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WTF is this ? :D


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It should be noted that it's an l2j guide, evident by #5

5) we send RequestServerLogin, on what the server checks ours AccessLevel (if it is equal-1, means we banned) and depending on our login, the password, a level of access and a socket, generates unique 32-bit SessionKey *2 on which in a consequence we will be authorized with a game-server. If the game server in down, simulates this condition (administrators do it for work on a server) or is simply full, refuses to accept us.

 

The l2off auth server(s) always check if an account is paid for (pay_stat) and not banned (block_flag(2)) when you send the RequestAuthLogin packet, not RequestServerLogin.

Also, with l2off the first session key is always the account ID of the authorizing account and the second session key is an incremented value for each successful login attempt, it starts as 0 and increments every time a player logs in successfully.

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