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Posted (edited)

L2Fandc, latest source with facebook share, twitch, phantom.

 

DOWNLOAD

 

Enjoy it guys!!

 

P.D.: If is something missing, just drop you question here, I might have it because when I got this pack, it was missing a lot stuff and I have been fixing it a lot.

also this pack is not ready to go for a live server. Use this pack to take the Addons and Codes for you personal pack.

 

P.D.2: I have never understand why FandC (Claw) customers never complain and report him in this forum. Seriously this pack its a really piece of Sh.....t.

 

Some html missing:

 

Location: \html-en\mods\Vote\

 

Index.htm

Spoiler

<html>
   <body>
      <title>Welcome</title>
      <center>
      <img src="L2UI.SquareWhite" width=300 height=1>
      1. Open https://irsdev.com<br>
      2. Click Banner Hopzone Vote us !<br>
      3. Click Banner Topzone Vote us !<br>
      4. Click Banner L2Network Vote us !<br>
      5. Claim The reward in Game on npc VoteSystem<br>
      <img src="L2UI.SquareWhite" width=300 height=1>
      <table width=300 height=10 bgcolor=000000>
         <tr>
            <td fixwidth=230 height=15 align=center>
               Vote Manager
            </td>
            <td fixwidth=3></td>
         </tr>
      </table>
      <img src="L2UI.SquareWhite" width="300" height="1">
      <br>
      <br>
      <img src="L2UI.SquareWhite" width="220" height="1">
      <br>
      <table width=300 height=10 bgcolor=000000>
          <tr>
             <td width=270 align="center">
                <button value="Topzone" action="bypass -h npc_%objectId%_Topzone vote" width=100 height=30 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF">
             </td>
          </tr>
          <tr>
              <td width=270 align="center">
                <button value="Hopzone" action="bypass -h npc_%objectId%_Hopzone vote" width=100 height=30 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF">
             </td>
           </tr>
           <tr>
              <td width=270 align="center">
                <button value="Network" action="bypass -h npc_%objectId%_Network vote" width=100 height=30 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF">
             </td>
          </tr>
           
          
      </table>
      <br><br>
      <br1>
      <img src="L2UI.SquareWhite" width=300 height=1>
      <table width=300 height=10 bgcolor=000000>
         <tr>
            <td fixwidth=230 height=15 align=center>
               <font color="0978f2">Website: http://irsdev.com/</font><br>
                For use Mouse Coin please Alt+B -> Vote & Fa Store
            </td>
            <td fixwidth=3></td>
         </tr>
      </table>
      
          
         
           
          
      
      <img src="L2UI.SquareWhite" width="300" height="1">
    </center>      
   </body>
</html>

 

Reward.htm

Spoiler

<html>
   <body>
      <title>Welcome</title>
      <center>
      <img src="L2UI.SquareWhite" width=300 height=1>
      <img src="bgimage.bgimage" height=110 width=300></td>
      <img src="L2UI.SquareWhite" width=300 height=1>
      <table width=300 height=10 bgcolor=000000>
         <tr>
            <td fixwidth=230 height=15 align=center>
               Vote Manager
               </font>
            </td>
            <td fixwidth=3></td>
         </tr>
      </table>
      <img src="L2UI.SquareWhite" width="300" height="1">
      <br>
      <br>
      <img src="L2UI.SquareWhite" width="220" height="1">
      <br>
      <table width=300 height=10 bgcolor=000000>
          <tr>
             <td width=270 align="center">
                <button value="Receive Reward" action="bypass -h npc_%objectId%_%site% reward" width=120 height=20 back="L2UI_CT1.Button_DF_Down" fore="L2UI_CT1.Button_DF">
             </td>
          </tr>
      </table>
      <br><br>
      <br1>
      <img src="L2UI.SquareWhite" width=300 height=1>
      <table width=300 height=10 bgcolor=000000>
         <tr>
            <td fixwidth=230 height=15 align=center>
               <font color="0978f2">Website: http://irsdev.com/</font>
               </font>
            </td>
            <td fixwidth=3></td>
         </tr>
      </table>
      <img src="L2UI.SquareWhite" width="300" height="1">    
      </center>
   </body>
</html>

 

 

Edited by Akar0
Updated html missing
Posted (edited)

hi...nice share...when i go to open this pack give this error:

Exception in thread "main" java.lang.Error: Failed to Load ./config/masterio/RankPvpSystemConfig.properties File.
        at masteriopack.rankpvpsystem.RPSConfig.load(RPSConfig.java:684)
        at l2f.gameserver.GameServer.<init>(GameServer.java:325)
        at l2f.gameserver.GameServer.main(GameServer.java:617)

 

can u help with this? when run GameServer.bat

Edited by roukounas123
Posted
22 minutes ago, roukounas123 said:

hi...nice share...when i go to open this pack give this error:

Exception in thread "main" java.lang.Error: Failed to Load ./config/masterio/RankPvpSystemConfig.properties File.
        at masteriopack.rankpvpsystem.RPSConfig.load(RPSConfig.java:684)
        at l2f.gameserver.GameServer.<init>(GameServer.java:325)
        at l2f.gameserver.GameServer.main(GameServer.java:617)

 

can u help with this? when run GameServer.bat

Because you are missing the config file.

