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Posted (edited)
Hi everyone, I’m selling a daily reward system for L2 Interlude (Lucera).
It features a configurable XML file to edit days, item IDs, and auto-open functionality upon character login. It includes IP protection to prevent multi-account abuse, and allows you to customize the icon, item ID, and quantity. It includes a `.daily` command for players and four GM commands. If anyone is interested, my Discord is `l2naylondev2026`; I can show you the mod via screen share, launch the server in test mode to demonstrate it, or send screenshots.
Cheers!
 
 
 
Edited by l2naylondev
Posted (edited)
9 hours ago, Kowalskiz said:

L2J ?>

Yes, it's L2J—specifically L2Lucera—but it can be adapted for L2jAcis and Lucera; I imagine it would work for High Five as well. For now, I've only implemented it in L2Lucera (Interlude), but it will be available for L2jAcis too.

Regards.

3 hours ago, Splicho said:

Elaborate on that? How would that work

As soon as you log in with your character, the window opens automatically so you can collect your reward. You can change the daily item ID and icon, and even set a waiting period—like 30 minutes—before collection is allowed. It includes IP protection, so players can't claim rewards using other accounts or create new ones to exploit the system; you can also adjust the number of days (e.g., 28, 1, or however many you prefer), and every feature can be enabled or disabled.
The player command is `.daily`, and there are also four GM commands.
I’ll be uploading a short video tomorrow to show everything more clearly. I also plan to improve the HTML window design and add MAC and HWID systems to prevent users from bypassing IP restrictions via VPNs or abusing the system with multi-accounting—basically, I’ll be continuously refining the system.

Edited by l2naylondev
Posted

What’s the point of giving away free items every day just for logging in? That’s only about 5% of what the feature is supposed to be. If you want to implement the One Day Reward system from Classic/Essence, there’s a lot more to it:

triggerType=KILL/LEVEL_UP, conditionLevel, canLevelMin, canLevelMax, classFilter, killCredit=SOLO/PARTY/CLAN, npcIds, isNoble, isHero, IsDayOfTheWeek, olympiad conditions, etc.

Posted
1 hour ago, Trance said:

¿Qué sentido tiene regalar objetos gratis todos los días solo por iniciar sesión? Eso es solo alrededor del 5% de lo que se supone que debe ser la función. Si quieres implementar el sistema de recompensas de un día de Classic/Essence, hay mucho más que considerar:

triggerType=KILL/LEVEL_UP, conditionLevel, canLevelMin, canLevelMax, classFilter, killCredit=SOLO/PARTY/CLAN, npcIds, isNoble, isHero, IsDayOfTheWeek, condiciones de la olimpiada, etc.

What you're talking about, my friend, is the "daily mission reward" system—that’s something different. This one is a standard daily login reward: if you don't log in on a given day, you miss that prize, and once you reach the final day (Day 28), it resets to Day 1. Check the forums or other sites; you'll see it's not the same thing. I also have that "daily mission reward" mod you're referring to—the one involving levels, mob counts, and class changes—but this is different; it's strictly for logging in. You have to stay online for half an hour to claim it, though that duration can be adjusted (from fewer to more minutes). It also features IP protection, and if you haven't claimed the prize for the day, the window opens automatically when you log in with your character so you don't forget. If you *have* claimed it, the window won't pop up automatically until the next day (though the auto-open feature can be enabled or disabled). Plus, as I mentioned, you can customize the item quantity, item ID, and the item icon.
Cheers!

6 minutes ago, Trance said:

 

I don't see the point of this feature with zero criteria. It's an exploitable system as it is.

I understand it's not finished; in fact, it's the V1 version I created. It is vulnerable, of course—since it relies only on IP, anyone could just use a VPN to bypass it—but I’ll keep working on adding security measures like MAC address and HWID checks, or anything else I come up with. Also, as you know, these are tradeable items; you can set the trade attribute to "false" in the item's XML file. It’s just an example of a system I started building.

Cheers!

