Jump to content

Recommended Posts

Posted (edited)
4 minutes ago, GhostOfSoul said:

hello guys
 i have a question, is there any way to put donation method on website?  after he get in game and write /donate or .donate and he get the donate coins?

 

multiple ways but this include php system also so nobody will do it for free. 

I did send you pm if you're interest. Afcourse there are several ways to do it but still it's not just 10 lines of code.

Edited by Kara`
Posted
1 minute ago, Kara` said:

 

multiple ways but this include php system also so nobody will do it for free. 

I did send you pm if you're interest. Afcourse there are several ways to do it but still it's not just 10 lines of code.

 

what do you mean by php system?

Posted
Just now, xxdem said:

 

what do you mean by php system?

 

The website part. He want donate from site and receive it though game. Donate in website via paypal api or whichever method, store tokens in SQL and in game receive - exchange tokens into items or whatever. Isn't PHP necessary to be done though website? 

Posted
Just now, Kara` said:

 

The website part. He want donate from site and receive it though game. Donate in website via paypal api or whichever method, store tokens in SQL and in game receive - exchange tokens into items or whatever. Isn't PHP necessary to be done though website? 

 

you think that a website script or paypal api is the only way?

Posted (edited)
3 minutes ago, xxdem said:

It can be done in the GameServer with casual Java code, very few know the method and I will not be the one to reveal it

I've seen something like that with a .bat (back in 2010) that it checked pp donation id in database and reward automaticaly all players. True it can be done though java only.

 

The way i imagine is to do it though the pp api and let players after donation add their transcation id in some npc or voice and you check via the bat or automatical using a timer if the transcation is done.

Edited by Kara`
Posted
Just now, Kara` said:

I've seen something like that with a .bat that it checked pp donation id in database and reward automaticaly all players. True it can be done though java only.

 

this is totally irrelevant, I am not talking about the internal verification but the external GameServer -> Paypal real time donation verification, ammount, donationId etc

Posted

shared mythras source has something like this. the command can be executed, but then first, the 'donation' needs to be on the database table. The data is probably inserted via a api or php script after a 'succesful' donation confirmation from the website. 

Posted
2 minutes ago, HyperBlown said:

shared mythras source has something like this. the command can be executed, but then first, the 'donation' needs to be on the database table. The data is probably inserted via a api or php script after a 'succesful' donation confirmation from the website. 

 

read again my post, you don't need anything external like scripts or paypal apis

Posted (edited)
3 minutes ago, HyperBlown said:

shared mythras source has something like this. the command can be executed, but then first, the 'donation' needs to be on the database table. The data is probably inserted via a api or php script after a 'succesful' donation confirmation from the website. 

 

Oh please with this s*t source. If i see this thing one more time i'll throw up. One reason ro and ru shouldn't be allowed to code. Picking L2J & messing up classes and call it unique project. 

 

9 minutes ago, xxdem said:

 

this is totally irrelevant, I am not talking about the internal verification but the external GameServer -> Paypal real time donation verification, ammount, donationId etc

 

The one i mentioned is also "external" way, if you refer in the part i said that player submit his transcation id then without any match data how are you suppose to reward the proper person? Other than the submit part everything i said its external way. 

 

If im mistaken again okay. 

Edited by Kara`
Posted
3 minutes ago, Kara` said:

 

Oh please with this s*t source. If i see this thing one more time i'll throw up. One reason ro and ru shouldn't be allowed to code. Picking L2J & messing up classes and call it unique project. 

 

 

The one i mentioned is also "external" way, if you refer in the part i said that player submit his transcation id then without any match data how are you suppose to reward the proper person? Other than the submit part everything i said its external way. 

 

If im mistaken again okay. 

 

you can't even understand what I am talking about, just forget about it

Posted
1 hour ago, xxdem said:

It can be done in the GameServer with casual Java code, very few know the method and I will not be the one to reveal it

You will need some libs though :P

 

And don't tell me you won't, it will take more more time without them. But yeah, possible...

Posted (edited)
3 minutes ago, Solomun said:

You will need some libs though :P

 

And don't tell me you won't, it will take more more time without them. But yeah, possible...

Never disagree with xxdem you piece of fluffy stuff. Warned, next time is perma

 

PS. I hope elfocrash wont see this and start commenting against xxdem cause again e-war.

Edited by Kara`

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • 31 Interlude Classes Reworked - Interested in Your Opinions One of the biggest challenges while developing L2 WARFRONT has been class balance. Interlude was never designed around continuous, fully buffed faction battles where players return to combat within seconds. Mechanics that work reasonably well in traditional PvP can behave very differently when entire groups are fighting over objectives. Over the past months, we've worked on all 31 playable classes, trying to give each a meaningful battlefield role without removing what makes them recognisable as Interlude classes. Some examples of what we've been experimenting with: Tanks: Chain Strike, Frontline Bulwark and adjustments aimed at making them more valuable in frontline combat. Titan: Frenzy, Zealot and Guts dynamically scale with current HP rather than simply being locked behind an activation threshold. Daggers: Shadow Step, Hide and other changes to mobility and close-range gameplay. Healers: Adjusted healing effectiveness and an offensive Inquisitor option, with the aim of preventing organised parties from becoming almost impossible to kill. Support classes: Additional combat and party-support mechanics to encourage more class diversity. The goal is not to make every class equally strong in a 1v1. A tank, a dagger, a nuker and a healer should have very different strengths. We're not claiming we've achieved perfect balance. We completed a Closed Beta with around 110 participants, collected feedback and have continued making adjustments. We've also published a breakdown of the changes to all 31 classes: https://l2warfront.com/guides/interlude-class-balance/   I'd genuinely be interested in hearing from experienced Interlude players: Which classes do you think are most overlooked in large-scale PvP? Are there any mechanics you believe become particularly problematic in continuous faction warfare? Criticism is welcome. Even when we disagree on a particular approach, a good discussion can help us make better decisions. L2 WARFRONT — Grand Opening: 30 October 2026.
    • I love seeing so much activity on Maxcheaters—users sharing things and all that. Honestly, I want to congratulate every single member of the Maxcheaters staff.   Keep it up! 🙂
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..