 

Put this file inside of "/config/masterio/" folder:

Spoiler

#------------------------------------------------------------------------------------------#
#---------------------------< Config v3.8.9 for l2jserver Hi5 >----------------------------#
#------------------------------------------------------------------------------------------#
# Rank Points and PvP Exp use the same rules for rising.
# PvP Exp can decrease (if enabled). 
# Ranks base on PvP Exp.
#------------------------------------------------------------------------------------------#
# 			  							Rank PvP System			   					 	   #
#------------------------------------------------------------------------------------------#
# Enable Rank PvP System, or disable it totaly if False (no database updates, no commands, no community tables, etc.).
RankPvpSystemEnabled = True

# Enable PvP counter in Alt+T window in game. It's mean all PvP kills will be counted by RPS rules.
PvpCounterForAltTEnabled = True
# If True only Legal Kills will be counted. If False all PvP Kills will be counted.
PvpCounterForAltTLegalKillsOnly = True

# Minimum player level for count legal kills.
LegalKillMinLvl = 80

# If enabled, kill PK player (player with red nick) will rise the Legal Kills for the Killer. Default True. 
LegalKillForPkKillerEnabled = True

# If enabled, kill not flagged player will rise the Legal Kills for the Killer (karma is ignored). Default False. 
LegalKillForInnocentKillEnabled = False

# Set time interval between kills the same victim (in minutes)(0 - Disabled).
# Option is used for Legal Kills & RPC & Rank Points.
# Default: 60
ProtectionTimeReset = 60

# If the same player kill victim many times, then after X times the Legal Kills will not increase (0 - Disabled).
# If LegalKillProtection = 3, then it not rise Legal Kills for kill 4 times the same player.
# INFO: Option used for RPC and Rank Points.
LegalKillProtection = 0

# If the same player kill victim many times, then after X times the Legal Kills will not increase (0 - Disabled).
# X is reset every day.
# IMPORTANT: LegalKillProtection MUST BE = 0.
# INFO: Option used for RPC and Rank Points.
DailyLegalKillProtection = 0

# If True, then GM characters will be ignored by RPS.
# Option is used when colored nick and titles too.
# Info: If GM characters are saved in RPS, you should remove them manually from rank_pvp_system tables.
# SQL example: 
# 	DELETE FROM rank_pvp_system WHERE killer_id IN(SELECT charId FROM characters WHERE accesslevel <> USER_ACCESSLEVEL); 
# *USER_ACCESSLEVEL is a access level for users.
# Default: True
GMIgnoreEnabled = False

#------------------------------------------------------------------------------------------#
# 			  	  						Reward options			   						   #
#------------------------------------------------------------------------------------------#
# It gives reward(RPC) for any legal PvP.
# INFO: ProtectionTimeReset is used if enabled.
# Enable PvP Reward System (RPC Reward & Reward)
# REQUIRE: RankPvpSystemEnabled = True

# RPC Reward allows earn and exchange RPC points for selected rewards, this RPC reward are awarded for each PvP.
RpcRewardEnabled = True
# INFO: RPC - is a special currency, player can exchange it for items.
# RPC Reward amount, awarded for each PvP.
RpcRewardAmmount = 1
# Minimum player level to obtain reward.
RpcRewardMinLvl = 80

# PvP Reward awarded for each PvP.
PvpRewardEnabled = False
# Reward item id.
PvpRewardId = 6673
# PvP Reward amount, awarded for each PvP.
PvpRewardAmount = 1
# Minimum player level to obtain reward.
PvpRewardMinLvl = 80

# If enabled, gives reward for kill PK player (player with red nick). 
# This option is used for all 4 reward types (PvP Reward, Rank PvP Reward, RPC, RP).
RewardForPkKillerEnabled = True
# If enabled, kill unflaged player will be rewarded (otherwise PK mode).
# This option is used for all 4 reward types (PvP Reward, Rank PvP Reward, RPC, RP).
# Default: False.
RewardForInnocentKillEnabled = False

# If enabled, gives rewards for kill player by rank. Reward list for each rank defined in database table: rank_pvp_system_rank_reward, is_pvp = true.
# REQUIRE: RanksEnabled = True
RankPvpRewardEnabled = True
# Minimum player level to obtain reward.
RankPvpRewardMinLvl = 1

# If enabled, gives rewards for reach new Rank by player. Reward list for each rank defined in database table: rank_pvp_system_rank_reward, is_level = true.
# REQUIRE: RanksEnabled = True
RankLevelRewardEnabled = True

# If enabled, add skills for reach new Rank by player. Reward list for each rank defined in database table: rank_pvp_system_rank_skill.
# REQUIRE: RanksEnabled = True
# Minimum rank_id must be > 1, because each player have rank with id = 1 as dafault.
RankSkillRewardEnabled = True

# If enabled, RP, RPC, PvP Reward and Rank PvP Reward will check Legal Kill conditions.
RewardLegalKillEnabled = True

#------------------------------------------------------------------------------------------#
# 				 					  	 	Ranks 							 		 	   #		
#------------------------------------------------------------------------------------------#
# INFO: RankNames, 
# 		RankMinPoints, 
# 		RankPointsForKill, 
# 		RankRewardIds, 
# 		RankRewardAmounts 
# 		must have same size and cannot be empty.
# REQUIRE: RankPvpSystemEnabled = True
RanksEnabled = True

# Minimum player level for obtain Rank Points / PvP Exp.
RankPointsMinLvl = 1

# Rank names (first element is the higher rank):
# Format: name1,name2,name3
# Example: RankNames = Five Star General,General [Grade 3],General [Grade 2],General, ... ,Apprentice,Recruit
RankNames = Five Star General,General [Grade 3],General [Grade 2],General,Brigadier General,Brigadier [Grade 3],Brigadier [Grade2],Brigadier,Force Colonel,Colonel [Grade 3],Colonel [Grade 2],Colonel,Strike Commander,Commander [Grade 3],Commander [Grade 2],Commander,Field Major,Major [Grade 3],Major [Grade 2],Major,Staff Captain,Captain [Grade 3],Captain [Grade 2],Captain,First Lieutenant,Lieutenant [Grade 3],Lieutenant [Grade 2],Lieutenant,Master Sergeant,Gunnery Sergeant [Grade 3],Gunnery Sergeant [Grade 2],Gunnery Sergeant,Sergeant [Grade 3],Sergeant [Grade 2],Sergeant,Corporal [Grade 2],Corporal,Private [Grade 2],Private,Apprentice [Grade 2],Apprentice,Recruit

