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Does this skill work in aCis Interlude?


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Posted (edited)

Hey guys,

 

I have been having some fun on my homerun server for a while now, but Freya is not the most popular chronicle and I have put so many hours into this pack that I am really hesitant of switching to Interlude and especially to a new, virgin pack.


Can any of you check if this skill works in aCis Interlude? Perhaps provide a screenshot of proof even? I would be really thankful.

 

Here is what it is supposed to do:

If you add Divine Elevation skillID 15000 to yourself, each basic weapon attack you do will have a 20% chance to proc the next level of Divine Elevation.

Each level will give you atkspd, p.atk and movement speed.

Once Divine Elevation reaches lvl 5, it will stay lvl 5 and it will keep refreshing itself.

 

From the way it looked, the XML side of IL aCis it doesn't seem to differ too much from the way default L2J was built, so I am hopeful.

 

Server Side:

 

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>
    
    <skill id="15001" levels="5" name="Divine Elevation">
        <table name="#abnormalLvl"> 2 3 4 5 5 </table>
        <table name="#activationChance"> 20 20 20 20 20 </table>
        <table name="#triggeredLevel"> 2 3 4 5 5 </table>
        <table name="#atkspd"> 50 75 100 125 150 </table>
        <table name="#patk"> 100 200 300 400 500 </table>
        <table name="#runspd"> 4 8 12 16 20 </table>
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" Time="10" triggeredId="15001" triggeredLevel="#triggeredLevel" activationChance="#activationChance" chanceType="ON_HIT" stackOrder="#abnormalLvl" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="#atkspd" />
                <add order="0x40" stat="pAtk" val="#patk" />
                <add order="0x40" stat="runSpd" val="#runspd" />
            </effect>
        </for>
    </skill>

 

 

 

 

Client Side:

 

skillgrp:

 

15000    1    2    0    -1    0    0.00000000    0            icon.skill1430    0    0    0    0    -1    -1
15001    1    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    2    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    3    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    4    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    5    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10

 

 

skillname-e:

 

15000    1    a,Divine Elevation Trigger\0    a,Has a 20% chance to trigger divine elevation lvl 1. Each level grants +50 attack speed, +100 P.atk and +4 movement speed.\0    a,none\0    a,none\0
15001    1    a,Divine Elevation Lvl1\0    a,Has a 20% chance to trigger divine elevation lvl 2. Grants +75 attack speed, +200 P.atk and +8 movement speed.\0    a,none\0    a,none\0
15001    2    a,Divine Elevation Lvl2\0    a,Has a 20% chance to trigger divine elevation lvl 3. Grants +100 attack speed, +300 P.atk and +12 movement speed.\0    a,none\0    a,none\0
15001    3    a,Divine Elevation Lvl3\0    a,Has a 20% chance to trigger divine elevation lvl 4. Grants +125 attack speed, +400 P.atk and +16 movement speed.\0    a,none\0    a,none\0
15001    4    a,Divine Elevation Lvl4\0    a,Has a 20% chance to trigger divine elevation lvl 5. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0
15001    5    a,Divine Elevation Lvl5\0    a,Divine Elevation has reached its maximum potential, it will now slowly expire. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0

 

 

P.S.: Yes, I could download IL aCis and test it myself, but I am lazy as f. and if this works, this could act as a share for whoever needs it.

Thanks in advance, if any of you good-hearted, hard-working people decides to do this for me. 😛

Edited by Romotheone

15 answers to this question

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  • 0
Posted (edited)

Hi @Hypest,

 

Haven't used aCis yet, what does the "augment skill chance" do and where do I find it?

 

edit: I just understood what you meant, sorry... misread it.

