L2JONE SOURCE // INTERLUDE C6

Everything the source delivers ready.

The full catalogue of systems that ship with the distribution: what is new, what was rebuilt and what was expanded on top of Interlude C6. Every item arrives working, configurable through open files and editable with the server live.

  • Complete Interlude C6
  • Everything configurable
  • Operations panel
  • Guard and HWID
80+ Systems delivered
689 Editable XML files
343 Implemented quests
147 GM commands

22 Community Board panels

Shop, rankings, buffer, marketplace, events and donation — all inside the game, no alt-tab.

Event engine with 8 modes

TvT, Deathmatch, CTF, Battle Royale, Hunting Grounds, Party, Spoil and Boss — scheduled on their own.

Editable from inside the game

Balance, events, zones and territories are edited from the board, with automatic backup.

Desktop administration panel

XML, item, multisell and client .dat editors, database browser and scheduled backup.

00

Every system carries a seal telling you the state it reaches you in.

New

A system that does not exist in stock Interlude — written for this distribution.

Rebuilt

A system that existed, but was rewritten from scratch because of a limitation or a flaw in the original.

Expanded

The original system kept, with features and configuration options added.

Improved

The original system fixed and revised, with no change of concept.

01

The server economy in your hands.

This is where an Interlude server breaks or holds. Each of these systems was written so you can control inflation without needing a wipe.

  • Offline Shop

    Rebuilt

    Rebuilt from scratch. The shop keeps selling after the player closes the client, restores itself when the server restarts, and expires after a number of days you set. Its own name colour and visual effect identify who is offline, no damage in peace zones, and the option to restrict the feature to VIP players only.

  • Marketplace

    New

    A persistent market inside the Community Board. Listings stay up even with the player offline, delivery to the buyer is automatic, the listing fee is configurable and every sale is recorded in the character history. Item search and filtering for buyers, and no third-party dependency.

  • Enchant System

    Rebuilt

    Rewritten with a rate defined per level and per scroll type, in an open file. You choose what happens on failure — break, keep or drop one level — and which equipment type each scroll applies to. It ships with an in-game editing panel, a log of every attempt, and an automatic announcement when someone hits a high enchant.

  • Custom currency

    New

    Swap adena for any item as the private store currency — buy, sell and package sale, including the balance the client shows in the window. The sale fee charged by the ruling clan follows the same currency. Useful for servers that want their own economy from day one.

  • Reward capsules

    New

    Boxes that open and draw items by weight, built in an open file. You can create event boxes, donation boxes and boss drop boxes without writing a line of code, each with its own list and its own odds.

  • Timed items and passes

    New

    Amulets and passes that expire in real time, not play time, and keep counting while the player is offline. Noble, VIP, Kamaloka and auto farm passes ship ready, plus the donation ticket and the free ticket.

  • Equipment skins

    New

    The player changes the look of weapon and armour without touching a single stat. It becomes a donation product without unbalancing the server, and the list of available skins is a file you edit whenever you want.

  • Accessory sets

    New

    The armour set concept applied to rings, earrings and necklaces: complete the set and get its own bonus. One more end-game progression axis without needing a new item in the client.

  • Deferred delivery

    New

    A queue of items delivered at the player's next login. It is what makes donations, vote rewards and event prizes arrive even when the player is not online at the time — nothing is lost and every delivery is logged.

  • Redeem coupons

    New

    The GM generates a code, the player redeems it once. Good for marketing campaigns, downtime compensation and streamer partnerships, with control over who already used it.

  • Price and drop control

    New

    A single price applied to every merchant, an all-free mode for test servers, gold bar to adena conversion, and item drop blocking by grade when the player dies. These are the switches you want at hand on launch day.

02

PvP that happens on its own, every day.

The server does not depend on an awake GM to have action. Events, tournaments and sieges schedule themselves and bring the player back.

  • Event engine

    New

    An engine of its own with an open-file catalogue: you define which events exist, what time they open, how many players they need and what the prize is. Persistent ranking across events, teams balanced by level, and anyone who drops rejoins the event on reconnect.

