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Posted

Welcome to Aion Dominion

Server updated and are in beta version (test server) for next 10 days.

 

Please wait some days for nice updates.

 

Attention players you play for 10 days only for fun and for check for bugs.

 

If you have any question or bug report please replay message in this topic or send email us at aiondominion@aiondominion.eu

 

Features

 

Feature 1:- Sell/buy from npc;(test)

Feature 2:- Hp/Mp player update packets;(test)

Feature 3:- Flying teleport;(test)

Feature 4:- Teleport;(test)

Feature 5:- Skills/stats;(test)

Feature 6:- Quests;(test)

 

 

Download the launcher and you are ok!

 

Autocreate accounts

 

Website: http://www.aiondominion.eu/

  • 3 weeks later...
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  • 3 weeks later...
Posted

Guys how can i choose a class at this server? i am 20 level but no class change!

 

help me fast!

 

 

also how many online ppl to this server?

Posted

 

And you're a fucking thief.

 

From our thread in the IA forums:

http://infiniteaion.com/forums/viewtopic.php?f=3&t=34

 

And your copy/pasted version:

As many of you will notice, we are nowhere near done with our server. We will be doing constant development to the server to implement new features.

 

We are currently in an Alpha phase.

 

Current Rates:

 

    * Xp: 100x

    * Drop: 100x

 

 

What we currently have completed:

 

    * Proper character stats for all classes.

    * Proper Hp/Mp Regeneration.

    * Complete and proper Xp requirements for each level.

    * Retail-like Xp bonuses for level differences between players and mobs in PvE.

    * DP skill system.

    * DP bonuses for level, rank, and rating differences between players and mobs in PvE.

    * Npc death and respawn system. We plan on redoing this soon to make it match retail even closer.

    * Advanced skill engine supporting hundreds of working skills with retail values. Including skills leveling up and giving proper increases to power and mp consumption.

    * Stigmas are now usable by players. For the moment, no quest is needed. You just need to be the appropriate level.

    * Abyss is open and automatically accessible by level 25 characters. Not all abyss features are implemented yet, but the area is open, mobs spawned and most drops implemented.

    * Basic NPC interaction with nearly complete retail-like faction system.

    * Inventories. With full support for expansions.

    * Loot system with loot priority.

    * Hot-bar/options/macro saving.

    * Basic NPC Shops.

    * Full teleport system and flight paths.

    * Dual Wielding.

    * Consumables.

    * Proper equipment restrictions based on level, race, and class.

    * Hundreds of quests. With thousands already done, we continuously add more with each update.

    * Transformations with full faction support.

    * Party system with basic loot right and xp share implemented. Still working to add full support to include all party capabilities.

    * NPC titles and levels for most NPCs.

    * Damage formulas. Still tweaking to get them to match retail 100% but we're VERY close at this point.

    * Complete trade system.

    * Weather system.

    * Gathering. Still in development to get it 100% retail-like, but for now we have a basic implementation.

    * Duel system.

    * Retail-like channel system to allow thousands of players to occupy one zone without causing issues.

    * Full mail system with both regular and express mail available.

    * Personal warehouses. We're still working on adding the account warehouse feature.

    * Manastones.

    * Godstones.

    * Item dyes.

    * Legions. Still in development, but basic legion support is implemented.

    * Private stores.

 

So with that, it's very obvious your server is just a lie. Good luck with that and all your future failures!

  • 2 months later...
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  • Posts

