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hNoke

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  1. A new update (v1.5.1) has just been released. It is neccessary to download it as the address of the nexus auth server has changed. The update also fixes some bugs. The next update is the promised major update, which will bring new event together with multilanguage and L2J callback support and many other interesting things. Check it out here: http://nxs.cz/showthread.php?tid=965&pid=1170
  2. not yet I have been working on a new cool and very advanced event, called Lucky Chests. Check it out here. It is almost finished, I will post some screenshots or make a video soon.
  3. Sorry, interlude is not aviable yet. Hopefully, I will work on it soon.
  4. A new update bringing one new event and many bugfixes and improvements has been released (v1.40) http://nxs.cz/showthread.php?tid=85&pid=188
  5. I have created a new section on our forums for all added events. Each event will be described there and there will also be screenshots taken from event's runtime. Check it out here: http://nxs.cz/forumdisplay.php?fid=18
  6. Thank you, Nik. Yeah, it's true that sometimes I wanted to give up working on the damned HTML files and admin panel generally and just make it configurable from some xml's or another config files... also can't imgine how advanced could the events be, if I haven't spent like 70% of developing time on the admin panel. But I kept working on it, got some motivation from... I don't even know where, and finally got the admin panel finished. Now, everything is configurable from it and making events to connect to the panel is a few-minutes work. Making a new event in java is like making a copy of already added template and then changing only neccessary methods and configs. That's pretty good. Especially for the future API. Thanks. I feel similar - most of the time I had nobody to work with while developing it and you know how boring it is to work alone. Good luck with your next project too. Murphy sais bugs are eveywhere. So I'm sure there will be some bugs, so if you find any, just report it! Thanks anyway.
  7. I have rewritten the first post of this thread, it has now much more informations about the engine.
  8. The video guide about Main events has been finished, check it out here: http://www.nxs.cz/showthread.php?tid=62&pid=144#pid144 The second video related to the mini events will be made too, but later.
  9. Then I suggest you read this post: http://nxs.cz/showthread.php?tid=57&pid=130#pid130 Unfortunately, I didn't have much time today, and didn't manage to finish the promised video, which will show you the engine and all it's features. I hope I will finally do it tommorow...
  10. all except for the interlude, on which im working at the moment
  11. Thank you for your nice words. I'm really glad to hear that :). But I had to modify the starting price of the engine - it was a little bit increased. Sorry, but I decided that it will be neccessary to preserve the future quality of the engine. I still think that the price is really low, compared to not just what you get now, but mainly what you will get in the future updates. My plans with this are big and since the admin panel and other things are finally finished, I can now focus only on funny things, such as new events.
  12. Major v3.0 update has been released! Interlude Support! More info here: http://nexus-engine.net/forum/showthread.php?tid=1217&pid=2167 Nexus Event Engine is a professional L2J event engine on which I've worked for almost 2 years. It contains 2 kinds of FULLY CONFIGURABLE events (in total 18 events, more are still being developed). The most interesting and advanced thing is engine's admin configuration panel, which allows you to customize everything from setting event parameters and scheduling when each event runs, to creating new events based on existing ones. Basic features of the engine - 2 kinds of events - Main events and Mini events - so far 18 events are implemented and about 10 more is in my current TODO list - Main events - are the classic massive events such as TvT or CTF, with lots of players. Only one main event can be runned at a time and in order to participate, players need to sign up in registration NPC (or if you allow registration chat commands) - Mini events - are small events like 1vs1, 5vs5, 3vs3vs3, Korean 6vs6,... they are running non-stop or in specified hours/days; they start as soon as enought players register for one match. They are completelly instanced (means there can be more simultaneous mini events) and they run in random arenas. - Global events - these events don't require players to register, they only need to teleport to the area. Example: RaidBoss event - these is a time limit to kill a raidboss, if they kill it, all players near the RB will be rewarded. - PvP Zone Engine - more info here - Mini Event Tournaments - more info here - there is also one more event type I intend to create - Global events - they will require no registration at all, you will just have to run to where they take place. An example of such event would be 'Global raid event' (a very strong RB spawned somewhere, the players kill it) or 'Caravan Fights' - Very complex Admin panel, which allows you customizing everything in events (//event_manage). Check out screenshot gallery or videos %5Boutdatted%5D for more info. * The admin panel allows you to: Run/stop/schedule main and mini events, create/edit their maps, configure rewards, configure events/maps, create own modes of events, host/watch mini events, spectate events, configure main event instances, change orders of events, edit buffer settings, get debug output ingame, and more. - Fully configurable Event Reward system allows you to give exactly what you want to who you want. In events such as Deathmatch, you can reward any final position, for example you can give reward to 1st player, 2nd, 3rd,... 