# INFO: Be careful with points. MySql database allow BIGINT(18) total rank points.

# Rank require points (first element is points count for obtain 1st rank title, in example: Five Star General):
# Format: count1,count2,count3
# count1 > count2 > count3 > ... >= 0, minimum points for first (lowest) rank must be 0!
# Foramt: RankMinPoints = 10000,1000,400,0
# IMPORTANT: property elements count must be same like in RankNames.
# Example: if player have current points BETWEEN 2,000,000 AND 1,000,000 it gives rank: General [Grade 3].
RankMinPoints = 2000000,1000000,750000,600000,400000,250000,190000,150000,120000,100000,82000,65000,50000,38000,28000,20000,14000,10000,7000,5000,3000,2000,1500,1000,880,760,680,580,500,450,400,360,320,280,240,190,150,120,70,30,10,0

# Example: For Five Star General kills reward is 50 points.
# Format: count1,count2,count3
# All values MUST be greater than 0.
# IMPORTANT: properties count must be same like in RankNames.
RankPointsForKill = 50,48,46,44,42,40,38,36,33,32,31,30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,1
# Cut off points, earned for kill high rank victims ['rank points for kill']. (should reduce farm of RP on high level victims)
# Example: Killer RP reward is 20, victim RP reward is 50, if killer kill the victim he will obtain 20 points, not 50 points.
RankPointsCutEnabled = True

# If enabled RPC points will be awarded for kill Victim with specified rank.
RankRpcEnabled = True
# INFO: RPC - is a special currency, player can exchange it for items.
# RPC amounts for kill player with defined ranks.
# IMPORTANT: properties count must be same like in RankNames.
RankRpcAmount = 42,40,39,38,37,36,35,34,33,32,31,30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,1
# Cut off RPC, earned for kill high rank victims ['rank points for kill']. (should reduce farm of RPC on high level victims)
# Example: Killer RPC reward is 20, victim RPC reward is 50, if killer kill the victim he will obtain 20 points, not 50 points.
RankRpcCutEnabled = True

# Enable alternative points counting for players.
# If enabled then RankPointsForKill is ignored.
# Example: RankPointsDownAmounts = 100,50,10,1,0
# For first kill awards 100, 2nd kill give 50, ... , 0.
# It can be manipuleted by LegalKillProtection and DailyLegalKillProtection.
# IMPORTANT: Protection X value cannot be less than size of RankPointsDownAmounts. Example: min value for example data is 5.
RankPointsDownCountEnabled = False
RankPointsDownAmounts = 100,50,10,1,0

# Shout current Points info for killer & victim.
RankShoutInfoOnKillEnabled = True

# Shout Bonus Points informations for killer.
# Require: RankShoutInfoOnKillEnabled = True
RankShoutBonusInfoOnKillEnabled = True

# If enabled shows informations about Total Kills on Victim, otherwise show informations about Legal Kills on Victim.
TotalKillsInShoutEnabled = True

# Nick and Title colors for each rank.
# INFO: Do not put RED, PURPLE, or LIGHT RED Nick Colors. This colors are used in game!
# Colors must have HTML format (6 letters (hex)).
# Format: ABCDEF,0103FF, ... ,ABCDEF
# Minimum: 000000, Maximum: FFFFFF.
# IMPORTANT: properties count must be same like in RankNames.
# First color on left is for the highest rank, [5 Star General].
NickColorEnabled = False
NickColors = FF8000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00

TitleColorEnabled = False
TitleColors = FF8000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00

# PvP experience lose options.
# If enabled the Victim will lose PvP Exp.
PvpExpDecreaseEnabled = False
# Methods:
# 1 - FULL		<- if killer earn 100 RankPoints(PvpExp) + 20 bonus points, the Victim will lose: 120.
# 2 - BASIC		<- if killer earn 100 RankPoints(PvpExp) [bonus points ignored], the Victim will lose: 100.
# 3 - CONSTANT	<- the constant value defined in PvpExpDecreaseConstant option.
# 4 - FRACTION	<- if killer earn 100 RankPoints(PvpExp) + 20 bonus points, the Victim will lose: PvpExpDecreaseFraction * 120. Value is defined in PvpExpDecreaseFraction option.
#
# * the bonus points players earn for: area, war, combo.
PvpExpDecreaseMethod = 1
# Option is used only for CONSTANT method. Integer number [1, 2, 3, ...].
PvpExpDecreaseConstant = 5
# Option is used only for FRACTION method. Float number [0.1, ... , 1.0].
PvpExpDecreaseFraction = 0.5

# If True decrease Pvp Exp on legal kill ONLY, if False Pvp Exp will decrease on every kill.
PvpExpDecreaseOnLegalKillEnabled = True

#------------------------------------------------------------------------------------------#
# 								 	  	 War Kills 						     			   #
#------------------------------------------------------------------------------------------#
# Enable war kills counter
WarKillsEnabled = True

# Ratio for Rank Points when killed a player from War Clan. 
# Add to standard rank points for kill difference between ((points * ratio) - points).
# 2.0 mean 2 times more points for kill a player from war. 
# Ratio must be > 1.0, if <= 1.0 points will be not multiplied.
WarRankPointsRatio = 1.2

#------------------------------------------------------------------------------------------#
# 								 		 Combo Kills						     	 	   #
#------------------------------------------------------------------------------------------#
# Combo system allow get combo for killing the victims. 
# Combo will be reseted if character will die, relog, join to event or olympiad.
# Combo system disabled on events and olympiad (option inherited from Rank PvP System).