  • 8 event modes

    New

    Team vs Team, Deathmatch, Capture the Flag, Battle Royale with its own map, Hunting Grounds, Party Event, Spoil Event and Fight Boss Event. All ready, all configurable, and each one can run at a different time.

  • Tournament

    New

    1v1, 3v3, 5v5 and 9v9 formats, with solo and party registration. Each format has its own duration, run window, class composition limit and prize. Registration NPC in-game and a dialogue invite for whoever is queued.

  • Function zones

    New

    A whole PvP area built from a single file: entry fee, auto-flag, anonymous mode, items and skills forbidden inside, temporary noblesse, restart lock, monster waves, a boss and automatic shutdown after a set time. Works as a farm zone, an arena or a seasonal event with no new code.

  • Rotating siege

    New

    Instead of nine castles on independent schedules with three clans fighting alone, one castle is drawn per cycle and is the only one contestable. The winning clan 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 is still available.

  • Castle governor

    New

    The clan holding the active castle governs the whole server: it taxes merchant prices, the board shop, gatekeepers and the marketplace, and earns a drop, XP and skill bonus for its own members. It gets its own vault and statue, and the leader is the only one allowed to ride a wyvern. Every limit is set by you, and the management panel lives inside the game.

  • Olympiad

    Expanded

    Customizable period and duration, battle limit per period, enchant cap inside the arena, different buffs for mage and fighter, minimum PvP to take part and a participant limit per IP. You can also show the month's winners and restrict by equipment grade.

  • Event shop

    New

    The currency earned in events is worth something: a separate shop, editable in-game, where the player trades it for prizes that only exist there. It is what brings the player back to the next event.

  • Anti-feed and dualbox control

    New

    Blocks XP and drop from repeated kills on the same IP, limits characters per IP and allows a whitelist per zone and per instance. The Olympiad and events have a participant limit per IP and an optional HWID check — the ranking stops being decided by who has more windows open.

03

A reason for the player to come back tomorrow.

Daily missions, VIP, level rewards and conveniences the player handles alone — all saved to the database and configurable without touching code.

  • VIP System

    New

    Built in tiers, each with its own XP, SP and drop rates, its own rewards and its own real-time duration. Benefits keep working in the offline shop, the activation item is configurable, and the player tracks status from a Community Board panel.

  • Daily missions

    New

    Objectives by action type with an automatic scheduled reset and a reward defined per mission. Progress is saved per character and the player tracks everything from a chat command. Includes a daily login reward.

  • Auto Farm

    New

    The player picks the skill list, monster priority and target type — regular mob, raid or grand boss — and can also assist the summon or the party leader. It has a daily quota, unlocked by a pass, and toggles from a chat command. You decide whether to open it to everyone, to VIP only, or not at all.

  • Auto Potion (ACP)

    New

    A separate percentage trigger for HP, MP and CP, configured by the player inside the game. It ends the external ACP requests in support and removes the incentive to use third-party software.

  • Player-to-player buff selling

    New

    The human buffer gets its job back: the player advertises their own buffs, sets the price and sells to anyone passing by. It is social content the NPC buffer never delivers.

  • Scheme Buffer

    Improved

    Buff schemes saved per account, applied from both the NPC and the Community Board panel, with a cost and skill list you control. Character buffs are also preserved between sessions.

  • AIO character

    New

    An all-in-one character with its own buffs and saved macros, with duration and type defined by you. A ready-made donation product, with time and permission control.

  • Level reward

    New

    A prize delivered automatically on reaching each level, defined in an open file. It keeps the new player engaged in exactly the range where most give up.

  • Rates per level bracket

    New

    Five independent brackets between level 1 and 86, each with its own XP, SP and currency, plus an exclusive rate inside instances. You speed up the start and hold the end game without breaking the curve in the middle.

  • Subclass and skill stacking

    Expanded

    Configurable subclass cap, switching anywhere and selective skill stacking across subclasses, with a block list for what must not stack. You can also enable automatic Divine Inspiration and extra noble buffs.

  • Agathion

    New

    A companion pet that follows the player, talks, and optionally heals by percentage. It is restored at login and works both as a donation item and as an event prize.

