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Posted

C5 :)) , most likely you're using Azure files the ones shared on MXC some months back, even so C5 is highly bugged in alot of ways, i highly doubt you know all the flaws in C5, not to mention you "state" about creating your own extender.

Hilarious.

I can point out over 50 exploits working on your "extender" ))

Plus low rate ? seriously ? )) i doubt you'll get more than 150/200 players.

 

haha  server  will get 5k +

50 on l2 java ?

 

Ah didnt know SGC was planning to this server, so... no thx :)))))

and ? sgc noobs only  aka you ! sgc ? curupted bug  ? here  cant make it

 

Posted
No, I c4n't ''t4lk'' -type- norm4l, c4u$e my keybo4rd i$ broken.

 

Too b4d, I've he4rd $ome $tuff which pointing $ome other $tuff out.

 

Doe$n't m4tter. 4$ I've $4id, I'm not here to h4te.

 

b4i b4i

 

Go steal a keyboard lol. I would like to hear about this "some stuff pointing some other stuff out" when you have time. Feel free to hit me up on PM and we can chat on Skype if you like.

 

C5 ) , most likely you're using Azure files the ones shared on MXC some months back, even so C5 is highly bugged in alot of ways, i highly doubt you know all the flaws in C5, not to mention you "state" about creating your own extender.

Hilarious.

I can point out over 50 exploits working on your "extender" ))

Plus low rate ? seriously ? )) i doubt you'll get more than 150/200 players.

 

I don't blame you for not believing considering there are only like 3 real extender developers left active (not including Russians). We are not using those Azure scripts either. If we were not lucky enough to have one of those remaining extender devs join us I would not have started this project because I refuse to do things 1/2 assed or use a plugNplay pack full of bugs and with no access to source. Anyways I can say we did develop our own (based off one of the C4 leaks of course) until I am blue in the face and some people will still refuse to believe. If you could see whats happening in CB you might change your mind as many of the implemented features and fixes required a good amount of extender development.

 

As for low rate and only 150/200 players -> We are still in CB with no ETA announced and the forums are seeing 400+ people a day so yeah.

 

I can point out over 50 exploits working on your "extender" ))

 

By all means please do or even better join our CB and try them out, we encourage this.

 

Posted

I don't blame you for not believing considering there are only like 3 real extender developers left active (not including Russians). We are not using those Azure scripts either. If we were not lucky enough to have one of those remaining extender devs join us I would not have started this project because I refuse to do things 1/2 assed or use a plugNplay pack full of bugs and with no access to source. Anyways I can say we did develop our own (based off one of the C4 leaks of course) until I am blue in the face and some people will still refuse to believe. If you could see whats happening in CB you might change your mind as many of the implemented features and fixes required a good a-beep-t of extender development.

 

As for low rate and only 150/200 players -> We are still in CB with no ETA announced and the forums are seeing 400+ people a day so yeah.

 

By all means please do or even better join our CB and try them out, we encourage this.

There are more extender developers than you might think, not just the "known" ones :)

Even if you "created" your own extender on the C4 leak you're doing it for "nothing" since noone is interested in C5 since a long way back, same goes for IL.

This C5 may be started out of lolish passion of L2 coming from the old-school players (maybe), continue your stuff, after 1-2 weeks of your live you'll start to agree with me that C5 is a waste of time/money and stress. Plus i saw the forum basics and since you started it...you gathered only those people ? Sincerly i would not even think of live with those people.

About the existent bugs/exploits and duping methods, there are many, not even on the mighty Vang or Fred latest files are fixed with some exploits, and you state that your old C5 extender has everything fixed ? Seriously... learn to respect people without these invalid statements, not everyone is braindead.

And no im not interested in joining your beta, i dont have time for these lolish things. ( If you pay me i can show you few thing about certain exploits, work aint free )

But anyway, good luck with your project.

