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interlude [L2J] L2 Liberia


skoupas

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Welcome to Lineage II Liberia!!

 

Server Site: http://l2liberia.eu/index.html

Facebook Group: https://www.facebook...eriaPvP?fref=ts

We are glad to announce you that the project L2 Liberia will be lunched at 05/05/2015!

We hope you enjoy your stay to our server have fun and respect the server rules.

[L2J] Liberia pack have 15 custom auto Events! with special rewards!
We are Glad to announce you that with the Grand Opening of our server there will be also a Grand PvP Event. Gather your Strength and courage and build up your characters as fast as you can, as better as you can to be the best! Remember!! To be the BEST you need to beat the BEST. So Are you ready to become the King of PvP Tournament? Join us now And Prove it!!!

The event will last until 15/6/2015.

Prize: 100 Euros

Winner: Top PvP Player
 
Server Information.

~>Server Rates<~

*Exp : x5000 *

*Sp : x5000 *

*Adena : x1 *

*Drop : x1 *

~>Enchant Rates<~

*Safe : 4*

*Max : 30 *

*Normal Scroll Rate : 70% *

*Blessed Scroll Rate : 75% *

*Crystal Scroll Scroll Rate : 80% *


~>Lineage II Liberia NPC Info<~


*Global Teleporter(With All The Towns/Zones/Rb's)*


*Custom Buffer(2h Buffs With Full Buffs/Dance/Songs/Extra)*


*Custom Gm Shop(With EveryThing You Want)*


*Custom Shop With(Exelion Armor-Exelion Weapon)*


*Custom Shop With(Improved Exelion Armors)*


*Event Shop You can buy Items With Vote - Olympiad - Events*


*You Can Find All The NPC's In Town of Giran*

 