  • Pet and summon persistence

    Improved

    Pet and servitor return after a reconnect with buffs and cooldown preserved. A dropped connection stops costing ten minutes of rebuffing.

  • Chat commands

    New

    A whole layer of commands typed into chat, absent from stock Interlude: player menu, auto farm, auto potion, missions, voting, buff selling, event registration, territories, governor panel, bulk crystallization and recipe management.

04

The whole chronicle, plus some.

The complete Interlude working, plus original content systems that keep the server alive past the first month.

  • Instanced territories

    New

    A private farm area per player or party, built from the map regions. Each region has its own monster list, its own respawn, its own entry policy and a boss that shows up once a trigger condition is met. No instance sees another, and the drop rate inside is exclusive. Spot fighting is over.

  • Kamaloka

    New

    An instanced dungeon with its own scoring, a Community Board ranking and an entry pass as an item. Progress is saved per character and the difficulty is yours to tune.

  • Simulated players

    New

    Server-controlled characters with combat, healing and potion-use AI, walking routes through the towns and clans generated from templates. They show up in /who and in listings, and their amount and behaviour come from an open file. A freshly opened server stops looking empty.

  • Champion mobs

    Expanded

    Rare monsters with their own HP, attack and speed, a configurable visual aura, multiplied XP, SP and drop, an exclusive drop list and an optional guaranteed enchant. Level range and spawn frequency are yours to calibrate.

  • Boss info and reward

    New

    Each boss's schedule and status visible on the Community Board, a participation reward per raid, raid points added to the clan, time-based loot protection and an automatic announcement when a grand boss falls.

  • Original Interlude content

    Improved

    343 implemented quests, 9 castles with working sieges, 44 clan halls with auction and functions, Seven Signs, Festival of Darkness, manor, fishing and the fishing championship. Grand boss AI was revised — Antharas, Baium, Frintezza and Sailren behave as they should.

  • Polymorph

    New

    Visual transformation of players and NPCs defined in an open file. Useful for themed events, disguise in anonymous zones and cosmetic donation items.

  • Seasonal events

    New

    Mammon Spawn and Master of Enchanting ship implemented as calendar scripts, ready for you to schedule on any date you want.

05

The whole server inside alt+B.

Twenty-two ready panels, with open HTML so you can change the visual identity without recompiling anything.

  • Player panel

    New

    The board home page with server information, rules, active promotions and a shortcut to every other panel. It is the first thing the player sees on alt+B.

  • Server shop

    New

    A merchant inside the board, with prices subject to the ruling clan's tax and a catalogue you edit. No NPC, no trip to town.

  • Rankings

    New

    PvP, PK, level, clan raid points, Kamaloka score and event ranking — six lists updated live, with automatic weekly prizes for the top places.

  • Donation panel

    New

    The player checks the balance, picks the product and receives it on the character, integrated with the website system. Every delivery is logged, and whatever cannot be delivered right away goes into the deferred queue.

  • Party matching

    New

    A party noticeboard by level, class and goal. It solves the problem of finding a group on a server with the population spread across the map.

  • Live information panels

    New

    Boss schedules, active events, open instances and territories, the governor panel, channel videos with a reward for watching and a reward for voting on the top lists. All read from the real server state, not from fixed text.

  • Forum, mail and friends

    Improved

    Internal forum, character-to-character mail, friend list, favourites and a personal memo — the social side of the board revised and working.

06

Run it without opening a text editor.

A desktop panel for the daily grind and 147 GM commands inside the game. Most fine-tuning happens with the server live.

  • Operations panel

    New

    A desktop application that starts, restarts and reloads the server configuration, and shows memory, garbage collection, threads and CPU in real time. It brings a database browser, scheduled backup, database install and migration, with an interface in Portuguese, English and Spanish.

  • Visual content editors

    New

    An item editor with icon preview, plus multisell, NPC, class and configuration editors. It includes item cloning, ID migration, item pack import and an automatic backup before every save.

  • Client file editor

    New

    Reads, edits and repackages the Interlude client's itemgrp, npcgrp and skillgrp files straight from the panel, with ID migration synchronized between server and client. Adding a custom item stops being a manual process across three different tools.