 

Posted
There are more extender developers than you might think, not just the "known" ones

Even if you "created" your own extender on the C4 leak you're doing it for "nothing" since noone is interested in C5 since a long way back, same goes for IL.

This C5 may be started out of lolish passion of L2 coming from the old-school players (maybe), continue your stuff, after 1-2 weeks of your live you'll start to agree with me that C5 is a waste of time/money and stress. Plus i saw the forum basics and since you started it...you gathered only those people ? Sincerly i would not even think of live with those people.

About the existent bugs/exploits and duping methods, there are many, not even on the mighty Vang or Fred latest files are fixed with some exploits, and you state that your old C5 extender has everything fixed ? Seriously... learn to respect people without these invalid statements, not everyone is braindead.

And no im not interested in joining your beta, i dont have time for these lolish things. ( If you pay me i can show you few thing about certain exploits, work aint free )

But anyway, good luck with your project.

 

There is still lots of interest in C5 but I guess we will just have to wait and see to prove that :) This project was started because we enjoy the game, the community (with the exceptions of a few people), and the work and in that regard it can never be a waste in any form. What are "only those people" exactly? Where did I state that we have fixed all exploits, dupes, and bugs? I doubt I would say that as it would not even be considered L2 at that point. Of course we have not fixed/patched them all it is damn near impossible, but we have done our best to test all the ones known to us which are many considering we have all been around the "scene" since the days of PP.

 

Whats statements were invalid and where exactly did I disrespect you or anybody else?

 

Thanks for the good luck :)

Posted

It's nice to see there are still some oldschool ppl, who want to bring back at least a portion of true older L2 versions. I quited L2 some time ago, but seeing project like this in motion, I can say I will play here if it will be what it promotes to be at start of live.

 

Just question, we can request to be in CB with PMing you on your forums? Would realy like to test a bit before realy jumping on this wagon :).

 

P.S. Take your time with the project!

Posted

It's nice to see there are still some oldschool ppl, who want to bring back at least a portion of true older L2 versions. I quited L2 some time ago, but seeing project like this in motion, I can say I will play here if it will be what it promotes to be at start of live.

 

Just question, we can request to be in CB with PMing you on your forums? Would realy like to test a bit before realy jumping on this wagon :).

 

P.S. Take your time with the project!

 

Hop on our IRC and PM me with your CB request :) All CB testers are required to be on IRC when testing anywhoo.

Posted

items or ddos ;d hahaha soon open ?

 

Suck a dick and die...

 

MAN why u dont respect urself? everyday u prove what a low retarded russian u are, u even embarass more ur already retarded nation. GTFO

