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Dedicated Server + Event Egnine for you server only From 70 Eyro per month


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Posted

 

Intel® Core™ i7-920 Quadcore

        incl. Hyper-Threading Technology

        RAM : 8 GB DDR3 RAM (You can upgrade server ram anytime )

        Hard Disk 200 GB SATA 3 Gb/s HDD (You can upgrade server HDD anytime )

        NIC 1 Gbit OnBoard

        Connected at 100 Mbit (You can upgrade server Connection anytime )

        Traffic Unlimited

 

Buy Link

 

http://bee2host.com/billing/index.php/order/dedicated-server-l2-event-engine

 

Event Engine Works with (It will be synch with new Revisions and Events )

L2J Freya: 5199

L2J Hi5 stable 5508; r5667

L2J GFinal: latest Download

L2J Hi5 beta r5667

With the machine you will recieve the Sources Paches too

 

Main Events

    Only one of these event can be runned at a time. It will create ONE match only (which can be then divided into more instances, to prevent being too much overcrowded), when the match finishes, there will be some delay and then next event will be launched.

 

 

 

    Classic Team-based event

    Intelligent dividing players into teams, based on their strenght score (items, level, pvps,...)

    Scorebar showing score of both teams as well as time-left

    Reward available for both winners and losers

    Simple respawn with delay or wawe-style respawn system (respawn all dead players every X seconds - all of them in the same time).

    Player's title shows his score, deads, etc.

    All players are automatically divided into parties, the engine is trying to balance the count of healers in all parties so that each party can have at least one healer

    Multiple respawn spots for all teams.

    Multi maps support

 

Capture the Flag

    Classic Team-based event

    Strict AFK/"Camp" checks for players, who don't manage to score with flag within given time limit

    Support to apply certain effects to the player holding the flag (such as slowing him down, making him more visible with effects, etc.)

    Simple respawn with delay or wawe-respawn system (respawn all dead players every X seconds). Multiple respawn spots for all teams.

    All other features are same as for TvT

 

Domination

 

    The goal in this event is to capture and hold a Zone (represented by NPC)

    You can capture the zone by standing close to it and killing your enemies standing close to the zone too

    All other features are same as for TvT and other events

 

Mass Domination

 

    Similar to Domination, but uses more Zones

    The team needs to capture a specific count of zones in order to get score

    All other features are same as for TvT and other events

Deathmatch

 

    Free for all event

    Gain points by killing other players

    Anti-feed protection, which changes completely player's appearance (including title, crests, hero and even name gets changed)

    Scorebar showing the top player's score

 

Last Man Standing

    Similar to Deathmatch, but when you die, you won't get resurrected until the next round starts

    Configurable count of rounds

    Includes the same anti-feed protections as Deathmatch event

    Round time limit configurable, to prevent having infinity tank vs tank fights

 

Advanced Team vs Team

    Similar to Team vs Team event, but

    In the start, it selects randomly some players from the top players on the event (by their level, pvps,...) and these players will become VIPs

    Each VIP has some cool powers that will surely help it's team to win

    the VIP can for example: slowly heal nearby players, throw away players that gets hit by him (or stun him on hit) or give out some short buffs.

    Thinking about making possible charging up the VIP by players from his team, which would make it extra strong!

    Killing the VIP gives your team extra score points

Lucky Chests

 

    Free-for-all event

    Chests will appear in the event map, players will be killing them (one hit = one chest down). Each player will have a sword by default, stats will be same for all players on the event, but players will be able to get slightly more interesting weapons with some luck by killing chests.

 

Also players will be able to switch their weapons during the event and they will be stored on the skill bar, which will temporary change only for the event (when you receive a weapon of anything else, it will be stored to the skill bar and at the end of the event, you will receive back your old skill bar).

Mini Events

 

    Events running constantly or in certain times (specified by a GM). They create matches automatically when enough players register. There can be as many mini events running at a time as you want.