10th,... 88th player. There are tools that allow you to create a position range, which means you can quickly set rewards to eg. 1st player 1M adena, 2nd player 500K adena, 3rd player 250K adena, 4th-5th player 100K adena, 6th-10th player 50K adena and 11th-20th 1 adena. The reward system can also reward players for contributing into the event itself, such as by taking a flag, killing enemy flag owner, capturing a zone/base, killing a VIP, going killing spree, etc. - Event buffer - players can create multiple schemes of buffs which will then be applied to them during event. * The engine also contains an advanced NPC Buffer, which can be used everywhere, not just in events. The NPC buffer works with the same schemes as the event buffer which means that the player only has to create one scheme and then can use it on both events and normally in game. - Event Warning system - disables access to events to all problematic players. It adds warning points to players who, for example, disconnect while they're on a mini event or generally do some bad things in events. When they do it three times (so they have 3 warnings), they will be unable to join any event. Warnings decrease by 1 every day. - Stylish registration NPCs shows all informations about the events. Descriptions of events, etc. are created dynamically based on how you set the configs of events. - Community board event info, including advanced Statistics engine - screenshots - Configurable dualbox protections and AFK protections - Party Matcher NPC - more info here: text | screenshots - Multilanguage support - .register and .unregister commands (also .suicide command when the players get stuck in textures) Main events: - Events added so far: Team vs Team, Capture the Flag, Domination, Mass Domination, Deathmatch, Last Man Standing, Advanced TvT, Lucky Chests, Zombies, Hunting Grounds, Mutant, Battlefields, Treasure Hunt, Treasure Hunt PvP - Schedulable automatically by the engine or can be also hosted manually by GM - Players are sorted to their teams based on their class, level and strenght generally (same goes for healer classes, it won't happen that for example team 1 has 3 healers and team 2 has 0) - Automatic creation of parties and system which tries to put at least one healer/buffer to each party - Advanced respawn system (wawe-style, etc.); multiple respawn spots - Text bar shown in player's screen shows score, time left, top players, etc. - Player's title shows the current score, deaths count, etc. - possible running the event in more separated instances. This way you can make for example one instance for low level players, one for mid and one for high level players; or prevent having too many players on your event. - More maps support (event running in different place every time). There's over 40 premade maps in the engine. - Radar system works like GPS in events such as CTF (shows the location of enemy's flag) or Battlefields (shows nearest base to capture) - Rewardeable actions: first blood (first kill on event), first register (rewards first X registered players to the event) - Disconnect-reconnect support gets players back to the event in case they disconnected but then logged back in Mini events - Mini events added so far: Single players fights, Party fights, Korean Party fights and Mini TvT events. Use the Event Modes engine to create modes of these events (such as 1v1, 1v1v1, 5vs5, 3vs3vs3, 10vs10,... refer to Full Engine info page for more informations about premade Event Modes) - More arenas support, with many cool arenas premade for you - There's a configurable delay which you have to wait, after you joined a mini event, to join the same mini event again (by default it's 10 minutes). This delay is shorter if you lost your last match. - The max difference between two players that will be able to play in the same match is configurable, by default it's 5 Available and planned events: See the Events List page (link). Screenshot gallery: admin panel (little outdatted), community board, npcs, buffer Video about Main events (it's from 1.3 version, so it's quite outdated, but still does its job http://www.nexus-engine.net/forumdisplay.php?fid=5 How to purchase the engine Please, read this page. http://nexus-engine.net/index.php?page=purchase Web: http://nexus-engine.net/ Forums: http://nexus-engine.net/forum/ How to purchase: http://nexus-engine.net/forum/showthread.php?tid=82&pid=182#pid182 Current engine version: 3.0
  13. Good luck. If nothing bad happens to you again, this server will have a good and long future. By the way, this server has a reserved VIP place in my Nexus events project. I'm looking forward for our co-op!
  14. Sorry, the free version is no longer supported. You can ask Rizel, he will give you a full 3 days long trial access. http://www.phoenix-engine.net/index.php?topic=80.0
  15. That will make your events don't start. Simply hit CTRL + Shift + O to organize imports when you are in Gameserver.java, that should solve it. Seems like you haven't applied L2PcInstance part of the patch properly. Try to do it again manually. And to everyone, please when you have any errors, post them to the project's forum, not here.
