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Whole project looks incredible so far!

 

The only thing Im afraid of is that you'll want to add custom textures/systextures, which will definitely cause a lot of problems (as seen so many times before on many servers). Custom textures (either self-made or ripped from higher chronicles) look incredibly wrong and bad on innapropriate chronicle and cause unbelieveable ammount of crashes because there is no way you can test it for everyone.

 

I hope you won't do the mistake of adding custom textures (at all!), and rather use very rich High Five database instead to ensure this project's success!

Good luck.

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i dont see a point of 10 min s / d

 

i always see only 3 parts of s/d

 

1.) retail 2 min

2.) useless since cancel nerfed

3.) cancel no nerfed, usable in party

 

but why the heck s/d for 10 min?

 

with 10 min for s/d will nobody play it active, and everybody will just box that.

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i dont see a point of 10 min s / d

 

i always see only 3 parts of s/d

 

1.) retail 2 min

2.) useless since cancel nerfed

3.) cancel no nerfed, usable in party

 

but why the heck s/d for 10 min?

 

with 10 min for s/d will nobody play it active, and everybody will just box that.

 

Solid point, I dont see a reason for 10 minutes neither.

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Our closed beta phase has been successful and is now over. Thank you to all of the closed beta testers that have helped us. We are now heading towards the Open Beta Phase. We won't announce an exact date yet, but you can start spreading the word about it and take part in our advertising campaign! Stay tuned for more news, contests and amazing surprises! Stay active, support us, show us your love and you won't get disappointed!

 

Check our latest changelog:
 
 
  • Players can finish 7 signs quest on subclass is (Fixed)
  • Quest panel is not showing (Fixed)
  • Quest Alarm' window that shows quest item progress is not shown. (Fixed)
  • Chant of victory is set to 30 min.
  • Dash duration is now (Fixed)
  • Duration of self buffs has been (Fixed)
  • The NPC Graham in Giran Weapon Shop text has been (Fixed)
  • Ultimate Escape (Lv1), on Kamael Warder has been (Fixed)
  • Falling damage on Cruma Tower and Rune Towership has been (Fixed)
  • HTML Teleport button on Minerva NPC has been (Fixed)
  • PvP 1vs1 and 4v4 Tournaments has been (Fixed)
  • PvP Message has been (Fixed)
  • Buffs Duration changed to 2H Main buffs -  1H Songs/Dances (IF anything changes you will get informed)

 

You can read more @ MMOPlay forum

Edited by MMOPLAY
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EXCLUSIVE CONTENT

 

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 Be the first people in the Lineage II  world to take part in the revolutionary power of the nexus engine!

 

v 3.0

MMOPLAY  proudly present our exclusive version of the latest Nexus Engine which contains the following

 

 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 configures 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)
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...(Fully configurable)
* can be stopped/relaunched from in-game 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 enough 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 enough to handle situations if people disconnect from the server, etc.
* you can select rewards for every position (winner, 2nd, 3rd,...)
* screenshots: http://imgur.com/a/1kZdf


Killing Spree/Combo Points Rewards
- 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)


- Configurable rewards for specific achievements on events, such as when you pick a flag on CTF, when you capture a zone in Domination, etc.

Changes / Fixes:
- general bugfixes and lang typo fixes
- 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 game server core, this will make adapting and synchronizing with L2J updates easier


- improved admin panel for making admins life easier! http://imgur.com/a/osSfM

 

v 2.2

Including all the features from the latest public release

Orange color - (Gold membership only features)


* Main events
- Fully working events: Team vs Team, Advanced Team vs Team, Capture the Flag, Domination, Mass Domination, Deathmatch, Last Man Standing events, Lucky Chests (extremely advanced version), Hunting grounds, Battlefield, Mutant, Zombies, Treasure Hunt and Treasure Hunt PvP with literally tens of ways to customize them

All Main events have following features:
* advanced sorting players to the teams (based on level or pvps), also it ensures the same count of healers in all teams
* automatic creation of parties and advanced sorting of healers to the parties, which tries to put at least one healer to each party
multiple instances engine, which allows you to separate the event into more instances, to make the event more balanced. You can, for example, create one instance for players within level 20-40; one for 41-62; one for 63-75 and the last one for levels 76-85.
* all players have title which contains player's score and sometimes even his dead count
* advanced spawn system (classic or wave spawning), there can also be more spawns for each team
* multiple maps support - the map for the event is selected randomly (I plan to include an optional voting system for the next map too in the future)
* give rewards for First blood on the event
* give rewards for first X registered players in the event
* support for players who disconnected from server and event to get back to the event if they relogin
support for Radar system (quest-like arrow above player's head point the player to the place where he should be, like enemy's flag or base)


* Mini events
- Fully working Single players fights, Party fights, Korean Party fights and Mini TvT events, including the Event Modes engine, using whose I added following modes to the server as templates, which you can use to create your own modes:

Single players fights:
- 1v1 event (classic 1v1 fights)
- 3 players FFA event (free-for-all)
- 5 players FFA event (free-for-all)

Party fights:
- 5vs5 (register with a party of 5 people and fight another party)
- 2vs2 (you only need one friend!)
- 9vs9 (full parties)
- 2vs2vs2 (same as 2vs2, there are 3 teams fighting each other)
- 5vs5vs5 (same as 5vs5, there are 3 teams fighting each other)

Korean Party fights:
- 5vs5 (you need a party of 5 people)
- 3vs3 (grab two friends to join)
- 9vs9 (for full parties)

Mini TvT:
- 10vs10 (smaller version; you don't need any party to join, teams are created automatically)
- 20vs20 (bigger version)

Note that these are just examples. Making of an EventMode is a work for like 20 seconds!

- You can also create these Mini event matches manually and then watch them
- All mini events are instanced. That means there can be infinity count of matches fighting in one map. However, I still recommend using more maps (= places where the players fight) for mini events, only because it is cool.
- 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

* Other features:
- Fully working admin panel (//event_manager), allowing you to customize almost everything on the engine
- Fully configurable advanced Reward system (especially useful on FFA events, such as Deathmatch); using which you can reward almost every action on the event
- Creating multiple maps for events. The maps are selected randomly when the event starts (or you can force it to use the map you want, if you're launching the event manually). You can add descriptions for the map so that the players can prepare for it before the event starts.
- Event Warning system - adds warning points to players that, for example, disconnect while they're on a mini event or somehow else interrupt events. If their warning raises to 3, they will be unable to join any event. Warnings decrease by 1 every day.
- Event Scheme buffer, where the players can create their own schemes of buffs, which will be applied on them when they are on the event
- Advanced in-game configuration engine, with different inputs to the configs, such as a true/false Enum for boolean, MultiEdit for long strings, or MultiAdd for configs, such as disabled Skills (which allows you to comfortably add/remove skills from the list)
- Dualbox protection for registrations (can be disabled), AFK protections
- Registration NPC shows current event's description written dynamically based on current config
- Detailed information about the current/next event in Community board (http://imgur.com/a/WVfFW)
- Fully advanced statistics engine
- Multilanguage support (you can translate messages sent by the engine to your language)
- .register and .unregister commands (or set your own command for remote registering)
.suicide command in case you stuck in textures
- NPC Buffer which can be used everywhere, not just in events. It supports the same schemes as the event buffer , which means the player only has to make one scheme and then can use it on both events or normally in the game.


There is also 41 premade maps (71 premade maps for the gold membership) for you, which you can use as templates for your own maps. The gold

 

 

 

WEBSITE: http://nexus-engine.net

Edited by MMOPLAY
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