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Posted

As you may have noticed, this bug works in almost every pack and the only way to avoid it is to add this code in your server's source. I've seen characters having 100.000 HP using this bug, because they can do it over and over again.

 

Index: /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java
===================================================================
--- /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(revision 1434)
+++ /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(working copy)
@@ -9680,6 +9680,90 @@

public boolean setActiveClass(int classIndex)
    {
+	      L2ItemInstance rhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
+	      if (rhand != null)
+	      {
+	         
+	            L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(rhand.getItem().getBodyPart());
+	            InventoryUpdate iu = new InventoryUpdate();
+	            for (L2ItemInstance element : unequipped)
+	               iu.addModifiedItem(element);
+	            sendPacket(iu);
+	         
+	      }
+	      
+	      L2ItemInstance lhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
+	      if (lhand != null)
+	      {
+	         
+	            L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(lhand.getItem().getBodyPart());
+	            InventoryUpdate iu = new InventoryUpdate();
+	            for (L2ItemInstance element : unequipped)
+	               iu.addModifiedItem(element);
+	            sendPacket(iu);
+	         
+	      }
        /*
         * 1. Call store() before modifying _classIndex to avoid skill effects rollover.
         * 2. Register the correct _classId against applied 'classIndex'.
         */
        store();

 

After you add this code, compile your pack and the bug will be fixed.

Once this code is added in your source, a character's weapon or shield is automatically unequipped while changing or canceling a sub-class, before the passive ability is stacked.

 

Credits To: Kazeno

Posted

man i want to ask something cause i don't know many things about compile or java

everytime that i use a code i have to compile my pack again? i am asking cause u saying:

After you add this code, compile your pack and the bug will be fixed.

 

Posted

Better => http://www.maxcheaters.com/forum/index.php?topic=41734.0

 

Or Even Better >

 

Index: /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java

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

--- /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java (revision 2789)

+++ /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java (working copy)

@@ -9680,6 +9680,90 @@

      */

    public boolean setActiveClass(int classIndex)

    {

+       L2ItemInstance chest = getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST);

+       if (chest != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(chest.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance head = getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD);

+       if (head != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(head.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance gloves = getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES);

+       if (gloves != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(gloves.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance feet = getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET);

+       if (feet != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(feet.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance legs = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS);

+       if (legs != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(legs.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance rhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);

+       if (rhand != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(rhand.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance lhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);

+       if (lhand != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(lhand.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+

        //  Cannot switch or change subclasses while transformed

        if (isTransformed())

            return false;

 

:)

  • 1 month later...
Posted

Is not the same? O.O

 

Kazeno Code;

 

 

Index: /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java
===================================================================
--- /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(revision 1434)
+++ /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(working copy)
@@ -9680,6 +9680,90 @@

public boolean setActiveClass(int classIndex)
    {
+	      L2ItemInstance rhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
+	      if (rhand != null)
+	      {
+	         
+	            L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(rhand.getItem().getBodyPart());
+	            InventoryUpdate iu = new InventoryUpdate();
+	            for (L2ItemInstance element : unequipped)
+	               iu.addModifiedItem(element);
+	            sendPacket(iu);
+	         
+	      }
+	      
+	      L2ItemInstance lhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
+	      if (lhand != null)
+	      {
+	         
+	            L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(lhand.getItem().getBodyPart());
+	            InventoryUpdate iu = new InventoryUpdate();
+	            for (L2ItemInstance element : unequipped)
+	               iu.addModifiedItem(element);
+	            sendPacket(iu);
+	         
+	      }
        /*
         * 1. Call store() before modifying _classIndex to avoid skill effects rollover.
         * 2. Register the correct _classId against applied 'classIndex'.
         */
        store();

 

RizeL Code;

 

/**
    * Changes the character's class based on the given class index.
    * <BR><BR>
    * An index of zero specifies the character's original (base) class,
    * while indexes 1-3 specifies the character's sub-classes respectively.
    * 
    * @param classIndex
    */
   public boolean setActiveClass(int classIndex)
   {
+      L2ItemInstance chest = getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST);
+      if (chest != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(chest.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance head = getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD);
+      if (head != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(head.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance gloves = getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES);
+      if (gloves != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(gloves.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance feet = getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET);
+      if (feet != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(feet.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance legs = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS);
+      if (legs != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(legs.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance rhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
+      if (rhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(rhand.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance lhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(lhand.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance lear = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEAR);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(lear.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance rear = getInventory().getPaperdollItem(Inventory.PAPERDOLL_REAR);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(rear.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance neck = getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(neck.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance lfinger = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(lfinger.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance rfinger = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(rfinger.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance under = getInventory().getPaperdollItem(Inventory.PAPERDOLL_UNDER);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(under.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }

 

 

Rizel code is more complete at Kazeno only The weapon And Shield Remove wen the character Change subclass... !

Posted

Title of Rizel's Share: Forbid to equip some kind of items

 

That's what his code doing! Kazeno's is unequiping weapon before changing sub.