~>Lineage II Liberia Working Features<~


*Clan System*


*Clan Hall System*


*Olympiad System*


*AutoEvent System*


*VoteReward System*


*SubClass System*


*Hero System*


*Noblesse System*


*Duel System*


*Augmentation System(1 active + 1passive)*


*Wedding System*


*Enchant Skills System*



~>Lineage II Liberia Dedicated Server<~


*Windows Server*


*Cpu : Intel XeonE5-1620v2 4c/8t 3,7 GHz+/3,9 GHz*


*Ram : 64 GB*


*Disk Space : Full SSD SoftRAID 3 x 300 GB SSD Intel DC S3K*


*Bandwidth (Traffic) : 2 TB*


*Public network card: 1 x 1 Gbps*


*DDoS protection included*
 
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    • As i was going through some old files i found this code that i made a while ago its pretty simple and can be improved for sure but i got no interest on it anymore .   The code checks what type of life stone it is Mid High Top etc. and augments the weapon based on the augment rate of your server if its a skill it will disarm weapon and show you the name and type of skill .   for example player.sendPacket(new CreatureSay(0, SayType.HERO_VOICE, "[" + type + "]", "You got " + name)); sendMessage(player, type + " : You got " + name);   you also have to register it on your net.sf.l2j.gameserver.handler.ItemHandler.java   registerHandler(new FastAugmentation());   and on your items xml file e.g gameserver/data/xml/items/8700-8799.xml   add this add this <set name="handler" val="FastAugmentation" /> It should be like this <item id="8762" type="EtcItem" name="Top-Grade Life Stone: level 76"> <set name="material" val="LIQUID" /> <set name="weight" val="2" /> <set name="price" val="4800000" /> <set name="handler" val="FastAugmentation" /> <set name="is_stackable" val="true" /> <cond msgId="113"> <player level="76" /> </cond> </item>   it can be easily adapted for any l2j pack the code above is for aCis 398? if not mistaken   BACKUPCODE package net.sf.l2j.mods.itemhandlers; import net.sf.l2j.gameserver.data.xml.AugmentationData; import net.sf.l2j.gameserver.enums.Paperdoll; import net.sf.l2j.gameserver.enums.SayType; import net.sf.l2j.gameserver.handler.IItemHandler; import net.sf.l2j.gameserver.model.Augmentation; import net.sf.l2j.gameserver.model.actor.Playable; import net.sf.l2j.gameserver.model.actor.Player; import net.sf.l2j.gameserver.model.item.instance.ItemInstance; import net.sf.l2j.gameserver.network.serverpackets.CreatureSay; import net.sf.l2j.gameserver.network.serverpackets.ExShowScreenMessage; import net.sf.l2j.gameserver.network.serverpackets.InventoryUpdate; import net.sf.l2j.gameserver.network.serverpackets.SocialAction; /** * @author RKolibri */ public class FastAugmentation implements IItemHandler { @Override public void useItem(Playable playable, ItemInstance item, boolean forceUse) { Player player = (Player) playable; ItemInstance weapon = player.getInventory().getItemFrom(Paperdoll.RHAND); Augmentation topLs = AugmentationData.getInstance().generateRandomAugmentation(76, 3); Augmentation highLs = AugmentationData.getInstance().generateRandomAugmentation(76, 2); Augmentation midLs = AugmentationData.getInstance().generateRandomAugmentation(76, 1); Augmentation noGradeLs = AugmentationData.getInstance().generateRandomAugmentation(76, 0); InventoryUpdate iu = new InventoryUpdate(); int ls = item.getItemId(); if (weapon == null) { player.sendMessage("You have to equip a weapon first."); return; } if (weapon.getItem().getCrystalType().getId() <= 3) { player.sendMessage("Fast Augmentation available only for A and S grade Weapons!"); return; } if (weapon.isHeroItem()) { player.sendMessage("Hero weapons can't be augmented!"); return; } if (weapon.isAugmented()) { removeAug(playable); } else { player.destroyItem("Consume", item.getObjectId(), 1, null, false); Augmentation augmentation; if (ls == 8762) { augmentation = topLs; } else if (ls == 8752) { augmentation = highLs; } else if (ls == 8742) { augmentation = midLs; } else if (ls == 8732) { augmentation = noGradeLs; } else { return; } weapon.setAugmentation(augmentation); iu.addModifiedItem(weapon); player.sendPacket(iu); player.broadcastUserInfo(); if (weapon.getAugmentation().getSkill() == null) { player.sendMessage("No luck try again!"); } else { checkAugmentResult(playable); } } } public static boolean removeAug(Playable playable) { Player player = (Player) playable; ItemInstance weapon = player.getInventory().getItemFrom(Paperdoll.RHAND); InventoryUpdate iu = new InventoryUpdate(); weapon.getAugmentation().removeBonus(player); weapon.removeAugmentation(true); iu.addModifiedItem(weapon); player.sendPacket(iu); player.broadcastUserInfo(); return true; } private static void checkAugmentResult(Playable playable) { Player player = (Player) playable; ItemInstance weapon = player.getInventory().getItemFrom(Paperdoll.RHAND); String name = weapon.getAugmentation().getSkill().getName(); boolean isChance = weapon.getAugmentation().getSkill().isChance(); boolean isActive = weapon.getAugmentation().getSkill().isActive(); boolean isPassive = weapon.getAugmentation().getSkill().isPassive() && !isChance; InventoryUpdate iu = new InventoryUpdate(); String type; if (isChance) { type = "CHANCE"; } else if (isActive) { type = "ACTIVE"; } else if (isPassive) { type = "PASSIVE"; } else { return; } player.sendPacket(new CreatureSay(0, SayType.HERO_VOICE, "[" + type + "]", "You got " + name)); sendMessage(player, type + " : You got " + name); player.broadcastPacket(new SocialAction(player, 3)); player.disarmWeapon(true); iu.addModifiedItem(weapon); player.sendPacket(iu); player.broadcastUserInfo(); } public static void sendMessage(final Player player, final String message) { player.sendPacket(new ExShowScreenMessage(message, 3000, ExShowScreenMessage.SMPOS.TOP_CENTER, true)); player.sendMessage(message); } }   Pastebin   Have fun and enjoy Author : RKolibri Credits : RKolibri  
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