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    • L2JOne — Interlude C6 Level 86, S84 grade, clan level 11 — on an Interlude C6 core. 67 systems. Desktop Control Center. Edit the server while it runs. FULL SYSTEM CATALOGUE  ·  WEBSITE  ·  TELEGRAM Most Interlude packs give you a clean core and leave the interesting part to you. This one ships with the content already written — the economy systems, the event engine, the retention loop and the admin tooling a live server actually needs after week one. Everything is configurable from open files, and most of it is editable with the server running, from a Community Board panel or from the desktop Control Center. You should not need a new build to fix a broken skill or retune a drop rate on a Saturday night. QUICK FACTS Level cap 86, S80 and S84 grades, clan level 11 — High Five progression on an Interlude core 909 High Five items — Dynasty, Vesper and Icarus gear, Forgotten Scrolls, Dolls, Agathions 67 systems delivered ready — new, rebuilt, expanded or fixed 689 XML files — items, NPCs, skills, spawns, zones and every custom system, all open 343 quests implemented 147 GM commands, each with its own access level 95 database tables with install and versioned migration scripts 22 Community Board panels with open HTML 8 event modes that schedule themselves Java, JDK 22+, MariaDB / MySQL Desktop Control Center in English, Portuguese and Spanish HIGH FIVE CONTENT ON AN INTERLUDE CORE This is the part most Interlude packs do not have. The core is Interlude C6 — the chronicle your players know, with the combat and the pace they came for — but the progression ceiling is not the Interlude one. The end game was extended with High Five content, server side and client side. Level cap 86. The full experience table up to 86, with the rate brackets to match: five independent XP, SP and currency ranges covering 1-52, 52-61, 61-76, 76-78 and 78-86, so you shape the curve at the top instead of letting it flatten. S80 and S84 grades. Two grades above S, each with its own crystal, enchant bonus and gemstone cost — so the enchant and crystallization economy keeps working at the new ceiling instead of stopping at S. Clan level 11. Clan progression continues past the Interlude cap, with Blood Oath, Blood Alliance and Blood and Sand as the upgrade materials, and the clan skills that come with those levels. 909 High Five items. Dynasty, Vesper and Icarus weapons and armour with their augments and special abilities, 112 Forgotten Scrolls, Dolls and Agathions. High Five skill set. The skill ranges that come with the higher levels and the new gear are implemented, not stubbed — including the Doll and Agathion skills. 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DESKTOP CONTROL CENTER Start, restart and reload configuration Memory, GC, threads and CPU in real time Live log console and content search Database browser, scheduled backup, install and migration HWID bans and IP lookup Item editor with icon preview, plus multisell, NPC, class and config editors Item cloning, ID migration, item-pack import Reads and repacks the client itemgrp / npcgrp / skillgrp Automatic backup before every save Builds incremental updates, hash-verified per file WHAT IS INSIDE NEW = not in stock Interlude  ·  REBUILT = existed, rewritten from scratch  ·  EXPANDED = original kept, features added  ·  IMPROVED = original fixed and revised ECONOMY AND ITEMS — 11 systems Offline Shop — REBUILT. Keeps selling after the client closes, restores itself on restart, expires in a number of days you set. Own name colour and visual effect, no damage in peace zones, can be restricted to VIP only. Marketplace — NEW. Persistent market inside the Community Board. Listings stay up with the player offline, delivery is automatic, the listing fee is configurable, every sale logged. Enchant System — REBUILT. Rate per level and per scroll type in an open file. You choose what happens on failure: break, keep or drop one level. In-game editing panel, log of every attempt, automatic high-enchant announce. Custom currency — NEW. Any item as the private store currency: buy, sell and package sale, including the balance the client shows. Reward capsules — NEW. Boxes that draw items by weight, built in an open file. Event, donation and boss boxes with no code. Timed items and passes — NEW. Expire in real time, not play time, and keep counting offline. Noble, VIP, Kamaloka and auto farm passes ship ready. Equipment skins — NEW. Change the look of weapon and armour without touching a single stat. Accessory sets — NEW. The armour-set concept applied to rings, earrings and necklaces, with their own bonus. Deferred delivery — NEW. Items delivered at the player's next login, so donations, vote rewards and event prizes never get lost. Redeem coupons — NEW. GM generates a code, the player redeems it once. Campaigns, downtime compensation, streamer partnerships. Price and drop control — NEW. Single price across every merchant, all-free mode for test servers, gold bar conversion, drop block by grade on death. EVENTS AND PVP — 9 systems Event engine — NEW. Open-file catalogue: which events exist, when they open, how many players they need, what the prize is. Persistent ranking, level-balanced teams, rejoin after a disconnect. 