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Posted

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Looking for good, stable, well developed server? You couldn't hit any better.

On short introduction of short information. We're NOT yet another random aion-unique server, having some random developers, which are doing, well something they have no idea about... We know precisely what we're doing, and why we're creating this server. So why? YOU are the primary reason, player which looks for good, stable server to play on. We just like providing the most quality gaming ever possible to achieve. So if you still hesitate, just try us out!

 

Required Client Version:

1.5.1.10 North American

 

Box Spec:

CPU: Q9300 2.5Ghz

RAM: 8GB DDR2

NET: 1Gbit Unmetered

Location: United Kingdom

 

Rates:

  • 5x XP ( including Quest XP )
  • 4x Drop

 

Key Features ( just key ones, for bigger list look on website )

  • Divine Points system with retail like rewards and skill usage
  • Groups with support for XP and loot sharing.
  • Legions
  • Warehouses including warehouse expansion
  • Complete Mail system
  • Proper support for player's inventory including cube expansion and slot save
  • Support for splitting/adding/subtracting the item stacks
  • Skill engine which supports hundreds of working skills with retail values.
  • Trade / Friends / Block / Duel
  • Consumables.
  • Combat system which is really close to retail!
  • Quests system which supports thousands of quests already!
  • Mission quests
  • Advanced gathering system
  • Rifts
  • WORKING Abyss Zone
  • Private Stores
  • Transformations with faction support.
  • Manastones
  • Godstones
  • Power Shards
  • Equipment of stigma skills
  • Weather system
  • Quest Titles
  • Channel system

 

WWW:

Website: http://www.moonlight-aion.eu

Forums: http://forum.moonlight-aion.eu/

How to connect: http://moonlight-aion.eu/how-to-connect

Posted

Well they have started some time before us, that's their primary attitude at the moment ;)

 

We're few miles ahead Aion-Unique powered projects, but still few miles to Infinite, to be honest Erb is hard guy to catch up to atm ;)

 

Currently we're focusing to get a stable server, and getting most retail like features which we currently have, before adding those which we lack at the moment, this is something what Infinite had some time for ^^.

Posted

Recent updates:

13/12

- Temporary fix for object's respawn

- Fixed the animation of "In Use" channel bar on objects like Grain Sacks, Barrels etc.

- Added movement check for "In Use" channel bar

- Added movement check for skill channeling

- Added loot ownership support

- Added creature unspawn in case you closed the loot window and it was empty

11/12

- Support for certain skills ( activated upon success of evasion )

- Fixing Belt's after relog ( you are no longer ORC  )

- Added static values for DamageType flags

- Fixed attack speed issues, added emotion that handles it as well on retail ( still need to send them for monsters )

- Added support to range weapons

- Fixed bow attack

- Basic support for Group system

* Sharing experience

* Group chat

* Invite / Banish / Pass leadership / Leave Group, also it disbands group when less than 2 players

- Small spawn update in Poeta

07/12

- Nullpointer fixes

- Final fix for speed update packet, now it should keep speed no matter what

- Implementation for resting regeneration

- HP and Mana should get properly restored during level up now

- Commenting Use Item Action for now, until it will be handled proper way

- Packet support for knock back effect ( no core support yet )

- If you unequip main hand weapon while having equipped offhand one, it will unequip both of them

- Fixed item level restrictions

- Introducing a light-weight dynamic system for percent stat modifiers, it can be used for item stats buffs and debuffs

- Implementation of percent stats on items

- Fix for the Critical Hit animation of players.

- Now npc properly takes items on loot task quests.

- Experience corrections

- Fixed offsync on attack system, now it work's without any weird delays

- Fixed critical damage

Posted

that is the how to conect info at site it is name's TroubleHooting

 

 

Freeze on server select

 

1. Check C:\Program Files\NCSoft\Aion\Version.ini (Open in notepad)

If it is "1.5.1.4" Go to step 2.

If it is NOT "1.5.1.4" Go to step 3.