 

Single Players fights

    1v1 (or 1v1v1, 1v1v1v1, 1v1v1v1v1,... as many players, as you want) fights

    Round based (1-10 rounds)

    30 seconds wait-time before the match starts (time to prepare, rebuff)

    Instanced, Multiple maps possible

 

Party fights:

    2-10 fighting parties

    Configurable ammount of players in party (required to register)

    Round based (1-10 rounds)

    Rewards for both winners and losers

    Instanced, Multiple maps possible

 

Korean Party fights:

    Similar to party matches, but players are fighting in famous Korean style

    Round based (1-10 rounds)

    2 teams (is multi-team support needed?)

    Rewards for both winners and losers

    Instanced, Multiple maps possible

 

Mini TvT event

 

    You don't need a party to register. When the event reaches certain ammount of participating players, it will divide them into teams (and party them) and send to instanced arena. Also needed to mention that, if possible, the engine will try to divide the players (especially healers and other support classes) equitibly, and will use special engine that will "compute" players strenght points based on his level, items, pvps, etc. That will make the matches as well balanced, as it is possible.

    Round based

    Multi-teams support

    Rewards for both winners and losers

    Instanced, Multiple maps possible

 

this is a limmited offer for more informations pm me

 

Posted

I suggest not to purchase this pack with a stolen event engine.

 

The event engine he is referring to is available here, cheaper and in a more trustable form:

 

http://www.nexus-engine.net/

 

Please respect other people's work. I have put alot of effort into that engine.

Posted

I suggest not to purchase this pack with a stolen event engine.

 

The event engine he is referring to is available here, cheaper and in a more trustable form:

 

http://www.nexus-engine.net/

 

Please respect other people's work. I have put alot of effort into that engine.

 

Dear nexus i respect your work ,the engine is payed not stolen. its an offer because this serial is not gonna be used for a long time .

This engine has the credits on and im not trying to give your code as mine or customizing it . Since this offer doesn't violate your terms of services i thought it will be ok but if you have problem with that i can cancel the offer just inform me by pm.

 

 

P.S thats not a server pack is a dedicated machine and the engine pach files. the person who will wanna use them will have to compile the paches on his/her server

 

Posted

You can claim a refund from paypal if the item (server) you paid for isn't like the description

 

 

You are reseller right? can you give me the site of your company via pm?
Posted

Server aren't just for lineage 2 they can be used for everything. (this offer is special for l2 servers)

 

The servers are located in  datacenter operated by  myLoc managed IT AG

  • 1 month later...

