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- Today
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ultim8 changed their profile photo
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Wizzy started following Release 21.1.2.21 S
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[ADD] Extended Item Options plugin now can be configured with max option count per item Kind A/B and type [FIX] Options added by Static Item Option plugin stopped displaying (visually) in previous release
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Anya180sa joined the community
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ieg123 joined the community
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MrJunior started following Request for new callbacks
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Request for new callbacks Hello developers, I am writing to request the addition of new callbacks. The idea is to have a wider range of callbacks available for the plugins we purchase. Examples: Callbacks for raffles, ItemOptionStatisticOption, Ice Throne, among others. In addition to these, I would like to request a callback that allows us to implement the Golden Archer (NPC). In the past, this NPC was used to redeem rewards via special codes; having a callback that enables this functionality would be very useful.
- Yesterday
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[ADD] New optional Plugin: Extended Options Nearly 60 unique options A pack of 60 new custom jewels Add/Upgrade options to the items using the jewels [FIX] Daily Reward system became irrsponsive in previous release [FIX] Corrected SeedsphereUpgrade.txt (Lang.mpr) for KOR lang pack [FIX] Corrected SocketitemUpgrade.txt (Lang.mpr) for KOR lang pack
- Last week
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oscarjaimes904 joined the community
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phamduy1510 joined the community
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sorry for the confusing framing. I'm not saying stacking is impossible; I know jewels/gems stack via durability normally. My problem is specifically how to grant them from Lua so they merge into the existing bundle. What I'm doing now: for each jewel I call Inventory.Insert(playerIdx, item) with a fresh ItemInfo where Type = the jewel and Durability = 1. Each call lands as its own separate 1-count item - they never merge into one bundle.
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mareckin joined the community
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@Dima I am confused about your suggestion, as I currently have several systems that handle the stacking of gems, as well as items that stack using durability in the standard way.
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skazko88 joined the community
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Seth joined the community
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zhaoying joined the community
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Guilherme Silva joined the community
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Tamtaram24 joined the community
- Earlier
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Together with the LUA it could be very useful. Maybe in 2026 this game will receive an in-game tutorial? π
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this update contains Part 1-3, Part 2-1, Part 2-2, Part 2-3 π
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Hello, What's changed with statement: That's not even seasonal update
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We are pleased to announce the release of the Season 21 Part 2-3 Update. This update introduces new hunting zones, expanded character progression, new equipment tiers, and significant character stat and skill system adjustments across multiple classes. Players can now venture into the mysterious Raklion of Oblivion, challenge dangerous monsters in the new Elite Zones, obtain the 8th Guardian Rhino, and strengthen their characters with 9th Mastery Earrings and the new 2nd Legendary Equipment for Crusader. Update Highlights New hunting map: Raklion of Oblivion New Raklion of Oblivion and Aquilas Temple Elite Zones New 8th Guardian Rhino and Rhino (Rare) guardians 2nd Legendary Equipment added for Crusader (Sets, Hammers, Shields) New Earring of Compassion Increased maximum level (up to 1800) and updated Season rewards Character Renewal for selected classes (Elf, Magic Gladiator, Illusion Knight) Combat Power system introduction and class-based attack types (Gale / Chaos / Illusion) Skill formula migration from Lua scripts to FormulaData.xml for selected classes Item stat requirement system simplification (requirements no longer scale with item level) Socket Item enhancement rate adjustments (Chaos Combination system update) Cry Wolf event renewal and updated Boss Battle Together event monster attributes Various gameplay improvements, system optimizations and bug fixes Detailed Patch Notes For those interested in the complete breakdown of every feature and balance adjustment, please refer to the official articles below: New Map: Forgotten Raklion Forgotten Raklion Elite Zone Aquilas Temple Elite Zone 8th Guardian Rhino Crusader 2nd Legendary Equipment 9th Mastery Earrings Maximum Level Expansion & Season Rewards Character Stat Improvements Equipment Required Stat Changes Socket Item Enhancement Rate Changes Gameplay Improvements Gameplay & System Improvements We invite everyone to explore the new content and experience the latest balance and progression changes introduced in the update. Test Versions The test version is available only for Customers who upgraded their SeasonPass to level 12. All test versions are limited in time and will be shut down after launch of official release. Limiting the test version to actual holders of required SeasonPass meant to avoid running live servers on early test versions by Customers not owning the pass what had negative impact on the MU market and its community. SeasonPass The Season Pass for Season 21 Part 2-3 Pass can be purchased at price of β¬250. To proceed, go to License Manager and click Manage SeasonPass.