# Enable combo kill system.
ComboKillEnabled = True

# Shout messages for players, if killer kill more victims.
# Format: combo_kills,message; ... ;combo_kills,message
# List must be ORDERED from lowest to highest by combo_kills. <-- IMPORTANT!!!
#
# Message can contain special tags: 
#	 %killer% - it will be replaced with killer name.
#	 %victim% - it will be replaced with victim name.
#	 %combo_level% - it will be replaced with combo level.
#
# Local - shout message to visible players by killer.
# Global - shout message to all players online.
# Info: one of these lists can be empty, and combo_kills can be random numbers, but ordered (example: 1,msg;2,msg;3,msg;6,msg;7,msg;8,msg;10,msg;55,msg;100,msg).
# It can start from 3,msg;6,msg;7, ... then killers with combo level 1 and 2 will be not shouted.
# Checking priority: if combo_kills will be founded on local list, then global list is not checked.
ComboKillLocalAreaMessages = 2,%killer% is a good killer!;3,%killer% is a perfect killer!;4,%killer% have no mercy!;5,%killer% is in killing spree!;6,%killer% assassinate every target!;7,%killer% is killing master!;8,%killer% is a Uber killer!;9,%killer% own the battlefield!
ComboKillGlobalAreaMessages = 10,%killer% is Unstopable!!!

# Alternate combo message method, is not require for each combo level defining the message.
# Just one message for any combo level.
# If enabled shows combo size, example: Player have 5 Combo kills! or Player have 99 Combo kills!
#
# Message can contain special tags: 
#	 %killer% - it will be replaced with killer name.
#	 %victim% - it will be replaced with victim name.
#	 %combo_level% - it will be replaced with combo level.
#
# If ComboKillAltGlobalMessageMinLvl = 10 then if player get combo level >= 10 it will be shout on global chat, otherwise on local chat. 
# If ComboKillAltGlobalMessageMinLvl = 0 it shouts all messages on local chat.
ComboKillAltMessagesEnabled = True
ComboKillAltMessage = %killer% have %combo_level% Combo kills!
ComboKillAltGlobalMessageMinLvl = 10

# If enabled shout messeage about defeated combo killer, if victim combo is greater than selected level.
ComboKillDefeatMessageEnabled = True
# Minimum combo level for show the defeat message. It not mess chat window with player's low combo level.
# Require: ComboKillDefeatMessageEnabled = True
ComboKillDefeatMessageMinComboLvl = 3

# Message can contain special tags: 
#	 %killer% - it will be replaced with killer name.
#	 %combo_level% - it will be replaced with combo level.
#
# ComboKillDefeatMessage = %killer% is defeated! or:
ComboKillDefeatMessage = %killer% is defeated with %combo_level% combo lvl!!!

# Enable protection with Legal Kills, combo will rise if it's legal kill.
ComboKillProtectionWithLegalKillEnabled = True

# Enable protection with No Repeat for kill, combo will rise if victim is not on current combo list.
ComboKillProtectionNoRepeatEnabled = True

# If kill time between previous victim and next victim will be greater than ComboKillReseter, combo will be reseted (time in seconds).
# 0 - disabled.
# Default: 300
ComboKillReseter = 300

# List contains combo kills and rank points ratio added to rank points for kill.
# Format: combo_kills,ratio; ... ;combo_kills,ratio
# List must be ordered from lowest to highest by combo_kills.
# Ratio must be greater than 1.0, otherwise will be ignored.
ComboKillRankPointsRatioEnabled = True
ComboKillRankPointsRatio = 5,1.1;6,1.2;7,1.3;8,1.4;9,1.5;10,1.6

#------------------------------------------------------------------------------------------#
# 			  .pvpinfo command, PvP Status window, Death Status, RPC options 	    	   #
#------------------------------------------------------------------------------------------#
# If enabled allow use .pvpinfo command on targeted player.
PvpInfoCommandEnabled = True

# If enabled change .pvpinfo for /pvpinfo command. (/pvpinfo is recommended)
# IMPORTANT: Is require Client modification file: LineageII/system/commandname-e.dat
# Information how to apply it in: ClientModInfo.txt
PvpInfoUserCommandEnabled = False
# ID of command, it is same id what is in commandname-e.dat.
PvpInfoUserCommandId = 1004

# If enabled shows .pvpinfo window about killer for victim.
PvpInfoCommandShowOnDeathEnabled = True

# Show additional button in PvPStatus window after death. 
# Button allow see more details about killer. HP/MP/CP, equipment (enchant) if enabled. 
# It shows killer status only for KILL MOMENT.
# Option requires PvpInfoCommandShowOnDeathEnabled and PvpInfoCommandEnabled set on True.
DeathManagerDetailsEnabled = True
# Show killer equipment and items enchant level.
DeathManagerShowItemsEnabled = True

# Enable RPC Exchange for items.
# Items list defined in database table: rank_pvp_system_rpc_reward.
# If enabled, button "RPC Exchange" appear in PvP Status Window. 
RpcExchangeEnabled = True

# Additional protection for RPC Get button.
RpcExchangeConfirmBoxEnabled = True

# If enabled shows player's level in PvP Status window (.pvpinfo)
ShowPlayerLevelInPvpInfoEnabled = True

# If enabled shows information about Total Kills and Total Kills Legal in PvP Status window (.pvpinfo)
# If disabled shows only Total Legal Kills.
TotalKillsInPvpInfoEnabled = True

# If enabled shows information about Total Kills and Total Kills Legal On Me in PvP Status window (.pvpinfo)
# If disabled shows only Total Legal Kills On Me.
TotalKillsOnMeInPvpInfoEnabled = True