 

Posted

Title of Rizel's Share: Forbid to equip some kind of items

 

That's what his code doing! Kazeno's is unequiping weapon before changing sub.

 

 

Are you telling me what code of kazeno and rizel are? rofl!

 

Inside of post of rizel if you watch the code carefully  you will see from where the code start;

 

Kazeno Code;

 

 

[code]Index: /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java
===================================================================
--- /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(revision 1434)
+++ /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(working copy)
@@ -9680,6 +9680,90 @@

public boolean setActiveClass(int classIndex)
    {

 

 

Rizel Code

 

/**
    * Changes the character's class based on the given class index.
    * <BR><BR>
    * An index of zero specifies the character's original (base) class,
    * while indexes 1-3 specifies the character's sub-classes respectively.
    * 
    * @param classIndex
    */
   public boolean setActiveClass(int classIndex)
   {

If those line are not the same maybe my eyes lie me!

 

//end lmao!

[/code]

Posted

Thats a reshare with another description...first Rizel share it as a fix for his item restriction share to dont cheat with the armors weapons Kazeno only take a part of the code and post it with another description as a "bug fix to subclass SA stuck bug" so credits to kazeno?...i dont think so...credits goes to Leeching...Fakoykas that share and rizels share is the same Kazeno take a part of rizels code and he share it nothing more Rizels share solve this SA stuck bug too so i dont see any reason why credits to Kazeno he only c/p a part from Rizels code...