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  • Posts

    • what pack you use  send me on discord for it
    • package custom.events.RandomZoneEvent; import java.io.File; import java.util.ArrayList; import java.util.List; import java.util.Random; import java.util.concurrent.ScheduledFuture; import org.w3c.dom.Document; import org.w3c.dom.Node; import org.l2jmobius.commons.threads.ThreadPool; import org.l2jmobius.commons.time.SchedulingPattern; import org.l2jmobius.commons.time.TimeUtil; import org.l2jmobius.commons.util.IXmlReader; import org.l2jmobius.gameserver.managers.ZoneManager; import org.l2jmobius.gameserver.model.StatSet; import org.l2jmobius.gameserver.model.actor.Creature; import org.l2jmobius.gameserver.model.actor.Npc; import org.l2jmobius.gameserver.model.actor.Player; import org.l2jmobius.gameserver.model.quest.Event; import org.l2jmobius.gameserver.model.zone.ZoneId; import org.l2jmobius.gameserver.model.zone.ZoneType; import org.l2jmobius.gameserver.model.zone.type.RandomZone; import org.l2jmobius.gameserver.util.Broadcast; /** * Random Zone Event - Activates one random PvP zone temporarily. No modifica la clase de la zona: usa flags PvP en runtime. * @author Juan */ public class RandomZoneEvent extends Event { private static final String CONFIG_FILE = "data/scripts/custom/events/RandomZoneEvent/config.xml"; private static int EVENT_DURATION_MINUTES = 15; private static boolean _isActive = false; private ScheduledFuture<?> _eventTask = null; private final List<ZoneType> _availableZones = new ArrayList<>(); private ZoneType _activeZone = null; public RandomZoneEvent() { loadConfig(); loadZones(); registerZoneListeners(); } /** * Registra listeners a TODAS LAS ZONAS random */ private void registerZoneListeners() { for (ZoneType zone : _availableZones) { addEnterZoneId(zone.getId()); addExitZoneId(zone.getId()); LOGGER.info("[RandomZoneEvent] Registered listener for zone: " + zone.getName()); } } private void loadConfig() { new IXmlReader() { @Override public void load() { parseDatapackFile(CONFIG_FILE); } @Override public void parseDocument(Document doc, File file) { forEach(doc, "event", eventNode -> { final StatSet att = new StatSet(parseAttributes(eventNode)); final String name = att.getString("name"); for (Node node = eventNode.getFirstChild(); node != null; node = node.getNextSibling()) { if ("schedule".equals(node.getNodeName())) { final StatSet attributes = new StatSet(parseAttributes(node)); final String pattern = attributes.getString("pattern"); final SchedulingPattern schedulingPattern = new SchedulingPattern(pattern); final StatSet params = new StatSet(); params.set("Name", name); params.set("SchedulingPattern", pattern); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer("Schedule_" + name, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Event " + name + " scheduled at " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } }); } }.load(); } private void loadZones() { for (ZoneType zone : ZoneManager.getInstance().getAllZones(RandomZone.class)) { if ((zone.getName() != null) && zone.getName().toLowerCase().startsWith("random_zone")) { _availableZones.add(zone); LOGGER.info("[RandomZoneEvent] Loaded zone: " + zone.getName() + " (id=" + zone.getId() + ")"); } } LOGGER.info("[RandomZoneEvent] Total random zones loaded: " + _availableZones.size()); } @Override public void onTimerEvent(String event, StatSet params, Npc npc, Player player) { if (event.startsWith("Schedule_")) { eventStart(null); final SchedulingPattern schedulingPattern = new SchedulingPattern(params.getString("SchedulingPattern")); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer(event, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Rescheduled for " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } @Override public boolean eventStart(Player eventMaker) { if (_isActive) { if (eventMaker != null) { eventMaker.sendMessage("RandomZoneEvent already active."); } return false; } if (_availableZones.isEmpty()) { Broadcast.toAllOnlinePlayers("[RandomZoneEvent] No zones configured."); return false; } _isActive = true; Broadcast.toAllOnlinePlayers("⚔️ Random Zone Event has started!"); _eventTask = ThreadPool.schedule(this::activateRandomZone, 5_000); return true; } private void activateRandomZone() { _activeZone = _availableZones.get(new Random().nextInt(_availableZones.size())); _activeZone.setEnabled(true); Broadcast.toAllOnlinePlayers("🔥 Random Zone Event: " + _activeZone.getName() + " is now PvP for " + EVENT_DURATION_MINUTES + " minutes!"); _eventTask = ThreadPool.schedule(this::eventStop, EVENT_DURATION_MINUTES * 60 * 1000L); } @Override public boolean eventStop() { if (!_isActive) { return false; } _isActive = false; if (_eventTask != null) { _eventTask.cancel(true); _eventTask = null; } if (_activeZone != null) { _activeZone.setEnabled(false); Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended. " + _activeZone.getName() + " is back to normal."); _activeZone = null; } else { Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended."); } return true; } @Override public void onEnterZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, true); if (creature.isPlayer()) { creature.sendMessage("Esta zona está en modo PvP temporalmente."); } } } @Override public void onExitZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, false); if (creature.isPlayer()) { creature.sendMessage("Abandonaste la zona PvP temporal."); } } } @Override public boolean eventBypass(Player player, String bypass) { return true; } @Override public String onEvent(String event, Npc npc, Player player) { return super.onEvent(event, npc, player); } @Override public String onFirstTalk(Npc npc, Player player) { return null; } public static void main(String[] args) { new RandomZoneEvent(); } } i have this but its not working
    • ZonePvPSpawnBossRadio=0 ZonePvPSpawnBossBarakiel=0 at the Customs.ini in L2Server folder. Im prety sure this is it because i had the same problem with you in cruma 1 floor for example and i couldn't fix it but i fixed it finally by changing these 2 lines
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