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Selling JGuard for Lineage 2 High Five and Interlude. Client module plus the game-server side that works with it. Other chronicles can be adapted on request. Settings live inside the build, not in a file next to the client.

L7 anti-DDoS

  • New connections are limited per IP. Going over the limit gets a temporary ban. A whitelist skips the limits.
  • Cap on how many connections one IP can hold at once, and a cap on all connected clients. Extra connections are dropped before login.
  • Clients that sit connected without logging in are dropped on a timeout.
  • Too many failed logins from one IP in a short window gets a temporary ban. A successful login clears the counter.
  • Each session must prove it is running the real protected client. A stock client, a replay, or a flood that is not the protected client never gets into the world.
  • Bad or repeated guard replies are scored. You can watch only, or kick and ban. Old replies are ignored.

Tied to your server

  • The client only plays on your login and game servers.
  • A connection to the wrong host never starts a session.
  • If your host cannot be resolved, the client closes.
  • Traffic uses its own encryption, agreed with the server.
  • If something else takes over packet sending, the client reports it and exits.

Build, hardware id, bans

  • Each build has a version. An old client is refused and told to run the updater.
  • A hardware id is sent to the server. A missing or broken id can be kicked.
  • The server stores hardware ids, bans by hardware id on the account or the character, and limits how many clients one machine can run.
  • Ban and "update the client" messages are shown in a window before the connection closes.
  • Admin tools: look up a hardware id, ban a character, ban an account, reload the lists, and an in-game guard menu. Logs can be written to the database.

Antibot

  • While the player is in the world, the client keeps answering the server. The server can also ask on its own timer.
  • Adrenalin-style bots and L2Walker are detected, including when they are injected into the game.
  • Their windows and shortcuts can be blocked. If the protection itself is patched in memory, that is detected.
  • The usual "a bot has attached" dialog can be suppressed. The bot can be closed after the server has accepted the report.
  • On startup you can close the client immediately, or only report and let the server decide.
  • The server can warn, kick, then ban, with separate rules for Walker and Adrenalin. You can also log hits without punishing.
     

Accounts

  • A saved-accounts panel on the login screen: pick an account, log in, remove it, and a save checkbox.
  • Passwords are stored encrypted for the current Windows user. Another Windows user cannot read them. Raising the list version clears saved accounts.
  • Logging in again while a game session is still alive is blocked.
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Server to client

  • The character name can be placed in the window title while the player is in the world. After logout the title returns to normal.
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  • The server can open a web link in the browser, including from a voice command.
  • The server can show a message box, used for bans and for an outdated client.
  • Optional text can be drawn on the game screen, including a clock.

Extras

  • The client-side chat delay can be turned off. Game files on disk are not modified.
  • Paste from the clipboard into the game while its window is focused.
  • Discord Rich Presence: text, images, and a session timer.
  • Optional splash screen, your own window title, a check that the updater is present, and a log of every time the protection closes the client.
     

You get the client for High Five and Interlude, and the matching game-server protection: anti-DDoS, session check, hardware id, punishments, and the build check. Other chronicles are adapted separately, against your client.

I can also refine any features and ideas. Website statistics transfer, new features, and patches for existing client features.

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