Sell Tournament Classic Interlude

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Price 170 USD

Price: 170 USD


SHOW TOURNAMENT VIDEO


[Tournament System] PvP Multi-Bracket (1v1/2v2/3v3/5v5/9v9) + Elo + Role Limits + Session Ranking Rewards (Configurable)


This tournament system is a fully configuration-based competitive PvP module, featuring multiple brackets and real balancing options (role limits, buff-loss rules, bracket-specific restrictions), plus a built-in Elo system.


Everything is controlled through tournament.properties — enabling/disabling brackets, scheduling, match time, arena selection, rules, rewards, Elo modifiers, and session ranking payouts.





  1. Event lifecycle (how it works)
    Scheduling/Booking
    • Enable/Disable Module
    ◦ TournamentEnabled
    ◦ TournamentStartOn (compatibility alias)
    • Schedule
    ◦ Graphical Tournament Event
    ◦ TournamentSchedule = HH:mm,HH:mm,… (comma separated)
    • Registration Window
    ◦ TournamentEventDuration (minutes)
    Match Execution Timing
    • Pre-fight freeze + countdown
    ◦ CountdownSuspendTime (seconds)
    • Hard match time limit
    ◦ MatchDuration (minutes)
    • Reconnect grace
    ◦ ReconnectTime (seconds)
  2. Bracket Support (and why this is not “one rule set for all”)
    Each bracket can be independently enabled and controlled for registration and announcements:
    • 1v1
    ◦ Enable1x1, Allow1x1Register, AnnounceTournament1x1
    • 2v2
    ◦ Enable2x2, Allow2x2Register, AnnounceTournament2x2
    • 3v3
    ◦ Enable3x3, Allow3x3Register, AnnounceTournament3x3
    • 5v5 (legacy config key still uses 6x6 naming)
    ◦ Enable6x6, Allow5x5Register, AnnounceTournament5x5
    • 9v9
    ◦ Enable9x9, Allow9x9Register, AnnounceTournament9x9
    Technical note (important for buyers):
    The configuration uses Enable6x6 / Reward6x6* as legacy naming, but the actual bracket logic in this build is 5v5.
  3. Competitive Layer: Elo Modifiers + Visibility
    Elo Mods
    • MVP bonus
    ◦ EloPointsMvpBonus (added to Elo delta for MVP)
    • Death penalty
    ◦ EloPointsOnDeath (penalty per death)
    Elo Visibility in Titles
    • When ShowEloInTitle is enabled, the team title format becomes: TeamName (ELO).
    This creates a real “ladder” feeling instead of just event payouts.
  4. Balancing Rules (bracket-specific)
    Healer ban toggle per bracket
    • DisableHealer3x3
    • DisableHealer5x5
    • DisableHealer9x9
    Buff loss on death (hardcore mode) per bracket
    • LostBuffsOnDie5x5
    • LostBuffsOnDie9x9
    Role limits (team composition caps)
    5v5
    • BsAmount5x5 (max bishops/healers)
    • ArcherAmount5x5
    • DominatorAmount5x5
    9v9
    • BsAmount9x9
    • ArcherAmount9x9
    • DominatorAmount9x9
    These are the kind of controls most “generic” tournaments do not include.
  5. Arena Rules: Buffs + Restricted Environment
    Auto buffs on entry
    • AutoBuffs (true/false)
    • BuffList = id,level; id,level;… (semicolon separated)
    Forbidden skill list (automatically removed)
    • ArenaStopSkillList = id,id,id,… (comma separated)
    Environment restrictions
    • AllowSummon (true/false)
    • AllowPotions (true/false)
  6. Reward Model (per bracket, win/loss/draw + pacing)
    Each bracket defines:
    • Base reward item: RewardId
    • Base win reward count: RewardCount (plus compatibility alias ArenaWinRewardCount*)
    • Loss reward count: ArenaLostRewardCount*
    • Draw reward count: RewardDrawCount*
    • Interval between match cycles/checks: ArenaBattleWaitInterval*
    Reward draw item
    • RewardDrawId (global item ID used for draws)
    “Top Ranking” bonus (extra reward if the winner is highly ranked in Elo ladder)
    Per bracket:
    • TopRankingEnableReward
    • TopRankingReward = itemId,qty
    (Example included for 1v1: can grant a small bonus if the winner is within Top ranking threshold.)
  7. Session Ranking Rewards (1st/2nd/3rd at end of registration period)
    This is a strong retention feature — rewards are not tied to a single match win only.
    • EventRankRewardEnable
    • EventRankTop1Reward = itemId,qty
    • EventRankTop1Skill (0 disables)
    • EventRankTop2Reward, EventRankTop2Skill
    • EventRankTop3Reward, EventRankTop3Skill
  8. Registration NPC (spawned via config)
    • EnableNPC
    • NpcId
    • NpcLocation = x,y,z,heading
  9. Anti-abuse Eligibility Filters
    • MinimumLevel
    • MaximumLevel
    • Dual-box controls:
    ◦ CheckHWID
    ◦ CheckIP
  10. Arena Selection / Spawn Points / Doors
    Arena pool
    • ArenasLocs = x,y,z; x,y,z; … (semicolon separated entries)
    Fixed fallback spawns
    • Team1Loc = x,y,z,heading
    • Team2Loc = x,y,z,heading
    Spawn spread
    • SpawnSpread (distance separation between teammates at spawn)
    Doors
    • DoorsClosed = doorId,doorId,…
  11. Presentation Enhancements (titles/effects/sounds)
    Team visual identity
    • TitleTeam1, ColorTeam1 (RGB hex)
    • TitleTeam2, ColorTeam2
    Audio cues
    • SoundCountdown
    • SoundStart
    • SoundWin
    Visual effects (skill effect IDs)
    • EffectStartIdTeam1
    • EffectStartIdTeam2
    • EffectStartId (legacy fallback)
    • EffectWindowId




 
Last edited:
The price is too high ! Could you consider a discount ? You're new to the business :D:D Other people sell the same thing, for $40.
1772227804758.webp
 
Мне нравится как они воруют друг у друга код который написал им AI, а потом спорят чей он
This guy santannablack has already sold me several things with bugs and then wouldn’t fix them, saying he didn’t have time . He also sold buggy stuff to a friend of mine and said the exact same thing that he didn’t have time to fix it.
 
Как минимум стремно, что то брать у буржуев , сначала он покупает скрипты не рабочие, потом становится сам java кодером с помощью gpt
if (f != null) f.cancel(false); - чего тут не хватает )????
 
Как минимум стремно, что то брать у буржуев , сначала он покупает скрипты не рабочие, потом становится сам java кодером с помощью gpt
if (f != null) f.cancel(false); - чего тут не хватает )????
Yes, I use AI, but I started studying Java after I got to know Lucera2.
 
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