  16. IP checks should be there but they have been disabled. I will add an option to enable them in configs.
  17. My fault, fixed now. Just delete the Changelog.getInstance() code and hit ctrl + shift + o to remove the import Not still sure, there's still alot of work with it so I wanna focus on fixing bugs now. But I will never want money (mainly because it's not bugfree yet) for that. I'm doing it because I like that work and I've ever wanted to create such engine since I first saw L2J. jar is easier for users to update, also those parts in the core should be fine so there's no need to change them in the future. All changes will be done in the package thank you good feeling. money isn't everything. and as i said even if I wanted to sell it, i couldn't cause the engine is full of bugs and todo things and I dont have enought time to fix it all myself
  18. Hello, I'd like to present you my new event system. I originally planned to help and create this engine only for one server, L2Pride, but since their admin revealed himself as a lying bastard, I've decided to share this engine for free. The main reason which me brought to do so is the fact, that I can't find and solve all bugs alone. And of course, all ideas are welcomed. This engine is based on hnoke_events.jar library. This will allow me to do frequent changes everytime I need to and the only thing you will need to do is download a new package with events. If you find any bug, please use the: Bugtracker: http://hnoke.net/l2jevents/ And Forum, if you're interested or want to tell your oppinion: http://hnoke.net/l2jevents/forum The download link has been disabled temporary. (I'll release source codes for .jar library as well as a presentation video / full txt guide when I'm 100% sure that the engine works. If you're interested, is a very old video from starts of this engine) And now some informations: The ingame administration, especially creating new maps and understanding which spawns do u need for each event, is a bit harder to understand. I'll post a guide about how to do it later, propably tommorow. Now I need to get some sleep. Events: - There are two kinds of events: Main (also called as Regular ones) and Mini events. - Mini events are mostly events for single players / parties. They can nonstop run. Their engine works like it checks every X seconds for registered players and if it is possible, it automatically creates matches with them. There's also system that will make players can visit each event only once in X ms. For example, if you set this delay for 1v1 event to 1200000, it will make that player has to wait at least 20 minutes before he can rejoin 1v1 event again. - Main events are well-known events running globally for all players on the server (TvT, CTF, etc.). I'm now working on support for joining players even if the registration state already ended. - Map system - you can create your own maps. Each event can have infinity ammount of maps, each map can have multiple spawns. Each spawn has it's type, cords and team ID. For example spawn with type Regular defines where the players will be teleported (their initial loc), type Buffer defines where a buffer will be spawned, type Fence will spawn a fence arround the spawn. - There's registration npc - Event Manager. It's HTML is automatically changed, so when you disable/enable any event it will be refreshed also in npc's html. - ... and much more. I can't remember what all have I added. Ingame administration: - The most advanced thing on this engine is it's ingame management - try to type //event_manage. - Basically everything is configurable ig using an admin panel. There are configs (txt files) only for few things (for example buffer's ID) and even they will be soon moved to the admin panel. - You can schedule multiple events, temporary disable/enable events, pause/skip all kind of delays delays (registrations, etc.), abort scheduled events, run you own events and so on. - You can create your own maps. You can set map's name, events which will use it, add different spawns, config map parameters for each event. - Configurable rewards for each position in the end of event. - Soon, I'll add also support for Mini Event tournaments (1v1 tournament, Korean style tournament, etc.). Green color are events, which should be working fine. Orange color are events, which might contain some bugs so they are waiting for your feedback. Red color are events, which aren't finished yet. Aviable Main events: - Team vs Team - classic 2-5 teams event. - Capture the Flag - 2-3 teams (can't add more teams cause of the missing NPC flags). - Deathmatch - everyone vs everyone, configurable respawn delay, multiple spawns, etc. Reward configurable for top 10 players. - Team vs Team w/ VIPs - very simillar to classic TvT, adds a VIP player to each of teams. If the VIP is killed, it gives some additional rewards. - VIP escort event - Defend and escort the VIP to the given position. This event will be completely reworked later. - Zombies - At start of the event it chooses at least 1 random player (the count depends on the ammount of registered players) and transforms him into a zombie. When a zombie hits someone, he will be transformed into a zombie too. Event ends when only 1 player left