  • In-game editors

    New

    Balance, the event engine, function zones, territories and system configuration are edited from a Community Board panel, with an automatic backup of every changed file. A tweak made in the middle of the night, without taking the server down.

  • GM commands

    Expanded

    147 commands, each with its own access level. Zone creation by vertices in-game, spawns saved straight to the database, an NPC route editor with preview, event, balance and enchant panels, and HWID ban management.

  • Configuration that survives a restart

    New

    What the GM changes from the panel is written to the database and reapplied at the next boot. You tune without editing a file, and the tuning is not lost on the next restart.

  • Update package

    New

    The build produces a package with only what changed since the last version, with a per-file hash check, ready to publish to your players. Updating stops meaning re-sending the whole client.

07

Know who gets in and what happened.

The distribution ships with Guard and HWID validation at startup and operational logging to Discord. These are real operational controls, with no promise of absolute protection.

  • Guard and HWID identification

    New

    Validation at server startup and machine identification by HWID, with a window limit per machine, a configurable grace mode and an access log per account. HWID bans and lookups are done from a GM command, with no need to touch the database.

  • Discord logging

    New

    Twenty-eight separate logging channels: enchant, drop, pickup, trade, warehouse, multisell, donation, Olympiad results, grand boss deaths, player and GM logins, suspicious IP alerts and a chat keyword filter. When a player complains about a missing item, the answer is in the channel.

  • Vote reward

    New

    Ready integration with eight top lists, with an individual reward, a per-site cooldown and a global vote goal that unlocks a collective prize for the whole server. Promotion that pays for itself.

  • YouTube integration

    New

    An automatic in-game announcement when a new video goes up on the channel, with a daily reward for watching. The player becomes an audience without leaving the client.

  • Announcements and promotions

    New

    Rotating in-game announcements and a time-boxed promotion system, with its own board panel. A weekend campaign with no GM typing in chat.

  • Build protection

    New

    Packaging applies obfuscation and, optionally, encrypts the classes with a loader of its own. It is a layer of difficulty against casual copying of your distribution, not a promise of absolute protection.

08

Tune combat without recompiling.

Balancing is the job that never ends. These systems were built so you can adjust in minutes, not in a new build.

  • Balance per class

    New

    A damage dealt and taken multiplier per class, split by attack type, edited from a Community Board panel and applied without a restart. Every change makes an automatic backup, so you can roll back.

  • Balance per skill

    New

    Changes to power, duration and behaviour of an individual skill, 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

    A hard cap on attack and cast speed, a skill list without cooldown, skill duration overridden by ID, a fixed cancel time and a configurable expertise penalty. The controls that stop PvP from becoming a stat race.

  • Additional effects and conditions

    New

    Nine effects from later chronicles ported to Interlude and seven new skill conditions, plus a skill that swaps the equipped weapon, a skill that teaches another skill and extra targets. Raw material for building custom skills without writing Java.

  • Servitor share

    New

    The summoner passes a percentage of their own stats to the servitor. It makes summoner classes relevant in the end game without inflating the base pet.

  • Geoengine and movement

    Improved

    Revised pathfinding, with instance support and navigation for the simulated players. Fewer mobs stuck on walls, fewer players walking through terrain.

09

Commands typed into chat.

A layer absent from stock Interlude: the player handles it alone, and support stops being the bottleneck.

10

How the source is organized.

Data in XML

689 open datapack files: items, NPCs, skills, multisell, spawns, zones, events and every custom system. No content locked inside the code.

Documented database

95 tables with creation scripts and versioned migrations, installed by the panel itself.

Layered configuration

Property files for the defaults, the database for what the GM changes in-game. A change made from the panel survives a restart.

Incremental updates

The build produces a package with only what changed, with a per-file hash check, ready to publish.

Built on a familiar foundation.

JavaJDK 22+Interlude C6MariaDB / MySQLDatapack XMLCommunity BoardAnt buildDiscord

Ready to open your server?

The source is delivered compiled and licensed, with the operations panel, the complete datapack and the database scripts. Pick a plan and start the project.

See plans and order
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