#------------------------------------------------------------------------------------------#
# 					 	 PvP / Rank / Reward / DM zone option's 						   #
#------------------------------------------------------------------------------------------#
# Zone id's (for H5 server):
# 	ZONE_PVP = 0;
# 	ZONE_PEACE = 1;
# 	ZONE_SIEGE = 2;
# 	ZONE_MOTHERTREE = 3;
# 	ZONE_CLANHALL = 4;
# 	ZONE_LANDING = 5;
# 	ZONE_NOLANDING = 6;
# 	ZONE_WATER = 7;
# 	ZONE_JAIL = 8;
# 	ZONE_MONSTERTRACK = 9;
# 	ZONE_CASTLE = 10;
# 	ZONE_SWAMP = 11;
# 	ZONE_NOSUMMONFRIEND = 12;
# 	ZONE_FORT = 13;
# 	ZONE_NOSTORE = 14;
# 	ZONE_TOWN = 15;
# 	ZONE_SCRIPT = 16;
# 	ZONE_HQ = 17;
# 	ZONE_DANGERAREA = 18;
# 	ZONE_ALTERED = 19;
# 	ZONE_NOBOOKMARK = 20;
# 	ZONE_NOITEMDROP = 21;
# 	ZONE_NORESTART = 22;
#
#	*CUSTOM PVP ZONE should be with id = 0 (ZONE_PVP).
# Rank PvP System Anti-Farm options (zones id):

# Allowed zones id's. 
# Format: zoneId,zoneId, ... ,zoneId,zoneId
# Info: If empty, the system works in all zones, otherwise system works in Allowed Zones only (defining restricted zones not required then).
# Example: AllowedZonesIds = 1,7,12 , then system works ONLY in zone with ID = 1 and 7 and 12.
AllowedZonesIds =

# Restricted zones id's (used if AllowedZonesIds = (empty)). 
# Format: zoneId,zoneId, ... ,zoneId,zoneId
# Info: System NOT working in Restricted Zones.
# Default: RestrictedZonesIds = 1,8,9
# Example: RestrictedZonesIds = 1,8,9 , then system NOT works in zones with ID'S = 1,8,9.
RestrictedZonesIds = 1,8,9

# INFO: AllowedZonesIds = 1,3,5,9 and RestrictedZonesIds = 1,8,9 
# then system will works only in 1 and 3 and 5 and 9.
# Remember, if you define AllowedZonesIds then system not checking RestrictedZonesIds.

# Death Manager is disabled in this zones.
DeathManagerRestrictedZonesIds = 1,8,9

# Rank Points Bonus Ratio zones id's.
# Add to standard rank points for kill difference between ((points * ratio) - points).
# Ratio must be > 1, if <= 1 points will be not multiplied.
# Format: zoneId,ratio; ... ;zoneId,ratio
# Example: 2,1.5;13,1.2
# It will multiply rank points for Killer by 1.5 in area 2 , if Killer is inside this area.
RankPointsBonusZonesIds =

#------------------------------------------------------------------------------------------#
# 			    						 Anti-Farm 	         					     	   #
#------------------------------------------------------------------------------------------#
# INFO: Options to check farming players 
# (dualbox farming, party farming, clan farming).
# If True protection is activated.
AntiFarmClanAllyEnabled = True
AntiFarmPartyEnabled = True
AntiFarmIpEnabled = True

#------------------------------------------------------------------------------------------#
# 			  						  Community Board        				   	   		   #
#------------------------------------------------------------------------------------------#
# Enable statistics system for community TOP LIST, data like top killers, top RP gatherers will be showed.
# Default: True
TopListEnabled = True

# Set a Time Limit (in days) for system counter. Option is used for update Top Table.
# If some player not killed anybody from X days, he will be ignored on Top List.
# When ignored player kills somebody again he will returns to counting pool in next update of Top Table.
# Disabled: 0
# Default: 7
TopListIgnoreTimeLimit = 7

#------------------------------------------------------------------------------------------#
# 			    						  Database 						            	   #
#------------------------------------------------------------------------------------------#
#----------------- DO NOT CHANGE IT IF YOU DON'T KNOW WHAT ARE YOU DOING! -----------------#

# Interval between PvpTable dump into database (in minutes).
# Value must be greater than 1 or will be overrided for 1.
# Default: 5
PvpTableUpdateInterval = 5

# If enabled, then if RPC System is disabled the players RPC Points will be updated anyway (executed with PvpTableUpdate).
# Default: True
RpcTableForceUpdate = True

# Top Table update time.
# Option is enabled if TopListEnabled = True.
# IMPORTANT: for online 500+ can do lag for few seconds [0s - 3s] when updating.
# Example: TopTableUpdateTimes = 0:00,3:00,6:00,9:00,12:00,15:00,18:00,21:00
# Default: TopTableUpdateTimes = 3:00
TopTableUpdateTimes = 3:00

# If enabled, system will remove permanenlty not active players from PvP Table on server startup.
# Default: False
DatabaseCleanerEnabled = False
# If player not logged into game from X days, his data will be removed from PvP Table PERMANENTLY!
# Option will be useful for big online servers.
# Value must be greater than 0, otherwise DatabaseCleanerEnabled will be changed on False.
# Default: 60
DatabaseCleanerRepeatTime = 60

#------------------------------------------------------------------------------------------#
# 			    						Images & Styles	 						       	   #
#------------------------------------------------------------------------------------------#
# If True, then images will be sended from server to client (increase internet trafic), (require copy the 'images' folder into '../gameserver/data' folder).
# If False, then client will load images from local directory (require copy the 'RPS_byMasterio.utx' into '../Lineage II/SysTextures' folder).
ServerSideImagesEnabled = True

# Additional image prefix, for reload all images on RPS by Client.
# Used when ImagesFromServerEnabled = True.
# If you want reload all RPS images just add 1 to previous value.
# Example: If I have this value on 1, then when I run Client and load some images for RPS they will be buffered by Client.
# If I edit images and I want reset this images by Client, I must rise the value by 1.
# Max prefix value is 500 000. (It gives 500 000 possible reloads)
ImagePrefix = 6

# Buttons style in PvP Status Window and Top List. (static button in Htm file require manual changes)
# Leave empty ButtonFore, ButtonBack for default values of IL chronicle.
ButtonFore = Button_DF_Calculator
ButtonBack = Button_DF_Calculator_Down
ButtonWidth = 65
ButtonHeight = 20
ButtonBigWidth = 100
ButtonBigHeight = 20
#==========================================================================================#

 

And save it as : RankPvpSystemConfig.properties

 

cheers

Posted (edited)

because this is my source, and i'm adapt some feature to this patch -_-, where you get this files ? XD its old but still can be shared haha

 

and if i'm not wrong , i forget fix on sql. if you using for live server 2-3 minutes your  cpu working will blow up :troll: and there have Forum system and no SQL (I'm Forget for copy to source that sql) but this is Uncompleted Source. 

