnknownFunction163(i);
		goto JL0061;
	}
	wValue = string(Value);
	if ( UnknownFunction132(UnknownFunction132(UnknownFunction132(UnknownFunction154(Type,4),UnknownFunction154(Type,3)),UnknownFunction154(Type,6)),UnknownFunction154(Type,5)) )
	{
		wValue = UnknownFunction112("#+",wValue);
	} else {
		if ( UnknownFunction132(UnknownFunction154(Type,7),UnknownFunction154(Type,8)) )
		{
			wValue = "M";
		} else {
			if ( UnknownFunction132(UnknownFunction154(Type,9),UnknownFunction154(Type,10)) )
			{
				wValue = "B";
			} else {
				if ( UnknownFunction132(UnknownFunction154(Type,11),UnknownFunction154(Type,12)) )
				{
					wValue = "R";
				} else {
					if ( bGrouped )
					{
						wValue = UnknownFunction112("#",wValue);
					}
				}
			}
		}
	}
	Length = UnknownFunction125(wValue);
	i = 1;
	if ( UnknownFunction152(i,Length) )
	{
		S = UnknownFunction234(UnknownFunction128(wValue,i),1);
		if ( UnknownFunction122(S,"+") )
		{
			nDigit = 10;
		} else {
			if ( UnknownFunction122(S,"-") )
			{
				nDigit = 11;
			} else {
				if ( UnknownFunction122(S,"#") )
				{
					nDigit = 12;
				} else {
					if ( UnknownFunction122(S,"M") )
					{
						nDigit = 13;
					} else {
						if ( UnknownFunction122(S,"B") )
						{
							nDigit = 14;
						} else {
							if ( UnknownFunction122(S,"R") )
							{
								nDigit = 15;
							} else {
								nDigit = int(S);
							}
						}
					}
				}
			}
		}
		m_Digits[UnknownFunction146(C,UnknownFunction147(i,1))].SetUV(GetU(nDigit),GetV(Type));
		m_Digits[UnknownFunction146(C,UnknownFunction147(i,1))].SetWindowSize(GetWidth(nDigit,Type),GetHeight(nDigit));
		if ( UnknownFunction151(i,1) )
		{
			m_Digits[UnknownFunction146(C,UnknownFunction147(i,1))].SetAnchor(UnknownFunction112(UnknownFunction112(UnknownFunction112(WindowName,".Digit"),string(Container)),string(UnknownFunction147(i,1))),"TopLeft","TopLeft",UnknownFunction146(GetWidth(PreviousDigit,Type),GetOffsetCorrection(PreviousDigit)),0);
		}
		PreviousDigit = nDigit;
		UnknownFunction163(i);
		goto JL01A9;
	}
}

function int GetU (int nDigit)
{
	return m_TextOffset[nDigit];
}

function int GetV (int Type)
{
	if ( UnknownFunction154(Type,1) )
	{
		return 18;
	} else {
		if ( UnknownFunction154(Type,2) )
		{
			return 68;
		} else {
			if ( UnknownFunction154(Type,3) )
			{
				return 118;
			} else {
				if ( UnknownFunction154(Type,5) )
				{
					return 168;
				} else {
					if ( UnknownFunction154(Type,4) )
					{
						return 218;
					} else {
						if ( UnknownFunction154(Type,6) )
						{
							return 268;
						} else {
							if ( UnknownFunction132(UnknownFunction132(UnknownFunction154(Type,7),UnknownFunction154(Type,9)),UnknownFunction154(Type,11)) )
							{
								return 399;
							} else {
								if ( UnknownFunction132(UnknownFunction132(UnknownFunction154(Type,8),UnknownFunction154(Type,10)),UnknownFunction154(Type,12)) )
								{
									return 449;
								}
							}
						}
					}
				}
			}
		}
	}
	return 18;
}

function int GetWidth (int nDigit, int Type)
{
	if ( UnknownFunction154(nDigit,12) )
	{
		if ( UnknownFunction154(Type,1) )
		{
			return UnknownFunction146(31,2);
		}
		if ( UnknownFunction154(Type,3) )
		{
			return UnknownFunction146(20,2);
		}
		if ( UnknownFunction154(Type,5) )
		{
			return UnknownFunction146(24,2);
		}
		if ( UnknownFunction154(Type,4) )
		{
			return UnknownFunction146(22,2);
		}
		if ( UnknownFunction154(Type,6) )
		{
			return UnknownFunction146(31,2);
		}
	}
	return m_TextWidth[nDigit];
}

function int GetHeight (int nDigit)
{
	return 27;
}

function int GetOffsetCorrection (int nDigit)
{
	return m_TextOffsetCorrection[nDigit];
}

 

thanks 

please delete or close this post , I have already been able to solve my problem, a greeting. 
🙂 

I have already been able to solve my problem, a greeting. 
:-)

 

Posted
On 5/14/2021 at 6:36 PM, destrodevianne said:

thanks 

please delete or close this post , I have already been able to solve my problem, a greeting. 