8 event modes — NEW. Team vs Team, Deathmatch, Capture the Flag, Battle Royale with its own map, Hunting Grounds, Party, Spoil and Fight Boss. Each can run at a different time. Tournament — NEW. 1v1, 3v3, 5v5 and 9v9, solo and party registration. Per-format duration, run window, class composition limit and prize. Function zones — NEW. A whole PvP area from a single file: entry fee, auto-flag, anonymous mode, forbidden items and skills, temporary noblesse, restart lock, monster waves, a boss and automatic shutdown. Rotating siege — NEW. One castle drawn per cycle instead of nine independent schedules. The winner moves to the next castle an hour before the following siege, and no castle repeats until every other one has been fought over. Classic mode still available. Castle governor — NEW. The clan holding the active castle taxes merchants, board shop, gatekeepers and marketplace server-wide, and earns a drop, XP and skill bonus. Own vault and statue, wyvern rights for the leader. Every cap set by you. Olympiad — EXPANDED. Custom period and duration, battle limit, enchant cap in the arena, separate mage and fighter buffs, minimum PvP to enter, participant limit per IP, monthly winners. Event shop — NEW. Event currency buys prizes that exist nowhere else. Editable in-game. Anti-feed and dualbox control — NEW. XP and drop blocked on repeated same-IP kills, character limit per IP, whitelist per zone and instance, participant limit per IP with optional HWID check for events. PROGRESSION AND RETENTION — 13 systems VIP System — NEW. Tiers with their own XP/SP/drop rates, rewards and real-time duration. Benefits keep working in the offline shop, activation item configurable, status panel on the board. Daily missions — NEW. Objectives by action type, automatic scheduled reset, reward per mission, progress saved per character. Includes a daily login reward. Auto Farm — NEW. The player picks the skill list, monster priority and target type (mob, raid or grand boss), and can assist the summon or the party leader. Daily quota unlocked by a pass. You decide: everyone, VIP only, or off. Auto Potion (ACP) — NEW. Separate HP / MP / CP percentage triggers, configured in-game. Removes the incentive to run third-party software. Player-to-player buff selling — NEW. The human buffer gets its job back: advertise your own buffs, set the price, sell to whoever passes. Scheme Buffer — IMPROVED. Schemes saved per account, applied from the NPC and from the board, with a cost and skill list you control. AIO character — NEW. All-in-one character with its own buffs and saved macros, duration and type set by you. Level reward — NEW. Automatic prize on reaching each level, right where most new players give up. Rates per level bracket — NEW. Five independent brackets between 1 and 86 for XP, SP and currency, plus an exclusive rate inside instances. Subclass and skill stacking — EXPANDED. Configurable cap, switching anywhere, selective stacking across subclasses with a block list. Agathion — NEW. Companion pet that follows, talks and optionally heals by percentage. Restored at login. Pet and summon persistence — IMPROVED. Pet and servitor return after a reconnect with buffs and cooldown intact. A dropped connection stops costing ten minutes of rebuffing. Chat commands — NEW. A whole layer absent from stock Interlude: .menu .farm .acp .mission .vote .sell .register .instance .leader .crystal .recipe .aiomacro CONTENT AND WORLD — 8 systems Instanced territories — NEW. Private farm area per player or party, built from the map regions. Each region has its own monster list, respawn, entry policy and a trigger-released boss. No instance sees another, and the drop rate inside is exclusive. Spot fighting is over. Kamaloka — NEW. Instanced dungeon with its own scoring, a board ranking and an entry pass as an item. Simulated players — NEW. Server-controlled characters with combat, healing and potion AI, town walking routes and template clans. Visible in /who. A freshly opened server stops looking empty. Champion mobs — EXPANDED. Own HP, attack and speed, configurable aura, multiplied XP/SP/drop, exclusive drop list, optional guaranteed enchant. Boss info and reward — NEW. Schedule and status on the board, participation reward per raid, raid points to the clan, loot protection, grand boss death announce. Original Interlude content — IMPROVED. 