Posted (edited)
1 hour ago, l2naylondev said:

What you're talking about, my friend, is the "daily mission reward" system—that’s something different. This one is a standard daily login reward: if you don't log in on a given day, you miss that prize, and once you reach the final day (Day 28), it resets to Day 1. Check the forums or other sites; you'll see it's not the same thing. I also have that "daily mission reward" mod you're referring to—the one involving levels, mob counts, and class changes—but this is different; it's strictly for logging in. You have to stay online for half an hour to claim it, though that duration can be adjusted (from fewer to more minutes). It also features IP protection, and if you haven't claimed the prize for the day, the window opens automatically when you log in with your character so you don't forget. If you *have* claimed it, the window won't pop up automatically until the next day (though the auto-open feature can be enabled or disabled). Plus, as I mentioned, you can customize the item quantity, item ID, and the item icon.
Cheers!

 

Your standard daily login reward is pointless. Why would you implement something like this? Where did this idea even come from?

 

No, it’s called OneDayReward, not Daily Missions. That’s the name used by the game client.

Anyways. Good luck!

Edited by Trance
Posted
8 minutes ago, Trance said:

 

La recompensa diaria por iniciar sesión es inútil. ¿Por qué implementar algo así? ¿De dónde surgió esta idea?

 

No, se llama OneDayReward, no Misiones Diarias. Ese es el nombre que usa el cliente del juego.

I saw a few similar systems and came up with this one to help keep players on the server. It simply grants daily items every 24 hours just for logging in. There’s also the daily mission system—which assigns different tasks each day—where if you don't complete them within that 24-hour window, you get a new set of missions the next day. Sometimes, when starting out on a low-rate server (like x3), that little bit of help comes in handy—especially if you're playing solo without a clan or friends. I know there are quests to earn adena, but imagine being able to create an item that provides minor buffs or potions—nothing that would affect base stats or unbalance the server, of course; everyone can use the system however they like. I’m not looking to argue about this, haha; if anyone is interested, feel free to reach out. I’m open to criticism, too—no worries there. I just thought I’d post it. Thanks for the advice; I’ll keep improving the system and the interface. Tomorrow—or whenever I can—I’ll upload a short video so you can get an idea of what it’s like. I simply looked at what others had done and wanted to create something different, that's all, my friend.
Cheers!

Posted

@l2naylondev Requiring a player to log in just for the sake of logging  seems exploitable. Someone could log in only to claim the reward and immediately leave, or repeatedly change their ip. So i guess  are there are additional protections in place ? such as locking the reward by account, character , and ip. It would also be useful to add a playtime requirement. For example, after logging in, the player would need to remain active for at least x playtime  before getting the reward or other parameters configurable by the xml.  I suggest improving the system before selling it. 

Posted (edited)
11 hours ago, Seamless said:

@l2naylondev Exigir que un jugador inicie sesión solo por el hecho de hacerlo parece vulnerable. Alguien podría iniciar sesión únicamente para reclamar la recompensa y salir inmediatamente, o cambiar su IP repetidamente. Entonces, ¿existen protecciones adicionales? ¿Como bloquear la recompensa por cuenta, personaje e IP? También sería útil agregar un requisito de tiempo de juego. Por ejemplo, después de iniciar sesión, el jugador tendría que permanecer activo durante al menos x tiempo de juego antes de obtener la recompensa u otros parámetros configurables mediante XML. Sugiero mejorar el sistema antes de venderlo. 

<dailyReward days="28" autoOpen="true" minimumOnlineTimeSeconds="30" oneRewardPerIP="true" resetIfMissDay="true">

 

For now, I have these settings in the XML—this is the V1 version I created, though I plan to make further improvements over time.

Of course, I’ll also add more protections—MAC, HWID, and perhaps others like account-based restrictions—to make it more secure. We can also implement non-tradable items to further enhance the system's security.

I’ll keep posting updates and refining both the system and the interface.

I might make a video tomorrow; if you look at the top, you'll see the "auto-open" feature can be toggled on or off, allowing users to rely solely on the `.daily` command.

Cheers!

Note: If I sell it in this state, I’ll provide support and roll out updates to users. I’m not forcing anyone to buy anything; I’d even provide the patch files so that anyone with the necessary skills can add features, modify it, or improve it further.

Edited by l2naylondev

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