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melron

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melron last won the day on December 22

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    melron mxc

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  1. Hello cheaters, As a team of avid developers and enthusiasts of Lineage 2, we are excited to present the L2 Control Hub, a groundbreaking plugin designed by myself and my collaborator, StinkyMadness. This innovative tool equips server administrators with powerful automation capabilities directly within the game's community board. L2 Control Hub simplifies the creation and management of automations, enabling you to customize your server operations without the need to modify the source code. Key Features of L2 Control Hub: Robust Automation Triggers: Select from a plethora of triggers currently available, with continuous additions in the works to enhance your control options. Dynamic Conditions and Actions: Tailor your server operations with an extensive range of conditions and actions, ensuring flexible and precise control over game events and player interactions. Customizable Variables: Easily integrate server-specific variables from your database to further personalize and streamline your automations. Utilize these variables across various automation scenarios to cater to your specific server requirements. JavaScript Integration: Execute custom JavaScript codes that interact seamlessly with Java classes, bringing advanced functionalities to your server's ecosystem. Explore L2 Control Hub in Action: We've prepared a series of video tutorials to demonstrate the capabilities of L2 Control Hub: Control Hub - Create a Simple Flow with 1 Condition and 1 Action: Get started with basic automations. Control Hub - Multiple Conditions with Multiple Actions: Explore more complex automations for detailed server management. Control Hub - Using Variables: Discover how to implement and use custom variables for tailored automations. Control Hub - Using JavaScript: Experience the power of custom scripts in enhancing your server functionality. L2 Control Hub is currently about 70% complete, and we are actively developing and refining features. We invite you to join our Discord community to engage with the development process, provide feedback, and be the first to test new features. Additionally, any updates or changes to the plugin are seamlessly delivered to all customers directly from our web server, ensuring your system is always up-to-date without the need for manual downloads. Your game, your rules, automated. Join us in redefining server management in Lineage 2 and elevate your gaming community with unmatched automation capabilities. For more details, contact us directly to get started with L2 Control Hub. Currently, the plugin is developed using aCis sources. We will continue with these sources until we finalize all the necessary details before proceeding to integrate with the more prominent sources available. The L2 Control Hub is designed to extend beyond mere functional additions to your server. We are in the process of implementing a suite of advanced mechanisms, such as a vote manager capable of interfacing with any Lineage 2 voting site without requiring configuration, live statistics to provide admins with real-time insights, and an event engine that can generate any desired event within seconds. All these features will be seamlessly integrated into the module, enhancing your server management experience significantly. Please note that L2 Control Hub will be a premium tool, reflecting the extensive features and benefits it offers. While we are finalizing the pricing structure, rest assured that we aim to deliver great value for your investment. We will announce the cost details soon on our platforms to ensure everyone is well-informed and can plan accordingly. Join us to take your server management to the next level with L2 Control Hub.
  2. From a security standpoint, I would say yes, it is a concern. However, from a broader perspective, it is not an ideal approach. The code you provided establishes three separate database connections for a single click, which is highly inefficient. It would be more advisable to implement a manager that can handle all the necessary tasks and hold the relevant data, rather than querying the database each time. This approach would greatly improve the efficiency and maintainability of the code.
  3. You should consider to fix this code. I won't mention that it's coding style is before java 8, but I will mention the security issue of your bypasses. You can easily get any item with your desired enchant value
  4. Good luck with your sales buddy. You can re-design the html (action) part and the item engine. (You got a retail trade system )
  5. As An4rchy said, its not enough the 'read' part. You need to edit some other parts too. Also, i'm wondering.... these lines (the set part): else if ("production".equalsIgnoreCase(c.getNodeName())) { set.set("itemId", Integer.parseInt(c.getAttributes().getNamedItem("id").getNodeValue())); .... } else if ("productionRare".equalsIgnoreCase(c.getNodeName())) { set.set("rareItemId", Integer.parseInt(c.getAttributes().getNamedItem("id").getNodeValue())); ... } else if ("productionRare2".equalsIgnoreCase(c.getNodeName())) { set.set("rareItemId2", Integer.parseInt(c.getAttributes().getNamedItem("id").getNodeValue())); ... } They are all parsing a number (Integer.parseInt(c.getAttributes().getNamedItem("id").getNodeValue())) While they are reading the "id" node value which in your case (even the retail one) are not numeric values id="Vesper Helmet" id="Vesper Helmet Foundation" id="Custom Vesper Helmet Foundation" So, either i really can't understand the way the parsing works, or even your retail code is broken.
  6. The problem is that you are not a hero. Hero items can be equipped by hero players. In your case you have hero status but you are not a hero player. Olympiad manager and hero manager, can't recognize you
  7. I know, sometimes certain thoughts weigh on you and you just want to express them. Yes, I know that this has been happening for a long time, but it wasn't so noticeable for several reasons. However, the issue is that even if we say we don't provide support. (Just nobody). Τhings will only get worse due to the inadequate knowledge out there.
  8. But, "I wanna create a server just 4 fun, with my friends". The main problem here is not the preconfigured pack, but rather the ability for anyone to publish such a server. This is one of the main reasons why the game is dying. In my opinion, it's not a problem at all to lend a hand when a newbie can't find where to change the mana potions in the XML files. However, I do have a problem when they need modifications on the Java side and don't know what an IDE is, all while the server is in a live state with 10 people online. This is embarrassing, sad, and mainly a problem. It is really sad that anyone out there can publish a server within 20 minutes without having sources, using the phrase "the best server," and then (while these few ppl left) close it after 6 hours by saying "I will open another one in 2 months with crazy new features," when all they doing is changing 5 HTML and one buffer. Unfortunately, there isn't a rule about this (although I wish there were). So, you can't just avoid this issue (I'm sorry). P.S. A gift for you: https://prnt.sc/ExntaP6dKy9f
  9. It seems that there is a synchronization problem. The server is not communicating correctly with the client and has not received the correct coordinates concerning the player's location at the right time.
  10. Shouldn't we had to read Rationale's side of those reports?
  11. No clue then. But the logic is the same, take a look at your 4267 (Grade Penalty) ,4268 (Weight Penalty) skills at your xmls/database and just get the attribute that you need that refers to not remove on death case. On aCis, is like that: <set name="stayAfterDeath" val="true" />
  12. Would you mind to share with us what sources you are using?
  13. I guess so, since the only change on xmls concerns a new line, all you have to do is to adapt the java side to read that line on your items/skills
  14. Nice feature @LordPanic. You can create a lot of similar things to prevent bots with this packet. Just use your fantasy Well, since the coordinates are sent from the source to client, you can always check if the player can move to that point (by using geodata) and then send them to client. Its all about how you will structure it. The specific packet, it may be the best choice for antibot system (i'm not sure if any bot program can handle this packets and send the movement, but still is the best choice)
  15. It has nothing to do with the html. You should not convert your number to a scientific format and instead, you should use a fixed type. For example, the value 1.521e-003 is equal to 0.001521. int main() { double ex1 = 1.521e-003; cout << "Value = " << fixed << ex1 << endl; return 0; }
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