in the survivor's team (and as I'm writing this, I realized that this way is stupid so I'll make it like the event ends when everyone is zombie. Also, right now, it rewards only the last survivor. I think this needs some rework too.) - Mutant - At start it randomly chooses one player and transforms him into a mutant. The mutant has increased stats - look at skill ID 31300. If someone kills a mutant, then the mutant will untransform and the player which killed becomes new mutant. You can configure reward for for 10 players with highest ammount of kills made while they were mutants. Aviable automatic mini events: - 1v1 event - PvP event for single players. Player comes to the reg npc, registers and then if engine finds an opponent, it will teleport them to the random arena and starts match. The match itself is 10 minutes limited and has 2 rounds or eventually 3, depends on what was the score after second round. - 2v2 event - Similar to 1v1, but you must find one friend to participate with you. - Party vs Party - One round. No respawning. Fixed party size is of course configurable. - Pt vs pt Korean style - On start teleports players to safe zones with buffer, gives them 1 minute to prepare for the match (buffs,..), then it teleports them to defined Regular spawns and begins famous continous 1v1 matches. - Tower Crush - Event in style of retail Underground Coliseums, but it doesn't have to run in UColiseum map. Basically it's like a pt vs pt event, but players will keep respawning till their team respawn tower isn't destroyed or time limit. Winner is the team with higher ammount of kills. - Raid boss hunt - Two teams, one RB usually in the middle of map. Event ends when RB dies and the team which gave most dmg to him wins. - Survival Arena - One team. No respawning. Three rounds. The event will teleport players to defined Regular spawn, spawns buffer for like 60 seconds. Then monsters will attack in three wawes. The great thing on this event is that you can create infinity ammount of maps and define where each mob will be spawned and in which wawe will he attack players. Event ends when all players dies or all mobs are dead. - Last Man Standing - For single players, configurable ammount of players in event (default is 5). It's like a deathmatch but w/o respawning. Configurable ammount of rounds and round ends when only one player is alive (and now he's rewarded with reward type 'Winner', this will be also reworked). - Last Team Standing - Similar to LMS, but with configurable ammount of teams and configurable ammount of players in each team. This event isn't finished yet. - Mini TvT - For single players. When registered players ammount reaches limit (configurable, default is 20), it starts a 10 vs 10 match with no respawning, but multiple rounds. - There's also a Hitman event, but it is not finished yet. Try NPC ID 92007 if you're interested. Installation: - tested on Freya - Apply (better do manually) patch core_patch.diff to you core and dp_patch to you datapack. - Copy hnoke_events.jar to your L2J server's lib folder and also to your GS eclipse project lib folder. Then add the library to your Eclipse GS and DP project's Java Build Path. - Put this line: <include name="hnoke_events.jar" /> into your build.xml file, below <include name="netcon.jar" /> - Copy htmls to your datapack. - Execute events.sql and custom_npcs.sql to your db. - Add events.properties to your config file and edit them (especially your npc buffer's ID must be setted right). More important configs soon. - Registration NPC ID is 92006, for admin management type //event_manage. - If you got any problems visit the forum. I do not recommend to use this engine on a live server for now.
  19. yeah sorry, this is one of the first works i've made so it's really messy. i'll clean it up later when i have some time.
  20. Simple ingame changelog, viewable for players using an npc (id 70011, change if you want) and GMs can manage it with //changelog command IG. The code is not as clean as it could be, but it should work perfectly. I was using this on my old server and without any problems. Patch, HTMLs, database file and some screens: Download
  21. sorry my fault, chance fixed now http://pastebin.com/2aGG68Ww
  22. no lol I don't deserve anything, this is work for like 20 minutes not yet, but I'll make it //ok here it is edited main class: http://pastebin.com/2aGG68Ww edited SQL file: http://pastebin.com/xk3dBKqF and a little explanation - chance - 100% ~ 100000, 1% ~ 1000 - rewardAfter - for example if you put 10 here, it'll give this reward after every 10 pvps, on 10, 20, 30, 40,... and so on - pvpsRequired - the minimal ammount of player's PvP points to receive this reward
  23. I don't care about if their code is working or not. If you used anything from their code, you should note it in your credits. You should respect original author of this code. Anyway, you're right, I didn't check all that classes (didn't have time to do so, I was at work) and some of them, for example Underground Tower were just C/P, but the rest seems different. I can't check it more, because I have an old version of their sources, where UC is not finished, so... well never mind. Good work.
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