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Posted (edited)

I appreciate your comments but a donator expect something extra.. They have that extra thing and trust me, that doesn't ruin the gameplay!

 

This right here proves the server is made for money. You're not the only one doing this shit. You can make a balance economy with proper donates, instead of making shitty players overpowered! This way the server would last longer, would get more people. More people more donations but for some people its really hard to think a way to do it properly, they are just like sheep.

You just said to me in previews comments they can't use them. Funny

Edited by acerulz
Posted

if there is no incentive to donate why even bother

personally i don't consider it as a 'donation' but either way every server is made for profit there is no such thing as 'for the players' however its the way they disguise it

Posted

I didn't said nothing else in previous posts. I said the same if you read older posts from this topic.

All i said is that the passives don't make them invincible. Also, all servers are made for money because it isn't made for retard kids who come and insult you/ your family and everything else they can. No one support this shit if they don't win from it. Get used to that. Every server opened is made to be a profit for the creator.. In a better or a less better way. 

Since i spend so much time and invest on server and spending my nights on it, i want something in return. A thanks won't bring me a free beer ^^

 

But don't get me wrong... I love to see people playing with fun my server, that they like how i build it.. So don't think that i just open and wait my pockets to get full. I work daily ( or as much as i can).

Posted (edited)

Theres another way to make money from a server (even more than everyone makes) and thats not by making the ones who donate more overpowered than a farmer. And the server will last longer and have more people. Back in the day you could buy anything in donations list just by farming, you just have to know what to put in donations and what to make it hard to farm so a donator wont bother to farm for, just donate and try to buy it with that. Maybe I'm just "old school" lol.

 

 

And the movement bug? What classes you reworked? And what is all that shit about donators having 3-6 actives crap, is it true?

 

No. they cant use more actives..

about the movement bug, i must wait the fixes of acis team..can't do nothing about it

Edited by acerulz
Posted

Ypur idea is good on retail / low / mid rate but not for a high rate custom server..

they wont come here to farm...

if  they love farm they choose other server type.

Posted (edited)

By farm I mean doing RB, even farming pvp points. You can do a currency for that, you just have to know or have the idea to know how to do it! Too bad I don't have DEV skills, but event so, I like to play not administrate a server :happyforever:

Edited by acerulz
Posted

You can come with suggests about economy of a server. Like u said..

You don't need dev skills. Just ideas ^^ we make them come true if we believe that they can make the server better.

  • 2 weeks later...
Posted

Low online. 

We work on stability, on balance. And we try to make this as much as possible.

Posted

Low online. 

We work on stability, on balance. And we try to make this as much as possible.

maybe online isnt huge but still a good server with good admin

  • 2 weeks later...
Posted

Yes. I couldn't take care of it this month.

Sad... but i decided to keep it online for those few people who still play on it.

Posted

Sorry but i think this is a waste of money.

Atleast he tries. These words are proving that he is a really good administrator.

Posted

Sorry but i think this is a waste of money.

It is a waste of money. But for those 20 players, i keep it on... Even on this number they ask me many times to not close it.

Until i will have the new server ready, this one will stay online for those who want to spend some time on it. 

 

 

Thx Devlin ^^

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  • Posts

    • im using l2jmobius
    • 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
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