Edited by Romotheone
  • 0
Posted (edited)

Skillgrp/skillname must edit - make space 🙂

and server side skills not work give error 🙂
 

Quote

java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
        at net.sf.l2j.gameserver.enums.skills.SkillType.makeSkill(SkillType.java:156)
        at net.sf.l2j.gameserver.data.DocumentSkill.makeSkills(DocumentSkill.java:335)
        at net.sf.l2j.gameserver.data.DocumentSkill.parseSkill(DocumentSkill.java:206)
        at net.sf.l2j.gameserver.data.DocumentSkill.parseDocument(DocumentSkill.java:96)
        at net.sf.l2j.gameserver.data.DocumentBase.parse(DocumentBase.java:88)
        at net.sf.l2j.gameserver.data.DocumentSkill.parse(DocumentSkill.java:18)
        at net.sf.l2j.gameserver.data.SkillTable.load(SkillTable.java:60)
        at net.sf.l2j.gameserver.data.SkillTable.<init>(SkillTable.java:50)
        at net.sf.l2j.gameserver.data.SkillTable$SingletonHolder.<clinit>(SkillTable.java:266)
        at net.sf.l2j.gameserver.data.SkillTable.getInstance(SkillTable.java:45)
        at net.sf.l2j.gameserver.GameServer.<init>(GameServer.java:161)
        at net.sf.l2j.gameserver.GameServer.main(GameServer.java:120)
Caused by: java.lang.reflect.InvocationTargetException
        at jdk.internal.reflect.GeneratedConstructorAccessor5.newInstance(Unknown Source)
        at java.base/jdk.internal.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
        at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:499)
        at java.base/java.lang.reflect.Constructor.newInstance(Constructor.java:480)
        at net.sf.l2j.gameserver.enums.skills.SkillType.makeSkill(SkillType.java:152)
        ... 11 more
Caused by: java.lang.IllegalArgumentException: No enum constant net.sf.l2j.gameserver.enums.skills.SkillOpType.OP_PASSIVE
        at java.base/java.lang.Enum.valueOf(Enum.java:273)
        at net.sf.l2j.commons.data.StatSet.getEnum(StatSet.java:502)
        at net.sf.l2j.gameserver.skills.L2Skill.<init>(L2Skill.java:192)
        at net.sf.l2j.gameserver.skills.l2skills.L2SkillDefault.<init>(L2SkillDefault.java:14)
        ... 16 more

 

Edited by KejbL
  • 0
Posted
<set name="target" val="TARGET_SELF" />

>

<set name="target" val="SELF" />

 

Other than that, no reason it doesn't work. There is probably a core edit to do for the raise of the skill itself, I don't see how it would process different level than 1.

  • 0
Posted (edited)
24 minutes ago, Tryskell said:
<set name="target" val="TARGET_SELF" />

>

<set name="target" val="SELF" />

 

Other than that, no reason it doesn't work. There is probably a core edit to do for the raise of the skill itself, I don't see how it would process different level than 1.

This is from the augment skill list from the aCis pack. aCis seems to be using 
<set name="target" val="TARGET_SELF" />
as well by default.

        <skill id="3085" levels="10" name="Item Skill: Stun">
		<table name="#chance"> 2 2 2 3 3 3 4 4 5 5 </table>
		<table name="#triggeredLevel"> 1 2 3 4 5 6 7 8 9 10 </table>
		<set name="target" val="TARGET_SELF" />
		<set name="lvlDepend" val="1" />
		<set name="skillType" val="BUFF" />
		<set name="operateType" val="OP_PASSIVE" />
		<set name="chanceType" val="ON_HIT" />
		<set name="reuseDelay" val="30000" />
		<set name="activationChance" val="#chance" />
		<set name="triggeredId" val="5168" />
		<set name="triggeredLevel" val="#triggeredLevel" />
	</skill>

And this is the one I made. Everything seems to be in order.

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

 

@KejbL

 

Thank you for the feedback. What did you mean by client side needing more space? It allowed me to save it with FileEdit without any issues. Do you get any errors?

 

Server Side:

Maybe if you try it without multiple levels of the skill like this?

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>
    </skill>

 

 

@Tryskell

 

I think you are right by core not having support for raising active skill levels based on trigger.