PS : HWID System i'm Disabled because i'm using Game Guard ,, if this pack using live server the negatif you can't use the HWID System

 

Edited by VelroseGame
Posted (edited)

Dunno if above is true, but ALWAYS when someone share some files, author/dev of those files say that it's missing something and not intended to be used for live server :laughing:

Yet, their servers were using them.

Edited by SweeTs
Posted
10 hours ago, SweeTs said:

Dunno if above is true, but ALWAYS when someone share some files, author/dev of those files say that it's missing something and not intended to be used for live server :laughing:

Yet, their servers were using them.

 

 

its true, because i'm bought some files and implement to this file
1. Npc Lineage 2 Ultimate barrel ( i bought this from Strain D )

2. New Agathion i bought this files from Asuki Tex

3. Vote System from Kara

4. Streaming Twitch from Kara

5. Fixing Tournament System using command .tournaments fixed by Me

6. Forum SQL (SMF with Modification) fixed by Me

7. ETC



More feature i'm Implement it and the Fact is,,,

 

Some of work i didnt save it on Source Files that why this files lot of missing Code/Html/XML etc..

 

that it :forever_alone_like_a_boss: but i have the Originality From Fandc (DUMA) <<< i can share it, and that why i have 1 Point Negatif from CLAWWWWW :troll:

Posted

That for Complete this source :

1. Mods Files + RPS Here

2. Forum Files using SMF Community alt + b : Here

3. Pages Files Community Board for Complete the Action : Here

4. And more you can PM me for it if you want using this source for Live Server :troll:

 

and this gameserverjar Here

 

Woalaaa no missing html / event / etc for this source ..

:forever_alone_like_a_boss:

Posted
On 3/12/2020 at 1:41 PM, SweeTs said:

Dunno if above is true, but ALWAYS when someone share some files, author/dev of those files say that it's missing something and not intended to be used for live server :laughing:

Yet, their servers were using them.

And every single shared revision is bugged they say. Even if the files are only a few days old, the ninja reply still appears. Lul

Posted
On 3/26/2020 at 1:05 AM, roukounas123 said:

hi all..i have this error..Any can help? thnx!!

[20:07:04]  WARN Port 7777 is allready binded. Please free it and restart server.

https://www83.zippyshare.com/v/kqQ1MZBa/file.html

use this for your trouble that will already fix your problem if you are using my gameserver.jar

Posted
On 3/23/2020 at 5:24 AM, malahie said:

Hello,

Anyone has a backup file with all tables included?

Its missing some tables.

Thanks in advance.


here you have the rank pvp save it in sql file and insert it:

SET FOREIGN_KEY_CHECKS=0;

-- ----------------------------
-- Table structure for `rank_pvp_system_options`
-- ----------------------------
DROP TABLE IF EXISTS `rank_pvp_system_options`;
CREATE TABLE `rank_pvp_system_options` (
  `option_id` int(11) NOT NULL AUTO_INCREMENT,
  `option_name` varchar(30) DEFAULT NULL,
  `option_value_long` bigint(20) DEFAULT NULL,
  `option_value_string` varchar(100) DEFAULT NULL,
  `option_description` varchar(200) DEFAULT NULL,
  PRIMARY KEY (`option_id`)
) ENGINE=InnoDB AUTO_INCREMENT=2 DEFAULT CHARSET=utf8;

-- ----------------------------
-- Records of rank_pvp_system_options
-- ----------------------------
INSERT INTO `rank_pvp_system_options` VALUES ('1', 'top_update_time', '0', null, 'If option_value_long = 0 then on server start top list will be updated.');

-- ----------------------------
-- Table structure for `rank_pvp_system_pvp`
-- ----------------------------
DROP TABLE IF EXISTS `rank_pvp_system_pvp`;
CREATE TABLE `rank_pvp_system_pvp` (
  `killer_id` int(10) NOT NULL,
  `victim_id` int(10) NOT NULL,
  `kills` int(10) NOT NULL DEFAULT '0',
  `kills_today` int(10) NOT NULL DEFAULT '0',
  `kills_legal` int(10) NOT NULL DEFAULT '0',
  `kills_today_legal` int(10) NOT NULL DEFAULT '0',
  `rank_points` bigint(18) NOT NULL DEFAULT '0',
  `rank_points_today` bigint(18) NOT NULL DEFAULT '0',
  `kill_time` bigint(18) NOT NULL DEFAULT '0',
  `kill_day` bigint(18) NOT NULL DEFAULT '0'
) ENGINE=InnoDB DEFAULT CHARSET=utf8;

-- ----------------------------
-- Records of rank_pvp_system_pvp
-- ----------------------------

-- ----------------------------
-- Table structure for `rank_pvp_system_pvp_summary`
-- ----------------------------
DROP TABLE IF EXISTS `rank_pvp_system_pvp_summary`;
CREATE TABLE `rank_pvp_system_pvp_summary` (
  `killer_id` int(10) NOT NULL,
  `pvp_exp` bigint(20) NOT NULL DEFAULT '0',
  `max_rank_id` int(10) NOT NULL DEFAULT '0',
  `total_war_kills` int(10) NOT NULL DEFAULT '0',
  `total_war_kills_legal` int(10) NOT NULL DEFAULT '0',
  PRIMARY KEY (`killer_id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8;