2. Repair your client via the NCLauncher. (C:\Program Files\NCSoft\Launcher\NCLauncher.exe)

3. Update your client via the NCLauncher. (C:\Program Files\NCSoft\Launcher\NCLauncher.exe)

 

Korean Language

 

To fix the Korean Language simply open up NCSoft Launcher go to File -> Settings -> Advanced -> Change region to North America and then re-run the updater.

 

Error 1024 (Failed to initialize)

 

1. Download this torrent Mirrior 1 Mirrior 2

2. Extract it to C:\Program Files\NCSoft\Aion\L10N\.

(Pass "infiniteaion")

 

 

 

 

Posted

Recent updates ( 22-12-2009 )

- Skill books implementation

- Class change implementation

- Potions / Foods / Scrolls handler, only few work for now, more will be added after rework on Skill Engine*

- Major refactor on inventory engine

- Support for item movement inside item container ( it saves slot it's left on now )

- Support for item stacks ( you can subtract from stack and join stacks )

- Basic implementation of Power Shards ( they work, but animation is bugging )

- Some serious update on item templates

- Added support for Soul Bound items

- Fixed objects to unregister the drop after respawn

- Fixed exploit related to shops

- Update on question window to match retail, it will no longer bug

- Player stats are now precalculated during server start, instead of on fly calculations.

- Arrow consumption

 

Also there is lot's of skill engine fixes.

* But, we've decided to rewrite the whole Skill Engine again, so it will be more bug-less, more efficient, and will support a bigger amount of skills.

Posted

1st of all Happy New Year to everyone :)

 

We've finally finished the rework of our skill engine. Now it supports far more greater amount of skills!

 

So what's working now?

- Around 250 skills including many skills for 2nd classes

- Emnity skills ( aggro related )

- Buffs & Debuffs

- Stun, Sleep, Slow

- Potions

- Food's

- Magic Damage has been added and it has retail like formula, so it includes magic resistance of target, magic accuracy, magic boost.

- Physical Damage has been reworked, now your weapon affect damage output of skill

- Proper support for chain skills

- A better performance

 

There been also many fixes unrelated to skill engine:

- Physical Defense should now properly decrease amount of damage from mobs

- Zone Manager has been implemented, it means we're free off any flight hacks ;)

- Flight Timer works now

- Flight speed is applied instead of movement speed during flight mode

- Group related crash has been fixed, also kick from group and disband works correctly now

- Arrows should be equip-able now

- Many improvements in the code to achieve even better performance

Posted

- Updated drop data, they no longer contain doubled quest drops, also they should match retail.

- Fixed a bug related to killing a monster with DOT effect

- Divine points should not increase futher 4000 ;)

- Added missing passives for Staves, Orbs and Spellbooks

- Fixed arrow equipment ( now it works, sigh )

- Added missing flyzones in Verteron

- Rewrote movement system:

* AI Movement works a way more smoother

* You can slow monsters down using skills

* Proper support for buffs that change speed

- Added support for Open-Aerial abnormal condition

- Added proper support for abnormal conditions and their messages after expiration.

- Fixed several small issues regarding our new skill engine

- Added several potions ( hp & mp )

- Support for mp regen animation

Posted

Few changes from last 2 days

 

* Improvements and tweaks on AI handling

* Skill Engine - lot's of fixes and tweaks ex.

- Fixed channeling, will break upon movement

- Added support for several cool effects ( Stagger, Spin, Stumble, Aerial Lockdown )

- Split target condition into two variables ( firstTarget and targetRelation )

- Added initial support for area skills ( still no real implementation yet )

- Implemented support for Protective Shield ( will show animation upon damage and will break effect after the shield will run out of damage absorption )

- Backstab implementation

- Initial support for Aura type skills ( Mantras effects ) [ Skill's remain undone tho ]

- Several new passive skills

- Implementation of weapon range for skills ( now bow skills shouldn't have less range than they should anymore )

- Support for Natural Regeneration buffs / potions

- Lot's of new skills

- Changed how Return works, it will instant teleport you instead of reloading the map incase you died in same zone you were binded to

* Fixed SM_EMOTION, all of the packets should contain movement speed instead of sending a another packet.