Interlude never had skills like that, it was first introduced with Pain of Shilen and Eva's Will in later chronicles.

 

    <skill id="5564" levels="3" name="Pain of Shilen">
        <!-- Confirmed CT2.5 -->
        <table name="#abnormalLvl"> 2 3 4 </table>
        <table name="#activationChance"> 10 10 0 </table>
        <table name="#triggeredLevel"> 2 3 3 </table>
        <table name="#cAtk"> 1.1 1.1 1.1 </table>
        <table name="#windPower"> 0 20 20 </table>
        <table name="#absorbDam"> 0 0 8 </table>
        <set name="magicLvl" val="81" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" abnormalTime="20" triggeredId="5564" triggeredLevel="#triggeredLevel" activationChance="#activationChance" chanceType="ON_ATTACKED" abnormalLvl="#abnormalLvl" abnormalType="seed_of_knight" val="0">
                <mul order="0x30" stat="cAtk" val="#cAtk" />
                <add order="0x40" stat="windPower" val="#windPower" />
                <add order="0x40" stat="absorbDam" val="#absorbDam" />
            </effect>
        </for>
    </skill>

 

 

Then case closed I believe. The error was skill level raising and IL not having core support for that. Thank you very much.

Edited by Romotheone
  • 0
Posted (edited)

@Romotheone better when save it in .txt files... and skillname too, bcs i make new name for skill tooskills.thumb.PNG.1268acf3e97674dafca81353f344cbda.PNG

1. its me

2. u copy from forum

 

server side still give error

Edited by KejbL
  • 0
Posted (edited)
13 minutes ago, KejbL said:

@Romotheone better when save it in .txt files... and skillname too, bcs i make new name for skill tooskills.thumb.PNG.1268acf3e97674dafca81353f344cbda.PNG

1. its me

2. u copy from forum

 

server side still give error

@KejbL

If the problem was only TargetHandler like Tryskell said, try this server side, it should be fixed this way:

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>
    </skill>

 

Client side in TXT format with tab space edits:

 

https://pastebin.com/ZbWurP0e

 

Again guys, thanks a lot for the assistance.

Edited by Romotheone
  • 0
Posted (edited)
18 minutes ago, Romotheone said:

@KejbL

If the problem was only TargetHandler like Tryskell said, try this server side, it should be fixed this way:

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>
    </skill>

 

Client side in TXT format with tab space edits:

 

https://pastebin.com/ZbWurP0e

 

Again guys, thanks a lot for the assistance.

still give error 🙂

when i change OP_Active and OP passive only for Active/passive now its work without error 🙂

Edited by KejbL
  • 0
Posted (edited)

Ohh true... Because I guess at this point, the proc is trying to proc itself while the passive also does the same. So, very last try @KejbL

 

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="Buff" time="10" val="0" stackOrder="1" stackType="divine_elevation">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>

 

Edited by Romotheone
  • 0
Posted
1 minute ago, Romotheone said:

Ohh true... Because I guess at this point, the proc is trying to proc itself while the passive also does the same. So, very last try @KejbL

 

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>

	<effect name="Buff" time="10" val="0" stackOrder="1" stackType="divine_elevation">
	        <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
	</effect>
     </for>

 

when delete OP_ from operateType its work 🙂

  • 0
Posted

I see. Thank you @KejbL and also thank you @Tryskell

 

I took a look at https://gitlab.com/Tryskell/acis_public

The files are really well organized, seems great and easy to use, but due to my needs to be able to customize more freely, I need to stay on a pack with a later chronicle.

 

I really appreciate the help you guys gave me!

  • 0
Posted
1 minute ago, Romotheone said:

I see. Thank you @KejbL and also thank you @Tryskell

 

I took a look at https://gitlab.com/Tryskell/acis_public

The files are really well organized, seems great and easy to use, but due to my needs to be able to customize more freely, I need to stay on a pack with a later chronicle.