-- ----------------------------
-- Records of rank_pvp_system_pvp_summary
-- ----------------------------

-- ----------------------------
-- Table structure for `rank_pvp_system_rank_reward`
-- ----------------------------
DROP TABLE IF EXISTS `rank_pvp_system_rank_reward`;
CREATE TABLE `rank_pvp_system_rank_reward` (
  `id` int(5) NOT NULL AUTO_INCREMENT,
  `item_id` int(10) NOT NULL,
  `item_amount` int(10) NOT NULL,
  `rank_id` int(4) NOT NULL,
  `is_pvp` varchar(5) NOT NULL DEFAULT 'false' COMMENT 'true or false',
  `is_level` varchar(5) NOT NULL DEFAULT 'true' COMMENT 'true or false',
  PRIMARY KEY (`id`)
) ENGINE=InnoDB AUTO_INCREMENT=43 DEFAULT CHARSET=utf8;

-- ----------------------------
-- Records of rank_pvp_system_rank_reward
-- ----------------------------
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('1', '57', '1000', '1', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('2', '57', '2000', '2', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('3', '57', '3000', '3', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('4', '57', '4000', '4', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('5', '57', '5000', '5', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('6', '57', '6000', '6', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('7', '57', '7000', '7', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('8', '57', '8000', '8', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('9', '57', '9000', '9', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('10', '57', '10000', '10', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('11', '57', '11000', '11', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('12', '57', '12000', '12', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('13', '57', '13000', '13', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('14', '57', '14000', '14', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('15', '57', '15000', '15', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('16', '57', '16000', '16', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('17', '57', '17000', '17', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('18', '57', '18000', '18', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('19', '57', '19000', '19', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('20', '57', '20000', '20', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('21', '57', '21000', '21', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('22', '57', '22000', '22', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('23', '57', '23000', '23', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('24', '57', '24000', '24', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('25', '57', '25000', '25', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('26', '57', '26000', '26', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('27', '57', '27000', '27', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('28', '57', '28000', '28', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('29', '57', '29000', '29', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('30', '57', '30000', '30', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('31', '57', '31000', '31', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('32', '57', '32000', '32', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('33', '57', '33000', '33', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('34', '57', '34000', '34', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('35', '57', '35000', '35', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('36', '57', '36000', '36', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('37', '57', '37000', '37', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('38', '57', '38000', '38', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('39', '57', '39000', '39', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('40', '57', '40000', '40', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('41', '57', '41000', '41', 'true', 'true');
INSERT INTO `rank_pvp_system_rank_reward` VALUES ('42', '57', '42000', '42', 'true', 'true');

-- ----------------------------
-- Table structure for `rank_pvp_system_rank_skill`
-- ----------------------------
DROP TABLE IF EXISTS `rank_pvp_system_rank_skill`;
CREATE TABLE `rank_pvp_system_rank_skill` (
  `id` int(5) NOT NULL AUTO_INCREMENT,
  `skill_id` int(10) NOT NULL,
  `skill_level` int(10) NOT NULL,
  `rank_id` int(4) NOT NULL,
  PRIMARY KEY (`id`)
) ENGINE=InnoDB AUTO_INCREMENT=2 DEFAULT CHARSET=utf8;

-- ----------------------------
-- Records of rank_pvp_system_rank_skill
-- ----------------------------
INSERT INTO `rank_pvp_system_rank_skill` VALUES ('1', '1323', '1', '2');

-- ----------------------------
-- Table structure for `rank_pvp_system_rpc`
-- ----------------------------
DROP TABLE IF EXISTS `rank_pvp_system_rpc`;
CREATE TABLE `rank_pvp_system_rpc` (
  `player_id` int(10) NOT NULL,
  `rpc_total` bigint(20) NOT NULL DEFAULT '0',
  `rpc_current` bigint(20) NOT NULL DEFAULT '0',
  PRIMARY KEY (`player_id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8;

-- ----------------------------
-- Table structure for `rank_pvp_system_rpc_reward`
-- ----------------------------
DROP TABLE IF EXISTS `rank_pvp_system_rpc_reward`;
CREATE TABLE `rank_pvp_system_rpc_reward` (
  `id` int(5) NOT NULL AUTO_INCREMENT,
  `item_id` int(10) NOT NULL,
  `item_amount` int(10) NOT NULL,
  `rpc` bigint(20) NOT NULL,
  PRIMARY KEY (`id`)
) ENGINE=InnoDB AUTO_INCREMENT=11 DEFAULT CHARSET=utf8;

-- ----------------------------
-- Records of rank_pvp_system_rpc_reward
-- ----------------------------
INSERT INTO `rank_pvp_system_rpc_reward` VALUES ('1', '57', '1000000', '10');
INSERT INTO `rank_pvp_system_rpc_reward` VALUES ('2', '57', '10000000', '100');
INSERT INTO `rank_pvp_system_rpc_reward` VALUES ('3', '57', '100000000', '1000');
INSERT INTO `rank_pvp_system_rpc_reward` VALUES ('4', '6622', '1', '10');
INSERT INTO `rank_pvp_system_rpc_reward` VALUES ('5', '5592', '100', '10');
INSERT INTO `rank_pvp_system_rpc_reward` VALUES ('6', '1538', '100', '10');
INSERT INTO `rank_pvp_system_rpc_reward` VALUES ('7', '6577', '1', '50');
INSERT INTO `rank_pvp_system_rpc_reward` VALUES ('8', '6578', '1', '25');
INSERT INTO `rank_pvp_system_rpc_reward` VALUES ('9', '6569', '1', '30');
INSERT INTO `rank_pvp_system_rpc_reward` VALUES ('10', '6570', '1', '15');

