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Serverpack

L2J • INTERLUDE • aCis 3.5

L2JVintage

The serverpack that runs my own servers.

This is not a pack assembled to be sold. It is the same code running in production with players inside — the Java core, the datapack, the client protection and the panel integration. Every item on this page exists in the repository.

L2JVintage

What is inside

43 systems, grouped by where they hurt.

Technical base

The foundation: what is ready to run.

06

  • aCis 3.5 Interlude

    Java core on aCis 3.5 (net.sf.l2j), built with JDK 21 and Ant.

  • Docker + MariaDB

    GameServer, LoginServer and database in containers. One-command install.

  • Control module

    A separate Java process that orchestrates integrations. The core is never the front door.

  • Overlay editions

    One core, many editions. The difference lives in data/config, not in an `if` inside the engine.

  • Own datapack

    NPCs, spawns, skills, multisell and HTM reviewed, in a volume you edit without rebuilding.

  • DB Installer

    A versioned database schema you can install from scratch.

Events

What keeps a server alive after week one.

08

  • TvT

    Team vs Team with rewards for winner, loser and top kill; a tie rewards everyone.

  • KTB — Kill the Boss

    Staged: Kamaloka 4th floor, Golkonda, Beleth and Tiat, with chest and guardians.

  • Boss War

    PvP kills between command channels in grand boss zones become points and a season jewel.

  • L2Day

    Trade letters for gifts, with drops and a page per word.

  • Party Farm

    Zones that demand a real party: minimum inside, healer cap, one per HWID.

  • Wheel of Fortune

    Spin with history, price per tier and prizes configured in XML.

  • Fortress Siege

    A fortress siege system for Interlude, written on top of the core.

  • Tournament and Invasion

    Sign-up tournament and scheduled world invasions.

Progression and economy

Where a server decides whether it lasts a month or a year.

08

  • Tiered rates

    XP, SP, adena and drop configurable, with a different curve per level.

  • Time-capped drops

    One epic per group every N days — the end of the server that dies in two weeks.

  • Grade lock

    Grade locking on drops, to open the server in seasons.

  • Craft drop lock

    By item type, not by list — spellbooks and recipes off the ground.

  • Reference pricing

    A price map for thousands of items, from buylist and multisell, with a sell cap.

  • Grand boss schedule

    Cycles with a window per region, a random minute, and respect for Olympiad and siege.

  • Progressive raid spawn

    Random 24h scatter, with no bot queue waiting for the top of the hour.

  • Per-class balance

    Damage, crit and resistance tunable per class and per skill, in XML.

Player systems

What the player sees and uses every day.

08

  • VIP

    Time-based perks, with exclusive drops and skins and its own storefront.

  • Skins and DressMe

    Looks decoupled from gear, with a catalogue, tiers and VIP-only skins.

  • Player market

    Listings locked by objectId, fee rounded up, and delivery while offline.

  • Auction house

    Auctions in the Community Board, with history.

  • Buffer and buff slots

    Saved schemes, a cubics tab, and a list of skills that cost no slot.

  • Daily Reward

    A daily mission with percentage bonuses and HWID protection.

  • Season and Clan Season

    A season with ranking, name reservation, coupons and weekly history.

  • Offline shop and Community Board

    A shop that stays up without the player, and a CB with its own tabs.

Anti-fraud and operations

The part nobody shows on video, and that decides whether a server survives.

07

  • HWID

    Machine identification via the client guard, with an account cap and blocking.

  • Behavioural anti-bot

    Server-side detection, with a suspects tab in the panel and manual punishment.

  • Anti-feed

    PvP between accounts on the same machine does not count.

  • GM audit

    History, alerts and a summary of what the staff created, moved and enchanted.

  • Vote without impostors

    Vote rewards that cannot be gamed with someone else's account.

  • Signed control channel

    Panel-to-game commands signed with Ed25519, with a nonce and short expiry.

  • Attack monitoring

    Flood attempt statistics, visible in the panel.

Client and distribution

From the executable to the patch on the player machine.

06

  • Own launcher

    A self-updating executable with the server address built in.

  • Signed patch

    A P-256 signed manifest, checked by hash on the player machine.

  • Client guard

    A cross-compiled protection DLL that reports only when integrity checks out.

  • Client interface

    A full .u, .xdat and .utx build — your own windows, buttons and textures.

  • CDN distribution

    The patch served from object storage, off the machine running the game.

  • L2JV Panel integration

    The same pack the panel installs, monitors and controls.

This list was taken from the repository itself: core managers, event XML, voiced commands and the README. Nothing here is a planned feature.

Your next project can start today.