 

I really appreciate the help you guys gave me!

np and skill ingame working add me stats in game on 10sec 🙂
but only with lvl 1

4 hours ago, Romotheone said:

skillname-e:

 

15000    1    a,Divine Elevation Trigger\0    a,Has a 20% chance to trigger divine elevation lvl 1. Each level grants +50 attack speed, +100 P.atk and +4 movement speed.\0    a,none\0    a,none\0
15001       a,Divine Elevation Lvl1\0    a,Has a 20% chance to trigger divine elevation lvl 2. Grants +75 attack speed, +200 P.atk and +8 movement speed.\0    a,none\0    a,none\0
15001    2    a,Divine Elevation Lvl2\0    a,Has a 20% chance to trigger divine elevation lvl 3. Grants +100 attack speed, +300 P.atk and +12 movement speed.\0    a,none\0    a,none\0
15001    3    a,Divine Elevation Lvl3\0    a,Has a 20% chance to trigger divine elevation lvl 4. Grants +125 attack speed, +400 P.atk and +16 movement speed.\0    a,none\0    a,none\0
15001    4    a,Divine Elevation Lvl4\0    a,Has a 20% chance to trigger divine elevation lvl 5. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0
15001       a,Divine Elevation Lvl5\0    a,Divine Elevation has reached its maximum potential, it will now slowly expire. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0

 

btw here dont must use LVL1 - LVL5 , lvl skill have set here 1 - 5.

  • 0
Posted (edited)
1 hour ago, KejbL said:

np and skill ingame working add me stats in game on 10sec 🙂
but only with lvl 1

btw here dont must use LVL1 - LVL5 , lvl skill have set here 1 - 5.

 

Yes, I know. It was only a quick skill description to make it more obvious for an unsuspecting player ingame.

 

And yes, unfortunately interlude chronicle doesn't support proccing higher level buffs on top of each other so I only made it to be lvl 1. Thank you for the help @KejbL

 

You can see how it works in later chronicles where there is core support for such a thing.

https://clips.twitch.tv/TameSmoothChickpeaEagleEye-ybLLqbgKVG08yb9l

Edited by Romotheone
  • 0
Posted
On 10/28/2021 at 2:01 PM, Romotheone said:

And yes, unfortunately interlude chronicle doesn't support proccing higher level buffs on top of each other so I only made it to be lvl 1.

 

It's probably only few lines to add.

