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Καποιες συμβουλες για ολυμπιαδα στον l2 elite


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Katarxas an kapios summoner kanei enchant to pet tou kai to paei +10 tote to pet paei 79 lvl anti apo 78 kai episis ama pas kai skotosis 5-6 mob to pet paei lvl 87 kai kerdizi stats acurracy etc

Episis gia tous destro kalo tha itan giati opws oli kseroume i summoners tous afinoun me miso life gia na kerdisoun apo ta dmg alla ama kapios destro ksekinisi me weapon anger kai otan ftasi sti mesi i zoi tou valei ena health weapon tha mporesi na xrisimopoiisi ta skills frenzy-guts-zealot etc wste na kerdisi to match afta apo mena oti neotero tha sas pw :D

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    • I guess if you want to learn the whole process, your best bet is to start with a classic client (like salvation? also must be easy to modify so that you don't get stuck behind paywalls) and check how the network communication is implemented. L2jmobius has a lot of sources that use classic clients.
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    • WTS Gold bars reborn interlude x10   discord : xeenthekeen
    • Guys, if you'd let me be the bearer of bad news, No amount of "break from server development" can justify your complete lack of idea how things work. If it was this easy, you should've been seeing 90% of the servers of the popular old versions, such as IL and HF, running on the newest client. For this task, you would need a lot of time - think at least 2 months, if you can code, have access to all the necessary tools for client development, and you have a relatively good idea of how server<->client communication works. f you don't, then you either find yourself a well-paying job and find someone who would do it for you or you put the idea aside (for no less than 1-2 years) and start reading and learning asap. Let me give you a little preview/breakdown of what some of the work includes. The work can be split into two parts - SERVER side and CLIENT side.  The server and the client communicate through packets. Each of these packets has a defined structure. Both, the server and the client MUST know this structure and MUST use the same structure, otherwise they won't be able to "understand" each other. - The server side predominantly includes the alteration of existing packet structure and the creation (from zero) of missing packets that the client requires. Then you also have to take these changes into account and alter the existing features of your server to match the changes. A good example for this is SKILL ENCHANTING. On older chronicles, the enchant level is determined by the LEVEL value of the skill and on the new clients, it has been taken out into a separate value. What this means is that you would have to figure out a way to adapt the old system to the new requirements. - Now that we mentioned the client, you would also need to edit a bunch of files, such as Interface, UTX, UNR, as well as DAT files, including those related to ITEMS, SKILLS, QUESTS, NPCS, and AUGMENTATION STATS and DESCRIPTIONS, etc. For some of those, you would also have to figure out how to check for missing entries and how to parse data from the older client to the new. The best example, again, would be the SKILLS. On the latest clients, the skill enchanting was limited to only +20. As such, even if there were some matching skills between the two different client versions, you would still need to add the missing 10 levels to +30. And once you complete all of that, you start testing and fixing bugs and sh1t. And once you have fixed all of that, you can start adding new features from the new client, because otherwise it would be one big mess and a waste of time and/or money.
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