 

ok, locked.

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Duplicate Payment Prevention Built-in protections include: Idempotency control Transaction reference validation Payment status verification Unique external payment references Database transactions and rollback Durable payment history Completed-order verification These protections prevent: Double credits Repeated processing Duplicate payment callbacks Incomplete financial operations Signed Payment Callback Protection Payment callbacks are protected through: HMAC-SHA256 authentication Constant-time signature comparison Signed callback timestamps Callback freshness validation Shared callback secrets This helps prevent forged payment notifications, callback manipulation, and replay attacks. SQL Injection Protection The database layer uses: PDO Prepared statements Parameter binding Controlled internal allowlists for dynamic identifiers User-controlled values are not directly concatenated into SQL queries. XSS Protection Output and form data are protected through: HTML escaping Attribute escaping Input filtering HttpOnly session cookies MIME-sniffing protection Frame embedding restrictions These measures reduce the risk of Cross-Site Scripting, malicious HTML injection, session theft, and clickjacking. CSRF Protection Sensitive forms and administrative operations use session-based CSRF tokens. Requests without a valid token are rejected, helping prevent unauthorized actions performed through malicious external websites. Secure Session Protection The session system includes: HttpOnly cookies Secure cookie support SameSite restrictions Session ID regeneration Authentication state validation Session timeout controls These protections reduce the risks of session fixation, session theft, and unauthorized account reuse. reCAPTCHA Protection Google reCAPTCHA may be enabled on sensitive public forms to reduce: Automated account registrations Spam submissions Bot login attempts Automated password recovery abuse Confirmation Resend Limits Email and WhatsApp confirmation resends are protected through: Cooldown periods Rate limiting Expiring verification codes Attempt counters This prevents verification-message flooding and excessive external API usage. Licensing and Anti-Cloning Protection The website includes centralized licensing controls with: License-key validation Domain binding Signed license responses Cached license validation Temporary offline grace period Circuit-breaker protection Unauthorized-domain rejection These measures help prevent unauthorized installation, cloning, and redistribution of the system.
    • Tool that allows you to download the Lineage 2 game client directly from the official publisher CDNs. It fetches the CDN's file list and downloads every patch file, decompresses it (LZMA / Zip) and writes the finished client to disk — and can resume or repair an existing installation instead of starting over. It runs several client downloads at once through a batch queue, so you can prepare multiple regions or versions in a single session.   Supported: NCSoft CDNs (TW / KR / JP / NA) and  4game CDNs(RU / EU)   Download: https://drive.google.com/file/d/11SDcNASqO2GKOBT79LFu7mqvSRSJZvBS
    • https://l2avokado.com/ Hello everyone,   After some time of development, we've decided to open L2Avokado to the public in its current development stage. We're looking for players who enjoy Interlude and would like to help shape the project before its official release.   This isn't a "launch" announcement. Instead, we're inviting the community to log in, explore the server, test the systems we've built, and provide honest feedback. Whether it's bug reports, balance suggestions, progression ideas, or quality-of-life improvements, we'd love to hear them.   Our goal has always been to create an Interlude server that feels familiar while offering a fresh progression experience. We've intentionally avoided custom weapons, armor, and client modifications. Instead, we've focused on redesigning progression through reworked hunting grounds, quests, crafting, and gameplay systems while remaining compatible with a clean Interlude client.   At this stage, the core progression path has been implemented, including the main hunting grounds, quests, custom systems, and events. However, as the project is still under active development, there will inevitably be bugs, balance issues, and areas that require further polishing.   This is exactly why we'd like your help.   We're looking for players who are willing to: Test gameplay and progression. Report bugs and exploits. Suggest balance improvements. Share ideas for new features or quality-of-life changes. Help us build a server that the community genuinely enjoys playing.   The Client and System downloads are already available on our website, so you can jump straight into the game. We're also working on a dedicated launcher that will simplify installation and future updates.   If you're interested in helping develop a unique Interlude project and want your feedback to genuinely influence the direction of the server, we'd love to have you with us.   We look forward to seeing you in-game and hearing your thoughts on Discord. https://l2avokado.com/
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