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interlude [L2 OFF] L2 Hobby Server Live again with 70x Interlude,


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Server opened again with 70x Interlude, don't be late for a new start.

 

 

# Rates

Exp: 70x SP: 1x Adena: 200x Spoil: 20x Drop: 1x

# Server

# Full Official Interlude server (retail server) with custom modifications.

# All Interlude skills

# Flawless Geodata

# Olympiad working

# Auto-Learn Skills

# Fusion skills working

# 7-Sings working

# Clan system working

# Augumentation system

# All Interlude areas

# Single and party duel

# Cursed weapons

# Castle sieges

# Clan Hall sieges

# 24 buff slots

# 10 Debuff slots

# Global GK

The global GK will teleport to all towns, leveling zones and custom area locations. Each spawn point will have a peace zone. So there wont be any more spawn PK.

# Buffs

Buffs will still be party only, this will prevent the horrible grief buffing abuse. If you remember there used to be tons of buffers that would just sit at a GK and greif buff anyone that came near, No one wants that again.

# NPC Buffer

We have a NPC buffer ingame, which has all normal buffs, songs and dances just no 3rd Class buffs like COV, Prophs etc.

# Weekly Sieges

We will have 3-4 Sieges per weekend , and the castle owner crowns gives extra hp to players.

# Olympiad

2 Weeks olympiad period, and the heroes are granted with a hero skill.

# Ancient Adena Farming Zones

Elven Fortress

# Gameplay: No weight limit, Buffs 2 hour, Safe Enchant +3, No class change quests.

Hobby Team

 

 

 

Brand new L2 Interlude retail like server with lots of things to do,a growing community,active and courteous staff and much more

 

 

Join us and you won't regret it.---> www.l2hobby.com

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    • WTS Gold bars reborn interlude x10   discord : xeenthekeen
    • Guys, if you'd let me be the bearer of bad news, No amount of "break from server development" can justify your complete lack of idea how things work. If it was this easy, you should've been seeing 90% of the servers of the popular old versions, such as IL and HF, running on the newest client. For this task, you would need a lot of time - think at least 2 months, if you can code, have access to all the necessary tools for client development, and you have a relatively good idea of how server<->client communication works. f you don't, then you either find yourself a well-paying job and find someone who would do it for you or you put the idea aside (for no less than 1-2 years) and start reading and learning asap. Let me give you a little preview/breakdown of what some of the work includes. The work can be split into two parts - SERVER side and CLIENT side.  The server and the client communicate through packets. Each of these packets has a defined structure. Both, the server and the client MUST know this structure and MUST use the same structure, otherwise they won't be able to "understand" each other. - The server side predominantly includes the alteration of existing packet structure and the creation (from zero) of missing packets that the client requires. Then you also have to take these changes into account and alter the existing features of your server to match the changes. A good example for this is SKILL ENCHANTING. On older chronicles, the enchant level is determined by the LEVEL value of the skill and on the new clients, it has been taken out into a separate value. What this means is that you would have to figure out a way to adapt the old system to the new requirements. - Now that we mentioned the client, you would also need to edit a bunch of files, such as Interface, UTX, UNR, as well as DAT files, including those related to ITEMS, SKILLS, QUESTS, NPCS, and AUGMENTATION STATS and DESCRIPTIONS, etc. For some of those, you would also have to figure out how to check for missing entries and how to parse data from the older client to the new. The best example, again, would be the SKILLS. On the latest clients, the skill enchanting was limited to only +20. As such, even if there were some matching skills between the two different client versions, you would still need to add the missing 10 levels to +30. And once you complete all of that, you start testing and fixing bugs and sh1t. And once you have fixed all of that, you can start adding new features from the new client, because otherwise it would be one big mess and a waste of time and/or money.
    • As far as I know, these are not linked to the server. What I mean by this is - there is no server <-> client communication for these two features. If that is indeed the case, you would need the Interface sources in order to create a custom function which you can trigger with a SERVER_TO_CLIENT packet.
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