-- ----------------------------
-- Table structure for `rank_pvp_system_top_table`
-- ----------------------------
DROP TABLE IF EXISTS `rank_pvp_system_top_table`;
CREATE TABLE `rank_pvp_system_top_table` (
  `table_id` int(2) NOT NULL DEFAULT '0',
  `position` int(6) NOT NULL,
  `player_id` int(10) NOT NULL,
  `value` bigint(20) NOT NULL DEFAULT '0'
) ENGINE=InnoDB DEFAULT CHARSET=utf8;

-- ----------------------------
-- Records of rank_pvp_system_top_table
-- ----------------------------

 

anyone have the tournament.ini? goes inside config / mod

thanks and sorry my english: D

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  • Posts

    • 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. Client tables included. The item name and grp tables for all of it ship with the pack, and the Control Center reads and repacks them. You are not left to reverse-engineer the client side of a Vesper set on your own. The practical effect: an Interlude server that does not run out of content at 80. Your players keep the chronicle they wanted and still have somewhere to go after the S set. 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. Adding a custom item stops being a manual process across three tools. In-game editors — NEW. Balance, event engine, function zones, territories and system config edited from a board panel, applied without restart, automatic backup of every changed file. GM commands — EXPANDED. 147 commands with per-command access level: zone creation by vertices in-game, spawns saved to the database, NPC route editor with preview, event / balance / enchant panels, HWID management. Persistent configuration — NEW. What the GM changes from the panel is stored and reapplied at next boot. Update package — NEW. The build ships only what changed, hash-verified per file, ready to publish to your players. SECURITY AND PROMOTION — 6 systems Guard and HWID — NEW. Validation at startup, machine identification, window limit per machine, configurable grace mode, access log per account, ban and lookup by GM command. Discord logging — NEW. 28 channels: enchant, drop, pickup, trade, warehouse, multisell, donation, Olympiad results, grand boss deaths, player and GM logins, suspicious IP alerts, chat keyword filter. When a player complains about a missing item, the answer is in the channel. Vote reward — NEW. 8 top lists, individual reward, per-site cooldown, global vote goal with a collective prize. YouTube integration — NEW. Turns your player base into your channel audience. Full section below. Announcements and promotions — NEW. Rotating in-game announces, time-boxed promotions with a board panel. Build protection — NEW. Obfuscation plus optional class encryption with its own loader. YOUTUBE — TURN YOUR PLAYERS INTO YOUR CHANNEL AUDIENCE Most packs call "YouTube integration" a button that opens a link. This one is a closed loop between your channel and the game, and the player never leaves the client. 1. Your channel, inside the game. The server queries the YouTube Data API and rewrites its own video list — title, description and publish date. You never maintain a list by hand: publish on YouTube and the panel updates itself. Players search it and pick what to watch. 2. The video plays inside the client. No alt-tab, no browser, nobody logs out to watch. The server reads the real duration of that video from YouTube and sets the timer to that exact length — the message on screen says how long is left. The player is held away for the duration, so watching is watching, not a tab left open in the background. 3. Watch time, not clicks. This is the part that matters for a channel. A click that bounces after three seconds does nothing for you. What reaches your channel here is a completed view, because the reward only exists if the video runs to the end. 4. The reward lands automatically. Items go straight to the character with an on-screen confirmation and a chat line naming the video. 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    
    • ⚡ Weekend special! Upgrade your personal Google account with 5TB storage and Gemini Pro in under 60 seconds.
    • Don't cry, it's a game. If it makes you cum on your monitor, of course, enjoy it. My business has been running for years and will continue to do so. No matter what happens here, the dogs bark, the caravan moves on. Start developing game engines - post them too - after all, I create them too) Salvation:Arena (MOBA) Unreal Engine RED-TEAM REVERSECODE Аліса займається розробкою ще з часів створення денді та сеги-діти які створюють шум для мене просто діти) За ці роки роботи я бачила багато різних людей у цій сфері все що я думаю про це не плачте та насолоджуйтесь життям слава ураїне - котись на свій бразильський форум)   If you'd simply asked me in a private message on the forum to be reinstated, you'd have been unblocked without a problem. I have no enemies—it's just business. I can make any product on the market, models and effects, copyrights—complex tools—at my age, people run large companies. I'm pleased that our beloved MXC* forum will now have a lot of free products. I earn a maximum of $200-$300 a year from this industry. If that excites you, well, have fun with us.       I moderate many gaming communities, here's one of them  if I hated you, you'd be out of here in a minute, brother  so don't get carried away with your wet dreams. On the topic of free work, start doing it yourself—the forum needs good free stuff. Someone will definitely like you here and throw a flower on your grave. Besides, you're forgetting that half the forum is involved in this interface development business and for many developers, it's a good income. So, you want to make life sweeter for them all, not just for me it's actually nice that you're such a noble young man.   Besides, I usually work from behind the scenes and don't move anywhere in the market but nothing stops me from doing what others do - working from the shadows  you won't even see that I'm doing it, it's so funny.   Start doing free work. You promised to do it well and post it to communities on time. Good luck! We'll have fun, that's great!🥰   завжди приємно поспілкуватися з веселими людьми              
    • Complete development packages for Lineage 2 UI development, across all chronicles and an automated tool to update and patch Interface.u & Interface.xdat What I Offer Clean Sources: 100% clean, retail-based interface source code with zero unwanted custom modifications. Interface.u Update Tool: A standalone tool designed to patch, rebuild, and update Interface.u efficiently. Custom Modifications: Custom UI features and tailoring can be implemented upon request. Turnaround Time: Most major versions and protocols are ready for immediate delivery; other versions take up to 1 week. How It Works Let me know the specific chronicle or protocol version you are targeting. I will provide the tool, which is HWID-bound to your machine, for your setup. Once satisfied with the results, we finalize the deal. Pricing & Notes Both products are priced separately based on the target protocol and requirements. Package deals are negotiable if purchasing both. DM for inquiries, demos, and pricing quotes.    
    • Well u need to change when sm1 press exit it keeps it in game..  
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