343 quests, 9 castles with working sieges, 44 clan halls with auction and functions, Seven Signs, Festival of Darkness, manor, fishing. Grand boss AI revised — Antharas, Baium, Frintezza, Sailren. Polymorph — NEW. Visual transformation of players and NPCs from an open file. Seasonal events — NEW. Mammon Spawn and Master of Enchanting as calendar scripts. COMMUNITY BOARD — 22 panels Player panel — NEW. Board home with server info, rules, active promotions and a shortcut to every other panel. Server shop — NEW. A merchant inside the board, prices subject to the ruling clan's tax. Rankings — NEW. PvP, PK, level, clan raid points, Kamaloka score and event ranking — six lists updated live, with automatic weekly prizes. Donation panel — NEW. Balance, product and delivery on the character, integrated with the website system. Every delivery logged. Party matching — NEW. A party noticeboard by level, class and goal. Live information panels — NEW. Boss schedules, active events, open instances and territories, governor panel, channel videos with a watch reward, vote reward. All read from the real server state. Forum, mail and friends — IMPROVED. Internal forum, character mail, friend list, favourites and a personal memo. All panel HTML is open — change the visual identity with no recompile. ADMINISTRATION — 7 systems Operations panel — NEW. The desktop Control Center described above. Visual content editors — NEW. Items with icon preview, plus multisell, NPC, class and configuration editors. Item cloning, ID migration, item pack import, automatic backup before every save. Client file editor — NEW. itemgrp / npcgrp / skillgrp read, edit and repack, with ID migration synchronized between server and client. 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The reward items are yours to configure. Every upload reaches everyone online. A new video triggers an in-game announcement with a message you write. No ad spend, no posting the link in five Discords and hoping. It becomes a habit, not a one-off spike. The daily cap resets every day, so the same players come back tomorrow. Your back catalogue keeps earning views months after publication. Abuse controls built in. One reward per video per day, a configurable daily cap across all videos, one video in progress at a time, everything stored per character in the database — relogging resets nothing. Configurable: API key, channel, how many videos to pull, whether to announce, the announcement text, the reward items and the daily reward cap. A server with 300 players online is 300 completed views on every upload. That is the difference between a channel nobody sees and a channel that grows with the server. COMBAT AND BALANCE — 6 systems Balance per class — NEW. Damage dealt and taken per class, split by attack type, edited from the board, applied without restart, automatic backup so you can roll back. Balance per skill — NEW. Power, duration and behaviour per class, without touching the original skill XML. The broken skill of the month is fixed on the spot, not in the next release. Combat caps — NEW. Hard cap on attack and cast speed, no-cooldown skill list, skill duration overridden by ID, fixed cancel time, configurable expertise penalty. Extra effects and conditions — NEW. 9 effects from later chronicles ported to Interlude, 7 new skill conditions, weapon-swap skill, skill that teaches a skill, extra targets. Servitor share — NEW. The summoner passes a percentage of their stats to the servitor. Geoengine and movement — IMPROVED. Revised pathfinding with instance support. WHAT YOU GET The distribution, compiled and licensed for your project The complete datapack — 689 XML files and the Community Board HTML, open to edit Database scripts: install plus versioned migrations Desktop Control Center (EN / PT / ES) Continuous updates through the update system Direct support during setup Optional: the L2JOne Website System — player accounts, donations with automatic in-game delivery, admin dashboard, 4 payment methods, 4 languages. Sold separately, ask if you want both. HONEST NOTES Ships compiled and licensed per project. If you need full Java sources, ask up front — do not assume it is included. Guard/HWID and the build protection are real operational controls, not a promise of absolute protection. Anyone selling you "unhackable" is selling you a story. Two systems ship disabled and are still marked in-development in the config: Fake Farming and Timed Amulets. Everything else in this list is working. The game client itself is not distributed here. The item name and grp tables for the High Five content are included, and the Control Center edits itemgrp / npcgrp / skillgrp, but assembling and hosting the client is yours. CONTACT Full system catalogue: l2jone.com/fonte Website: l2jone.com Telegram: @Williams0ff E-mail: support@l2jone.com Pricing depends on the plan and on what you want bundled — message me and I will send the options. I am open to using the forum's middleman / escrow service. I have no reputation here yet, and I think asking for it is fair. Questions in the topic are welcome — I answer them here so the next person reading finds the answer too.    Scrolls Augments New Augment Acessories    
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