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Detailed event information can be found at https://legacy-lineage2.com/news/_rudolf_the_red.html After configuring .eventdata.xml and starting the server, t  server log shows: 12/02/2025 15:39:01.809, [NO_ERROR] SpawnEx2 [br_xmas2009_invisible][schuttgart20_npc2213_xs03m1] [1][0][0][0][0][346796390] 12/02/2025 15:39:02.057, DummyPacket received from L2Server 12/02/2025 15:39:02.058, server socket close 312ac(f0820224) error(997) 12/02/2025 15:39:02.058, [CallStack][tid:0][tick:2][0] Begin 12/02/2025 15:39:02.058, [CallStack][tid:0][tick:2][1][0] void __cdecl IOThreadCallback::IOThread_common(void) 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][2][1] void IOThread_common 1 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][3][2] void __cdecl CIOSocketEx<class CIOBufferEx<16384> >::Close(void) 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][4][3] void __cdecl CServerSocket::OnClose(void) 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][5] End l2server log: 12/02/2025 15:39:02.112, npc server closed(127.0.0.1) error: 64 read buffer size: (server:0 npc:0) 12/02/2025 15:39:02.112, [NO_ERROR] L2Server is under protection mode!!! 12/02/2025 15:39:02.112, [NO_ERROR] L2Server is under protection mode!!! 12/02/2025 15:39:02.112, [NO_ERROR] L2Server is under protection mode!!! 12/02/2025 15:39:02.131, dwTime[0] < 80 !!!!!!! 12/02/2025 15:39:02.131, [CallStack][tid:7][tick:1][0] Begin 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][1][0] void __cdecl IOThreadCallback::IOThread_common(void) 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][2][1] void IOThread_common 1 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][4][3] void __cdecl NpcSocket::OnClose(void) 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][3][2] void __cdecl CIOSocketEx<class CIOBufferEx<16384> >::Close(void) 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][5] End 12/02/2025 15:39:31.767, server closed(127.0.0.1) Error: 64 Read buffer size: (server:0 npc:0) 12/02/2025 15:39:31.768, [NO_ERROR] Logout All Characters : 1   The NPC server sent a packet to the L2 server while generating the br_xmas2009_invisible game NPC server, and the NPC server subsequently crashed.     After some digging, I found a clue in a very old MXC post, but the fix was for the GF version. The whole problem is in l2server side support for NPC function CreateOnePrivateNearUser. It sends CreatePacket but Koreans made some changes in it (added instance ID) so it got broken. As Santa event is the only AI that uses this function, they probably don't know about it    So is there a way to fix this problem, specifically for Myext64 HF? I'd be happy to buy him coffee. set_compiler_opt base_event_type(@NTYPE_NPC_EVENT) class ai_br_vital_manager : default_npc { parameter: int br_vitality2010_EVENT_ID = 20108888; handler: EventHandler CREATED() { } EventHandler TALKED(talker) { ShowPage(talker, "br_vi_stevu001.htm"); super; } EventHandler GIVE_EVENT_DATA(talker, i0, i1, i2, i3, i4) { i3 = i2 / 3600; i2 = i2 - i3 * 3600; i4 = i2 / 60; i2 = i2 - i4 * 60; if (i1 == 20108888) { if (i0 == 1) { CastBuffForQuestReward(talker, @s_br_vitality_day_1); CastBuffForQuestReward(talker, @s_br_vitality_day_2); ShowPage(talker, "br_vi_stevu002.htm"); } else { ShowPage(talker, "br_vi_stevu003.htm"); } } } EventHandler MENU_SELECTED(talker, ask, reply, c0) { if (ask == 50021) { select (reply) { case 1: CanGiveEventData(talker, 20108888); break; case 2: if (talker.level <= 75) { ShowPage(talker, "br_vi_stevu005.htm"); } else if (IsInCategory(@fighter_group, talker.occupation)) { CastBuffForQuestReward(talker, @s_wind_walk_for_newbie); CastBuffForQuestReward(talker, @s_shield_for_newbie); CastBuffForQuestReward(talker, @s_magic_barrier_for_adventurer); CastBuffForQuestReward(talker, @s_bless_the_body_for_newbie); CastBuffForQuestReward(talker, @s_vampiric_rage_for_newbie); CastBuffForQuestReward(talker, @s_regeneration_for_newbie); CastBuffForQuestReward(talker, @s_haste_for_adventurer); ShowPage(talker, "br_vi_stevu006.htm"); } else if (IsInCategory(@mage_group, talker.occupation)) { CastBuffForQuestReward(talker, @s_wind_walk_for_newbie); CastBuffForQuestReward(talker, @s_shield_for_newbie); CastBuffForQuestReward(talker, @s_magic_barrier_for_adventurer); CastBuffForQuestReward(talker, @s_bless_the_soul_for_newbie); CastBuffForQuestReward(talker, @s_acumen_for_newbie); CastBuffForQuestReward(talker, @s_concentration_for_newbie); CastBuffForQuestReward(talker, @s_empower_for_newbie); ShowPage(talker, "br_vi_stevu007.htm"); } break; case 3: c0 = GetSummon(talker); if (talker.level <= 75) { ShowPage(talker, "br_vi_stevu011.htm"); } else if (IsNullCreature(c0) == 0 && IsInCategory(@summon_npc_group, c0.class_id) && IsInCategory(@pet_group, c0.class_id) == 0) { CastBuffForQuestReward(c0, @s_wind_walk_for_newbie); CastBuffForQuestReward(c0, @s_shield_for_newbie); CastBuffForQuestReward(c0, @s_magic_barrier_for_adventurer); CastBuffForQuestReward(c0, @s_bless_the_body_for_newbie); CastBuffForQuestReward(c0, @s_vampiric_rage_for_newbie); CastBuffForQuestReward(c0, @s_regeneration_for_newbie); CastBuffForQuestReward(c0, @s_bless_the_soul_for_newbie); CastBuffForQuestReward(c0, @s_acumen_for_newbie); CastBuffForQuestReward(c0, @s_concentration_for_newbie); CastBuffForQuestReward(c0, @s_empower_for_newbie); CastBuffForQuestReward(c0, @s_haste_for_adventurer); ShowPage(talker, "br_vi_stevu009.htm"); } else { ShowPage(talker, "br_vi_stevu010.htm"); } break; } } } } Another one is about the " br_vitality2010_event event".   GIVE_EVENT_DATA is likely the only one in the activity AI script that uses this handle.      
    • Offtopic, personal attacks, probably too old to use that much memes and what's YOUR actual contribution to L2J, in order I laugh aswell ?   The main poster quotes my pack so I answer accordingly, while you advertise L2JFrozen in both of your posts - discontinued since 2014 (? 1132 rev), with none taking back the open source lead while anyone could.   If you're somewhat affiliated to hopzone, you probably packed way more money than me. Packs don't make any type of money (barely 100e/month) and if you would follow me, you would know there are ways to handle it or even getting paid.   Hope I was short enough, 🧂🤡.
    • Hi guys, this is a CMS im sharing for lineage 2 servers, im tired of the crap i see on new release servers. Dont let me start on the IA developed ones lmao.   📋 Description Free and open source template to create landing pages for Lineage 2 private servers. Designed with a dark fantasy theme and modern animations. ✨ Current Features This FREE version includes: Complete Landing Page - Professional design ready to use Multi-language Support - Spanish, English, Portuguese Dark Fantasy Theme - With animated UI elements Server Information - Rates, features, and rules Olympiad Ranking - Rankings display Download Section - For game client Skins and Animations Gallery Streaming Widget - Twitch/Kick integration Fully Customizable - Via configuration files ❌ Not Included in Free Version ❌ User Registration System ❌ Online Players Counter ❌ Donation Panel 💎 Premium Integrations IntegrationPrice Registration System $50 USD Online Players Counter $50 USD Donation Panel $50 USD   📧 Contact: https://gh0tstudio.com 🛠️ Tech Stack Technology    Version    Description React              19.2.0       UI Library TypeScript       5.8.2        Static typing Vite                 6.2.0         Build tool TailwindCSS   CDNCSS    Framework Lucide React   0.554.0         Icons i18next           23.16.0       Internationalization react-i18next   15.1.0        React bindings for i18n All documentation provided for AI AGENTS to make changes on the ui texts and so on. u can have a look on the cms fully working with donation panel, online count and register via: https://crmlineage2.vercel.app/ https://github.com/6h0T/CRM-LINEAGE2-FREE If u are in the lookings to develop a unique website for ur projects, u can dm me or contact me throw my socials on my profile. all code has encrypted references so any type of rebranding, copying or selling without authorization will result in take downs
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