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.

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.