Jump to content

Recommended Posts

  • 5 weeks later...
  • 4 weeks later...
  • 3 weeks later...
  • 3 months later...
Posted (edited)
On 9/11/2021 at 5:32 PM, ZaunProject said:

Hey guys, some time ago I developed this mod from scratch, I present to you the Tournament 2.0.
A fighting system with modes 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.

 

 

Currently the code is for aCis, but with minimal knowledge in java you can adapt to any rev or chronicle.

I can lend a hand to anyone who needs this discord: Discord Server Link

Remembering that the system has been successfully tested on small servers, I believe that it will not be long before it gets 100% and be used on large servers, so I kindly ask you to report any bugs you find.

What’s new?

The code has been completely reworked for low memory and disk usage. The system is through listeners and triggers, considerably reducing the number of scheduled tasks and threads and, consequently, the use of system RAM. So let’s go to the list of news:

  • All fights are instantiated: what gives the freedom to have several fights happen in the same place without the players of different fights interfering in their respective fights.
  • Unlimited Arenas: arenas are created through a simple XML where only the spawn coordinates of a player in the world are configured, this means that you can create as many arenas as you want, ANYWHERE ON THE MAP.
  •  Fairer fights: fights were given a different way of picking a winner. They received a duration parameter – countdown – (that’s right, you can set the maximum time for each fight), with that, now there are 3 ways to win a fight:
    1. Having the most live members on your team.
    2. Having dealt more damage than the opposing team at the end of the fight countdown.
    3. If one or more members of the enemy team is out of the combat zone for more than 10 seconds (for that a task – OutOfTheZoneTask – was created).
    If none of the above options are met, the fight will be considered a draw (meaning no damage was dealt or action taken during the fight – that’s right AFK players – and players will not receive rewards.
  • Monitoring of fights: you can now monitor all fights that are currently taking place. Using an admin command you can enter the same instance of the fight and the players involved and thus check for any suspicious activity.
  • Registration in fights: in order for a player to register he must choose the mode he wants to play, if it is a group mode (ie any one other than 1 vs 1), he must create a “TournamentTeam”, ie , he will no longer have the need to form a Party, he will have to invite to his team the members he wants to play with and the code itself will decide if all players are able to battle in the chosen mode.
  • Choice of fights (WIP): fights will no longer be chosen randomly. Each player will have some parameters that determine their “fighting power”.
    1. WDT (Win/Defeat/Ties) – This parameter determines the average wins per tie loss.
    2. DPF (Damage per Fight) – this parameter determines the average damage the player deals per fight.
    These parameters are fully tied to defining the amount of points each player will earn on each win and draw and how much they will lose on each defeat, as well as sorting them into Elos (but this is still a work in progress).
    Defined the amount of points from the DPF and WDT teams will be allocated to play against teams that have a similar “fighting power”, so there will be a greater balance in the Tournament.
  • – Automatic Rankings: last but not least, our specialty. HTMLs being dynamically and automatically generated. At the end of each fight, the data of the players involved are stored in the database. Every player can access
    these data using the command “.mytour” where you will see your own statistics on the tournament and other players. The statistics implemented (for all modes) so far are:
    1. WDT Rate (Win/Defeat/Ties)
    2. DPF (Damage per Fight) – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.
    3. Total Damage Caused
    4. Damage Caused – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.
    5. Total Kills
    6. Total Kills – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.
    7. Total Wins – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.
    8. Total Losses – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.
    9. Total draws – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.

Important Settings:

– Restriction of Skills in the arena.
– Restriction of items in the arena.
– Class restriction in all modes.
– Auto Teleport when starting Tournament 2.0 (Confirm Dialog)
– All other settings described above have the option to be disabled/enabled.

 

 

CKtzUgc.png

Qn4522e.png

FVSxF45.png

4H9j6ky.png

Download: https://mega.nz/file/NdhCgaiZ#n_zgBmXNlgLheVRQQ6XeGpT0klD-4Zwl0NneS1u6NNQ

Rar pass is  https://discord.gg/2C37UszZ

Enjoy

 

Can someone pass me one tournament more current  also works for me.

 

Edited by HecHenry

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • I created a system of FAKES to improve my GeoEngine, but I'm having problems with blocks. I've tried everything to fix it, but a block going from the inside out bugs the player's movement and freezes them. However, the reverse doesn't cause this bug. If I'm outside and click inside, the path is traced normally, but if it's reversed, it bugs at the fence. I've created several debugs and read all kinds of GeoEngine versions, but I haven't had any success. Can someone give me some insight into graphical data?   When fakes spawn, they are given possible routes, but they don't follow them. If there's a target, instead of following the correctly drawn path, it simply uses a straight line.  
    • The legendary L2Elixir you remember from 2008 is officially back — remastered, refreshed, and reborn! Our x3 Interlude server launched on 28 November, and the community is growing every single day.   🔥 Fresh start 🔥 Active players joining daily 🔥 Long-term project — Licensed for over 5 years from PlayINERA. 🔥 True 2008 nostalgia with modern stability & polish   If you were part of the original Elixir family, this is your chance to relive the magic. If you’re new — welcome to a classic Lineage II experience built with passion, not profit.   Join the battles. Join the nostalgia. Join L2Elixir Reborn. Website: https://l2elixir.org/ Discord: https://discord.gg/5ydPHvhbxs
    • still available?  java version? client  salvation?  accept smarguart¡?
    • 🎉 L2NeverPain StuckSub - GRAND OPENING 12 December 2025🎉 After beta, testing, mistakes, laughs and a lot of PvP, the moment has finally come. L2NeverPain StuckSub is officially opening its gates on 12 December 2025.   ⚔️What to expect: ✦Main Class +2 Stuck Sub system ✦Balanced PvP & custom party farm areas ✦Custom events, bosses and strong rewards ✦Competitive clan scene with castle rewards   📌Until the opening: ✦Create your clans and register them in the Clan-Register channel ✦Invite your friends / old parties / CPs ✦Stay tuned for more information (rates, events, siege times, etc.)   Get your setups ready, prepare your macros and your Discord/voice. On 12 December 2025 20:00 GMT+2, we write the first chapter of NeverPain together. 🔥 https://l2neverpain.com/ https://discord.gg/kNP3UXgkmN
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock