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hellbound [Gracia Epilogue L2J] TehGamers reborn!


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TehGamers is starting from scratch with two new FRESH servers.

 

Website: http://tehgamers.net

Forum: http://forum.tehgamers.net

 

Gracia Epilogue - Opening on 16th February 20:00 GTM +1

 

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Summary

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Chronicle: Gracia epilogue

Rates: 250x exp, 250x sp, 2x drop, 1000x adena, 2x spoil.

Dedicated server, located in Frankfurt, Germany.

 

 

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Balanced gameplay!

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Balanced classes and skills.

Classes and skills have been adjusted slightly to provide better gaming experience.

 

Attribute system is modified so it allows up to 25% boost (retail has 200%).

Mana potions have 5 second reuse. They restore 1.000 mana.

24 buff slots (INCLUDING songs/dances and special buffs) with seperate debuff line.

120 minute buffs. 30 minutes songs/danced and special buffs. Summoner buffs 2 minutes.

Raidboss respawn time = one half of those from retail.

Support characters like BD/SWS/PP/WC get low level skills like sword mastery, bow mastery, blunt mastery so they ACTUALLY become useful outside olympiad.

These skills CANNOT be used in Olympiad.

 

Olympiad enchanting system: All items enchanted above +6 act as +6 items.

 

 

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Enjoyable enchant rates!

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Safe: +4 (armor, weapon, jewels)

Weapon: 60% normal, 65% blessed, 70% crystal

Armor: 50% normal, 60% blessed, 70% crystal

Jewels: 50% normal, 60% blessed, 70% crystal

 

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Language system

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Upon character creation you are presented with language selection window.

Greek, Portuguese, Polish.

Once you pick one of these languages, you can then use ? key to speak on a designated channel.

Only players who chose the same language will be able to see your text.

This way Greek players can speak in Greek, Portuguese players in Portuguese and so on.

This way you can chat in your language without bothering the rest with foreign chat.

 

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Automated events

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There are three automated events.

 

Capture the flag

Located at Hellbound isle.

Two teams competing against each other at whoever can steal and score the most flags.

Rewards are given to winning teams. Additionally to person who stole the most flags, person who returned the most flags and best healer.

 

Team vs. team

Located deep inside Crystal caverns.

Two teams fighting against each other. Three rounds. Whichever team kills all the players from opposite team wins event.

 

Hunters vs. Zombies

Located at Hellbound isle - Abandoned village.

Two teams, Hunters and Zombies.

Hunters are slow, but can use skills and weapons.

Zombies are fast, but can only attack with hands.

If a hunter kills a zombie he receives a reward.

If a zombie manages to touch the hunter, hunter gets infected, turns into a zombie and zombie turns into a hunter.

 

 

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Custom NPC's

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AIO Buffer

Featuring "one click - buff" system.

You start off by selecting your buff scheme, save it and then use "Buff me" to get buffed.

It's THAT easy.

You can have a different preset on each subclass! (up to 4 presets total).

Buffer includes basic PP, EE, ES, BD and SWS buffs.

 

Luxury Teleporter

Towns, Hunting areas, Tourist zones and many more.

 

GM Shop - Up to S80

Items range from D-S84.

Consumables, weapons and armors from D-S80 (Icarus).

There is even "try before you by" button. Use it to preview your item before you buy it.

 

Class changer

Talk to it. 1st class -> 2nd class -> 3rd class.

There really is no skill in it. You click and your class is changed.

 

 

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Custom noblesse quest

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To obtain noblesse, you only need to complete third part of the quest.

No mixing, no lunargents, no fuss!

Go to Goddard, talk to Carandine and take off to kill Barakiel.

It should take you no more than an hour.

Frag those lunargents. Who needs them anyway...

 

 

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Anti-bot protection

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We have implemented working anti-bot protection!

The only way to log ingame is through our client.

You may try to use bots, however, auto-ban feature will quickly persuade you otherwise.

 

 

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Spawn protection

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Once player teleports,  30 seconds counter is started.

In that time, player cannot be attacked, debuffed or influenced in any way.

Spawn protection wears off when:

- 30 seconds expire OR

- Player becomes active (moves, attacks, uses skill or a potion).

 

Active protection is indicated by a blue circle above player's head (texture from silence debuff).

 

 

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Very good geodata!

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We are using closed-source, payable geodata files, which are developed by a skilled Russian group.

Rest assured, files are good!

 

 

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Custom farming zones!

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Hellbound Island as custom farming zone.

It's open areas provide a great location for mass PVP!

- Customized mobs dropping Vesper items.

- Special raids with 1 hour respawn drop hats, agathions and other unique items.

 

 

 

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L2OFF Hellbound coming in beginning of March.

 

 

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    • Verify if following is supposed to be the way to handle movement npc.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new Location(point.getX(), point.getY(), point.getZ())); For me, it's not enough. And if it's the case, whole AI system is probably buggy.
    • hello, i want to wtt my charracter in l2elmorelab 1x harbor for 1.5kkk adena in l2reborn 10x new. Or if you interested tell me your offer. :)) Clean Mail 30 lvl Cleric Naked   Updated.
    • package ai.npc.NFWalker; import java.util.ArrayList; import java.util.HashMap; import java.util.List; import java.util.Map; import java.util.Random; import l2r.gameserver.enums.CtrlIntention; import l2r.gameserver.model.Location; import l2r.gameserver.model.actor.L2Npc; import l2r.gameserver.model.quest.Quest; import l2r.gameserver.network.clientpackets.Say2; import l2r.gameserver.network.serverpackets.NpcSay; public class NFWalkerAI extends Quest { private static final int WALKER_NPC_ID = 20116; private final Map<String, Route> routes = new HashMap<>(); private final Map<Integer, Integer> npcIndexes = new HashMap<>(); private final Map<Integer, Boolean> npcReverse = new HashMap<>(); private final Map<Integer, String> npcCurrentRoute = new HashMap<>(); public NFWalkerAI() { super(-1, NFWalkerAI.class.getSimpleName(), "ai/npc/NFWalker"); loadRoutes(); addSpawnId(WALKER_NPC_ID); } private void loadRoutes() { // Route 1 Data Route route1 = new Route("route1"); route1.addPoint(new RoutePoint(0, 149363, 172341, -941, 0, false, "")); route1.addPoint(new RoutePoint(1, 148568, 172328, -980, 5, true, "Puff")); route1.addPoint(new RoutePoint(2, 148536, 172792, -980, 0, false, "")); // Route 2 Data Route route2 = new Route("route2"); route2.addPoint(new RoutePoint(0, 149363, 172341, -941, 0, false, "")); route2.addPoint(new RoutePoint(1, 150248, 172328, -980, 5, true, "Rise my children! Bring me the servants of the god! Let them be offered to our god Bifrons!")); route2.addPoint(new RoutePoint(2, 150248, 172776, -980, 0, false, "")); // Add routes to the map routes.put("route1", route1); routes.put("route2", route2); } @Override public String onSpawn(L2Npc npc) { if (npc.getId() == WALKER_NPC_ID) { selectInitialRouteForNpc(npc); } return super.onSpawn(npc); } @Override public String onAdvEvent(String event, L2Npc npc, l2r.gameserver.model.actor.instance.L2PcInstance player) { if (event.equalsIgnoreCase("move")) { moveNpc(npc); } else if (event.equalsIgnoreCase("check_reached")) { checkIfReached(npc); } return null; } private void moveNpc(L2Npc npc) { String routeName = npcCurrentRoute.get(npc.getObjectId()); Route route = routes.get(routeName); Integer pointIndex = npcIndexes.get(npc.getObjectId()); if (route != null && pointIndex != null) { RoutePoint point = route.getPoints().get(pointIndex); if (point.isRun()) { npc.setRunning(); } else { npc.setWalking(); } if (!point.getChat().isEmpty()) { npc.broadcastPacket(new NpcSay(npc.getObjectId(), Say2.NPC_ALL, npc.getId(), point.getChat())); } npc.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new Location(point.getX(), point.getY(), point.getZ())); // Log movement intention System.out.println("NPC " + npc.getObjectId() + " moving to " + point.getX() + ", " + point.getY() + ", " + point.getZ()); // Schedule a check to see if the NPC has reached its destination startQuestTimer("check_reached", 1000, npc, null); } } private void checkIfReached(L2Npc npc) { String routeName = npcCurrentRoute.get(npc.getObjectId()); Route route = routes.get(routeName); Integer pointIndex = npcIndexes.get(npc.getObjectId()); if (route != null && pointIndex != null) { RoutePoint point = route.getPoints().get(pointIndex); Location currentLocation = npc.getLocation(); Location targetLocation = new Location(point.getX(), point.getY(), point.getZ()); // Check if the NPC has reached the target location if (currentLocation.equals(targetLocation)) { // Log that the NPC has reached the target System.out.println("NPC " + npc.getObjectId() + " reached target " + targetLocation); // Schedule the next movement startQuestTimer("move", point.getDelay() * 1000, npc, null); if (!npcReverse.get(npc.getObjectId())) { pointIndex++; if (pointIndex >= route.getPoints().size()) { npcReverse.put(npc.getObjectId(), true); pointIndex = route.getPoints().size() - 1; } } else { pointIndex--; if (pointIndex < 0) { npcReverse.put(npc.getObjectId(), false); pointIndex = 0; // Choose a new route after completing the current one in both directions switchRouteForNpc(npc); return; } } npcIndexes.put(npc.getObjectId(), pointIndex); } else { // Check again after 1 second startQuestTimer("check_reached", 1000, npc, null); } } } private void selectInitialRouteForNpc(L2Npc npc) { // Randomly select either route1 or route2 String selectedRouteName = "route" + (new Random().nextInt(2) + 1); npcCurrentRoute.put(npc.getObjectId(), selectedRouteName); npcIndexes.put(npc.getObjectId(), 0); npcReverse.put(npc.getObjectId(), false); startQuestTimer("move", 5000, npc, null); // Log initial route selection System.out.println("NPC " + npc.getObjectId() + " selected initial route " + selectedRouteName); } private void switchRouteForNpc(L2Npc npc) { String currentRoute = npcCurrentRoute.get(npc.getObjectId()); String newRoute = currentRoute.equals("route1") ? "route2" : "route1"; npcCurrentRoute.put(npc.getObjectId(), newRoute); npcIndexes.put(npc.getObjectId(), 0); npcReverse.put(npc.getObjectId(), false); startQuestTimer("move", 5000, npc, null); // Log route switching System.out.println("NPC " + npc.getObjectId() + " switched to route " + newRoute); } private static class Route { private List<RoutePoint> points = new ArrayList<>(); public Route(String name) { } public void addPoint(RoutePoint point) { points.add(point); } public List<RoutePoint> getPoints() { return points; } } private static class RoutePoint { private int id; private int x, y, z, delay; private boolean run; private String chat; public RoutePoint(int id, int x, int y, int z, int delay, boolean run, String chat) { this.id = id; this.x = x; this.y = y; this.z = z; this.delay = delay; this.run = run; this.chat = chat; } public int getId() { return id; } public int getX() { return x; } public int getY() { return y; } public int getZ() { return z; } public int getDelay() { return delay; } public boolean isRun() { return run; } public String getChat() { return chat; } } } I looking for help, with this, the npc not start to move. Im trying to create, an NPC wich have multiple walk routes basic logic is  random pick a route complite the route  like Route 1 start form zero (0 -> 1 -> 2(or more) -> 1 -> 0) When the npc return to 0, the script should pic the other route and start again.  And if there is a message like point 1 here     "route1.addPoint(new RoutePoint(1, 148568, 172328, -980, 5, true, "Puff"));" The npc should display the chat message. Currently my problem is the npc not moving, but if I manage it to start moving its randomly move between the route 1 and 2 set of coordinates. Currently for me its  a nightmare. I hope anyone can help somhow.
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