    • what pack you use  send me on discord for it
    • package custom.events.RandomZoneEvent; import java.io.File; import java.util.ArrayList; import java.util.List; import java.util.Random; import java.util.concurrent.ScheduledFuture; import org.w3c.dom.Document; import org.w3c.dom.Node; import org.l2jmobius.commons.threads.ThreadPool; import org.l2jmobius.commons.time.SchedulingPattern; import org.l2jmobius.commons.time.TimeUtil; import org.l2jmobius.commons.util.IXmlReader; import org.l2jmobius.gameserver.managers.ZoneManager; import org.l2jmobius.gameserver.model.StatSet; import org.l2jmobius.gameserver.model.actor.Creature; import org.l2jmobius.gameserver.model.actor.Npc; import org.l2jmobius.gameserver.model.actor.Player; import org.l2jmobius.gameserver.model.quest.Event; import org.l2jmobius.gameserver.model.zone.ZoneId; import org.l2jmobius.gameserver.model.zone.ZoneType; import org.l2jmobius.gameserver.model.zone.type.RandomZone; import org.l2jmobius.gameserver.util.Broadcast; /** * Random Zone Event - Activates one random PvP zone temporarily. No modifica la clase de la zona: usa flags PvP en runtime. * @author Juan */ public class RandomZoneEvent extends Event { private static final String CONFIG_FILE = "data/scripts/custom/events/RandomZoneEvent/config.xml"; private static int EVENT_DURATION_MINUTES = 15; private static boolean _isActive = false; private ScheduledFuture<?> _eventTask = null; private final List<ZoneType> _availableZones = new ArrayList<>(); private ZoneType _activeZone = null; public RandomZoneEvent() { loadConfig(); loadZones(); registerZoneListeners(); } /** * Registra listeners a TODAS LAS ZONAS random */ private void registerZoneListeners() { for (ZoneType zone : _availableZones) { addEnterZoneId(zone.getId()); addExitZoneId(zone.getId()); LOGGER.info("[RandomZoneEvent] Registered listener for zone: " + zone.getName()); } } private void loadConfig() { new IXmlReader() { @Override public void load() { parseDatapackFile(CONFIG_FILE); } @Override public void parseDocument(Document doc, File file) { forEach(doc, "event", eventNode -> { final StatSet att = new StatSet(parseAttributes(eventNode)); final String name = att.getString("name"); for (Node node = eventNode.getFirstChild(); node != null; node = node.getNextSibling()) { if ("schedule".equals(node.getNodeName())) { final StatSet attributes = new StatSet(parseAttributes(node)); final String pattern = attributes.getString("pattern"); final SchedulingPattern schedulingPattern = new SchedulingPattern(pattern); final StatSet params = new StatSet(); params.set("Name", name); params.set("SchedulingPattern", pattern); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer("Schedule_" + name, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Event " + name + " scheduled at " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } }); } }.load(); } private void loadZones() { for (ZoneType zone : ZoneManager.getInstance().getAllZones(RandomZone.class)) { if ((zone.getName() != null) && zone.getName().toLowerCase().startsWith("random_zone")) { _availableZones.add(zone); LOGGER.info("[RandomZoneEvent] Loaded zone: " + zone.getName() + " (id=" + zone.getId() + ")"); } } LOGGER.info("[RandomZoneEvent] Total random zones loaded: " + _availableZones.size()); } @Override public void onTimerEvent(String event, StatSet params, Npc npc, Player player) { if (event.startsWith("Schedule_")) { eventStart(null); final SchedulingPattern schedulingPattern = new SchedulingPattern(params.getString("SchedulingPattern")); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer(event, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Rescheduled for " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } @Override public boolean eventStart(Player eventMaker) { if (_isActive) { if (eventMaker != null) { eventMaker.sendMessage("RandomZoneEvent already active."); } return false; } if (_availableZones.isEmpty()) { Broadcast.toAllOnlinePlayers("[RandomZoneEvent] No zones configured."); return false; } _isActive = true; Broadcast.toAllOnlinePlayers("⚔️ Random Zone Event has started!"); _eventTask = ThreadPool.schedule(this::activateRandomZone, 5_000); return true; } private void activateRandomZone() { _activeZone = _availableZones.get(new Random().nextInt(_availableZones.size())); _activeZone.setEnabled(true); Broadcast.toAllOnlinePlayers("🔥 Random Zone Event: " + _activeZone.getName() + " is now PvP for " + EVENT_DURATION_MINUTES + " minutes!"); _eventTask = ThreadPool.schedule(this::eventStop, EVENT_DURATION_MINUTES * 60 * 1000L); } @Override public boolean eventStop() { if (!_isActive) { return false; } _isActive = false; if (_eventTask != null) { _eventTask.cancel(true); _eventTask = null; } if (_activeZone != null) { _activeZone.setEnabled(false); Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended. " + _activeZone.getName() + " is back to normal."); _activeZone = null; } else { Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended."); } return true; } @Override public void onEnterZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, true); if (creature.isPlayer()) { creature.sendMessage("Esta zona está en modo PvP temporalmente."); } } } @Override public void onExitZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, false); if (creature.isPlayer()) { creature.sendMessage("Abandonaste la zona PvP temporal."); } } } @Override public boolean eventBypass(Player player, String bypass) { return true; } @Override public String onEvent(String event, Npc npc, Player player) { return super.onEvent(event, npc, player); } @Override public String onFirstTalk(Npc npc, Player player) { return null; } public static void main(String[] args) { new RandomZoneEvent(); } } i have this but its not working
    • ZonePvPSpawnBossRadio=0 ZonePvPSpawnBossBarakiel=0 at the Customs.ini in L2Server folder. Im prety sure this is it because i had the same problem with you in cruma 1 floor for example and i couldn't fix it but i fixed it finally by changing these 2 lines
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