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Nexus Event Engine - V3.0 Update! Interlude Support!


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The long promised 2.2 update has been released yesterday.

 

It brings 6 new events, 30 premade event maps, radar system and more. Check it out here:

http://www.nexus-engine.net/forum/showthread.php?tid=1062

 

 

Anyway, now the thing I will focus on starting from this moment is a Free version of the engine and adaption for Interlude. I'm even thinking of adapting some very basic and free form of the engine into L2Jserver itself, if its developers allowed it, I think it would improve Nexus' quality alot.

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  • 1 month later...

I'm now preparing 2.3 update.

List of changes / new events will be here: http://www.nexus-engine.net/forum/showthread.php?tid=1083&pid=1629#pid1629

 

I'm also working on a free version of this engine.

 

Also, it is now possible to purchase the sources of this engine. For more info, PM me on my web (http://nexus-engine.net/forum/private.php?action=send&uid=1)

 

// I have also updated the first post

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  • 2 months later...

little bump.

 

I've been busy with RL stuff as well as fixing some critical bugs with the event engine, so the work with the update hasn't done much progress.

I hope this will change soon. I have some pretty interesting updates in my mind.

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little bump.

 

I've been busy with RL stuff as well as fixing some critical bugs with the event engine, so the work with the update hasn't done much progress.

I hope this will change soon. I have some pretty interesting updates in my mind.

what about the interlude system any news about it?
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Here are detailed informations about the upcoming v3.0 update:

 

(Forum link: http://nexus-engine.net/forum/showthread.php?tid=1215&pid=2153#pid2153)

 

New Features / Events:
 
- Global event system:
* these events do not require the player to 'Register', they only need to teleport to the area when they take place. Which means the whole server can participate in the event.
* an example of this event is Raidboss (a strong RB loaded from XML configs is spawned in L2 world, the players need to teleport close and kill it, if they kill it before time limit passes, all players around the RB will be awarded with a configurable reward
 
- New automatic Event Scheduler
* supports Mini events and Global events as well (you can now scheduler your server to run open specific mini events at different times)
* loads data from xml file - screenshot example (server starts; 45minutes with no events, then a random main event is started, then 45 minutes no events active, then 3 mini events open for 45 minutes, then again break for 45 minutes with no events, then a main event,... 
* can be stopped/relaunched from ingame by GMs
 
- PvP Zone engine
* runs independently from the events
* GM or the Automatic scheduler can turn the zone ON
* players register to the zone, as soon as enought players register, they will be teleported to the Coliseum
* they will be divided automatically into 2 teams and teleported to the waiting rooms, gates will be closed
* after some time, the gates will open and the teams will fight. When all players from one team are dead, the winners will be rewarded, and everyone will be revided and teleported back to the waiting rooms, gates will close.
* then again, after some time, the gates will open and the fight begins again (this repeats after X rounds pass or time limit or GM stops it)
* Players can join AND leave the PvP zone anytime they want (there are obviously checks to ensure that the player doesn't run away directly from PvP)
* configurable rewards from the admin panel
 
- Party Matcher NPC
* self-explaining screenshots - http://imgur.com/a/71L8t
* basically, party leaders can create 'party rooms' to recruit players into their party
* players can click on a button to let them party leader know they are interested in joining the party, party leader has to confirm their request and they will automatically join the party
 
- Mini Event Tournaments
* GMs can host Mini Event tournaments via admin panel
* the tournament then handles everything itself - it will start mini event matches and people that win will progress to the next round until there is only one round left - the Final round
* it is smart enought to handle situations if people disconnect from the server, etc.
* you can select rewards for every position (winner, 2nd, 3rd,...)
 
 
- Killing spree/Combo points rewards (http://nexus-engine.net/forum/showthread.php?tid=1006)
* configurable rewards for consecutive kills on events
 
- OnKill configurable rewards (you can now add rewards when a player kills another player in event)
* dunno why this was missing in the previous version of the engine...
 
- Configurable rewards for specific achievements on events, such as when you pick a flag on CTF, when you capture a zone in Domination, etc.
 
- improved admin panel - http://imgur.com/a/osSfM
 
 
 
 
Changes / Fixes:
 
- general bugfixes and fixed lang typos
- bugfixes related to synchronizing stuff especially in mini events
- teleport checker for mini events (checks if the players were teleported to the arena correctly, if not, tries to fix it or closes the event - this was a common bug with the previous Nexus Engine versions)
- improved, changed some HTMLs
 
- moved the nexus interface files into the gameserver core, this will make adapting and synchronizing with L2J updates easier
 
- Interlude support
- support for russian L2J packs (fandc, firstteam)
 
 
 
- this version will optionally be shipped with Source code as well
Edited by hNoke
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Any ETA for v3.0?

 

Well, almost everything is done, but I still have to adapt the events for FandC L2J. That might take a day or two.. or I might just release the update tonight and finish the russian L2J support later.

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