* Fixed physical defense being not applied when monster attacks you

* Added more close to retail mp / hp regen values

* Fixed bug with item equip / unequip related to mp & hp

* Monster spawns for Morheim and Eltnen ( need duplicates fixing )

* Some new altgard's quests

* Fix for formulas to use correct stat type for parry, block and evade

* Fixed NPC Shop's to count the prices good

* Fixed Soul Bound items, they should be tradeable before equipment now

* Fixed player to player trade bug

* Implementation of effect stacks.

* Sleep & Root will break upon damage now

* Droplist for eltnen

* Fix for question message of soulbinding

* Fixed bonus from armors / jewelery / belts ( accuracy, critical, attack ) which were not applied correctly.

* Added few skills

* Monster won't attack player from it's will until he reeeeally hates him... =D

* Player Search works now

* Fixed monster movement, they won't have turbo mode anymore, also they shouldn't really walk backwards aswell

Posted

* Lot's of new altgard's quests added.

* Monsters now give up pursuit after exceeding 80 meter range from spawn, they also have increased regen

* Added base hp regen to monsters which will make them a bit harder to kill

* Correct droplist for Eltnen

* Rework how items are added, should cause less troubles

* Added quest reward support

* Added quest reward of player's choice support

* Added message when item is added to inventory

* Several new skills

* Optimized how quest list is broadcasted

* Added gladiator skills Aion Strength I / II / III

* Implementation of toggle skills

* Implementation of mantra effects

* Several new skills for chanter class ( including 8 mantra's and few damage type skills ) and Sprint I for assassin class

* Monsters now give up pursuit after exceeding 80 meter range from spawn, they also have increased regen

* Added base hp regen to monsters which will make them a bit harder to kill

* Implementation of Abyss Gates, Teleport Towers and Teleport Devices

* Starting cinematic has been added

* Rift system implementation

- The system should upkeep 2 random rifts all the time for now

- So far Eltnen & Morheim rifts are done so 14 in total

- The rifts have their player limit as well as level limit which is shown on the rift

- Rifts disappear after 26 minutes

- It broadcasts the rift appearance and shows the rift animation on the sky

* Prevention of using more than 3 mantra effects at once ( it will disable the first one you've used if you try to use 4th )

* Lower and upper teleports added to Abyss. ( there is still a lot of work on them )

* Lot's of new skills for Chanter, Gladiator, Ranger

Posted

* PvP is now possible

* Fixed attack speed bug on weapons which included percent values.

* Rewrote part of our Skill Engine in order to support Area of Effect skills

- Skills like Arrow Deluge, Seismic Wave, Winter Binding, Tranquilizing Cloud should work correctly now, more - coming soon

* Two new admin commands ( //set <class> ID and //give_all_skills ( gives all skills from lvl 1 of the current class to current level ) )

* Fix for bug on rifts which would stop them from spawning

* Major Quest Engine rework

- Split static data from actual quest script so it's way easier to write quests and update reward changes on updates anytime

- Extended quest engine to support wider range of quests

- Rewrote big part of engine in order to get the code a lot more efficient than it was before

- Quest Items will be given & consumed in proper way now

- A lot of other stuff related to quest engine I don't remember now ( after all it was like 4000 line changes )

* Several quests in Eltnen

* Manastones implementation ( they're fully working now, you can socket, unsocket - and yes stats work too )

* Added named monsters spawns & drops to Eltnen

* Some Quest Engine extending to support some looonger quests

* Fixed missing magic boost, magic accuracy and accuracy on weapons and armors

* Erosion stack fix

* Added II, III and IV levels of Erosion

* Fixed manastone socketing on armors

* Few more fixes for DOT's skills and few new ones

* Added Morheim named mobs spawnlist

* Added Morheim correct droplist

* Fixed several skill cast ranges

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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. 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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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