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    • I'm using Myext64 HF and recently tried to replicate the "br_xmas09_event" Raising Rudolph Event. Detailed event information can be found at https://legacy-lineage2.com/news/_rudolf_the_red.html After configuring .eventdata.xml and starting the server, t  server log shows: 12/02/2025 15:39:01.809, [NO_ERROR] SpawnEx2 [br_xmas2009_invisible][schuttgart20_npc2213_xs03m1] [1][0][0][0][0][346796390] 12/02/2025 15:39:02.057, DummyPacket received from L2Server 12/02/2025 15:39:02.058, server socket close 312ac(f0820224) error(997) 12/02/2025 15:39:02.058, [CallStack][tid:0][tick:2][0] Begin 12/02/2025 15:39:02.058, [CallStack][tid:0][tick:2][1][0] void __cdecl IOThreadCallback::IOThread_common(void) 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][2][1] void IOThread_common 1 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][3][2] void __cdecl CIOSocketEx<class CIOBufferEx<16384> >::Close(void) 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][4][3] void __cdecl CServerSocket::OnClose(void) 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][5] End l2server log: 12/02/2025 15:39:02.112, npc server closed(127.0.0.1) error: 64 read buffer size: (server:0 npc:0) 12/02/2025 15:39:02.112, [NO_ERROR] L2Server is under protection mode!!! 12/02/2025 15:39:02.112, [NO_ERROR] L2Server is under protection mode!!! 12/02/2025 15:39:02.112, [NO_ERROR] L2Server is under protection mode!!! 12/02/2025 15:39:02.131, dwTime[0] < 80 !!!!!!! 12/02/2025 15:39:02.131, [CallStack][tid:7][tick:1][0] Begin 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][1][0] void __cdecl IOThreadCallback::IOThread_common(void) 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][2][1] void IOThread_common 1 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][4][3] void __cdecl NpcSocket::OnClose(void) 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][3][2] void __cdecl CIOSocketEx<class CIOBufferEx<16384> >::Close(void) 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][5] End 12/02/2025 15:39:31.767, server closed(127.0.0.1) Error: 64 Read buffer size: (server:0 npc:0) 12/02/2025 15:39:31.768, [NO_ERROR] Logout All Characters : 1   The NPC server sent a packet to the L2 server while generating the br_xmas2009_invisible game NPC server, and the NPC server subsequently crashed.     After some digging, I found a clue in a very old MXC post, but the fix was for the GF version. The whole problem is in l2server side support for NPC function CreateOnePrivateNearUser. It sends CreatePacket but Koreans made some changes in it (added instance ID) so it got broken. As Santa event is the only AI that uses this function, they probably don't know about it    So is there a way to fix this problem, specifically for Myext64 HF? I'd be happy to buy him coffee.
    • Offtopic, personal attacks, probably too old to use that much memes and what's YOUR actual contribution to L2J, in order I laugh aswell ?   The main poster quotes my pack so I answer accordingly, while you advertise L2JFrozen in both of your posts - discontinued since 2014 (? 1132 rev), with none taking back the open source lead while anyone could.   If you're somewhat affiliated to hopzone, you probably packed way more money than me. Packs don't make any type of money (barely 100e/month) and if you would follow me, you would know there are ways to handle it or even getting paid.   Hope I was short enough, 🧂🤡.
    • Hi guys, this is a CMS im sharing for lineage 2 servers, im tired of the crap i see on new release servers. Dont let me start on the IA developed ones lmao.   📋 Description Free and open source template to create landing pages for Lineage 2 private servers. Designed with a dark fantasy theme and modern animations. ✨ Current Features This FREE version includes: Complete Landing Page - Professional design ready to use Multi-language Support - Spanish, English, Portuguese Dark Fantasy Theme - With animated UI elements Server Information - Rates, features, and rules Olympiad Ranking - Rankings display Download Section - For game client Skins and Animations Gallery Streaming Widget - Twitch/Kick integration Fully Customizable - Via configuration files ❌ Not Included in Free Version ❌ User Registration System ❌ Online Players Counter ❌ Donation Panel 💎 Premium Integrations IntegrationPrice Registration System $50 USD Online Players Counter $50 USD Donation Panel $50 USD   📧 Contact: https://gh0tstudio.com 🛠️ Tech Stack Technology    Version    Description React              19.2.0       UI Library TypeScript       5.8.2        Static typing Vite                 6.2.0         Build tool TailwindCSS   CDNCSS    Framework Lucide React   0.554.0         Icons i18next           23.16.0       Internationalization react-i18next   15.1.0        React bindings for i18n All documentation provided for AI AGENTS to make changes on the ui texts and so on. u can have a look on the cms fully working with donation panel, online count and register via: https://crmlineage2.vercel.app/ https://github.com/6h0T/CRM-LINEAGE2-FREE If u are in the lookings to develop a unique website for ur projects, u can dm me or contact me throw my socials on my profile. all code has encrypted references so any type of rebranding, copying or selling without authorization will result in take downs
    • Hello dude, i can help u out, i reached to u via DM, my studio is https://gh0tstudio.com i have worked with almost 40 brands on developing Private Lineage and Mu online servers, dashboard for vote pages and more. I sent u some examples too
    • L2 TARTARUS - HTML DESIGN       L2 KOMBAT - ANIMATED BORDER   L2 SERENITY - ANIMATED LOGO   L2 ARCANE - COMMUNITY BOARD     L2 AMERIKA - ADVERTISING BANNER   L2 ZERON - ADVERTISING BANNER  
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