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[NEW] Characters Renewal: Elf, Magic Gladiator, Illusion Knight Combat Power Character build specific attack types (Energy/Physics): Gale, Chaos, Illussion Mastery Magic Staffs for Magic Gladiator [NEW] Rhino and Rhino (Rare) guardians [NEW] Raklion of Oblivion map and monsters [NEW] Crusader 2nd Legendary Equipment (Sets, Hammers, Shields) [NEW] Cry Wolf event Renewal [NEW] Earring of Compassion [NEW] Item Stats Requirements simplification (item requiements do not change together with item level) [MOD] Max level increased to 1800 [MOD] Updated events entry levels [MOD] Modified Boss Battle Together event monster attributes [MOD] Modified Cry Wolf event monster attributes [MOD] Updated Sould Converter configuration [MOD] Updated Chaos Combination success rate for upgrading socket item level [MOD] Part of skill related Lua formulas of Magic Gladiator, Illusion Knight, Elf, Lemuria Mage and Gun Crusher have been moved to use original formulas from FormulaData.xml
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Version 21.2.3.0 T
137 downloads
This is x21 series of Server Suite package (S21 Part 2-3). This submission contains Full Server Suite Package of latest stable version for the series and all incremental update packages releases within the series. Summary of reported and resolved issues is provided in change-log and per specified version in the Bug Tracker If you want to be notified of further updates on this submission, make sure to follow it by clicking follow button at the top-right. CONFIG CHANGES: x21-P2-3 Interested in participating in DEV and help testing BETA releases? Check for TEST versions availability trough versions tracker. Relevant notes are attached directly to relevant TEST version.From β¬580.00 -
[FIX] Possible low DPS for selected 5th skills [FIX] Corrected CalcPenaltyDamageFromUser Lua function prologue causing penalty system to behave incorrectly [FIX] ResetAccumulatedTimeAfterMove option did not reset accumulated time when Guild Master is moved by Dark Lord summon [FIX] Monsters did not deal Extra Damage to players [MOD] Refactor of configuration file, including file structure for Static Item Option plugin (Server/Client) [MOD] Updated ItemOptionSystem_Exc.xml file description [MOD] Support of Legendary weapon options for Static Item Option plugin [MOD] Moved option texts from ItemOptionSystem_Exc.xml to CustomText.xml/BMD for Static Item Option plugin [FIX] Improvements to game client stability (several random crashes)
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It would be great to have a clean LuaAPI way to give a stackable item and have it merge into the player's existing stack instead of creating separate items. Right now, when granting jewels (which are Overlap="50" in ItemList.xml), Inventory.Insert delivers each one as its own 1-count item rather than stacking them into a bundle, and the OVERLAPITEM_INVENTORY_INSERT create path doesn't seem to insert from Lua. So there's no straightforward way to add, say, 5 Jewels of Soul as one bundle of 5. Idea: a helper like Inventory.AddItem(playerIdx, itemType, level, count) that respects the item's Overlap value β merging into an existing stack and spilling into a new one at the max. This would make jewel/currency rewards from custom Lua systems behave exactly like normal drops.
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The glow is editable which same as weather is client side and also shouldn't be possible but it is.
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This belongs to the client class, so it should not exist. I also want the weather
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Suggest adding WCoin GoblinPoint callbacks, I think most people would like to have these two types of callbacks
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[NEW] IGC LSC/XDC Encoder: tool for encoding IGC XML/LUA files into LSC/XDC files [NEW] EventBag Editor (Season 6 Ep.3): dedicated editor for Season 6 Ep.3 EventBag files, to be used with Season 6 GS version 6.1.0.84 or newer [NEW] BMD Editor: support right click on cell and "Select column" button to mark all column (also supported in BMD Compare Tool) [FIX] BMD Compare Tool: invalid data is inserted when using "insert row" option [FIX] EventBag Editor (Season 17 Ep.2-2 V2 and newer): ruud coin player MAX level incorrectly saved in xml file [FIX] EventBag Editor (Season 17 Ep.2-2 V2 and newer): invalid drop percentage calculation
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[MOD] Item Editor: support crusader wings jol option [FIX] Item Editor: item placement in inventory could go out of bounds
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Please add a native pre-movement validation point for map access requirements that can evaluate Regular Level only, without adding Master Level. This is necessary for servers that keep Master Level and Master Skill Tree after character reset while still requiring players to rebuild their regular level before they can access higher-progression maps. Current behavior and limitation The current Lua API provides these movement callbacks: onCharacterJoinMap onMoveMap onMapTeleport onTeleport onTeleportMagicUse They are asynchronous callbacks. They run after the game server has already accepted and completed the movement. Lua can then move the player back with Move.ToMap, but it cannot deny the original transition before entry. onUseCommand, onNpcTalk, and onItemUse are synchronous, but they cover only specific movement routes and cannot provide one authoritative validation point for all sources. Requested native configuration Add a map-move level validation mode to the MapMove / gate requirement system: <MapMoveRequirements LevelRequirementMode="0" /> Proposed values: 0 = Regular Level only (Character.Level) 1 = Master Level only (Character.MasterLevel) 2 = Regular Level + Master Level (current combined behavior where applicable) A per-entry override would also be useful: <Move ClientName="Ferea" MinLevel="400" LevelRequirementMode="0" /> With LevelRequirementMode="0", the native implementation should validate: if (lpObj->Level < requiredLevel) { return false; } and must not use a combined value such as: lpObj->Level + lpObj->MasterLevel Requested Lua callback Please also expose a synchronous callback that runs before the C++ move is committed: function onCheckMapMove(oPlayer, targetMap, targetX, targetY, gateNumber, moveSource) return 0 -- allow -- return 1 -- deny end Required execution contract | Property | Requirement | | Type | Synchronous | | Timing | Before any map transition is committed | | Return 0 / nil | Allow native movement | | Return 1 | Deny native movement and keep the player in the current position | | Performance | Must be lightweight; no blocking I/O required | Required parameters | Parameter | Description | | oPlayer | Player object | | targetMap | Final map number | | targetX, targetY | Final coordinates | | gateNumber | Gate index, or -1 where no gate is used | | moveSource | MAP_MOVE, COMMAND, GATE, NPC, ITEM, EVENT, SCRIPT, TELEPORT_MAGIC | | mapMoveEntryId (optional) | Native MapMove rule/entry ID if available | Why this matters A native regular-level-only option enables the following valid configuration: <Settings MoveToCharSelectWindow="0" ResetMasterLevel="0" ResetMasterSkillTree="0" /> The character can remain connected after reset and keep Master Level progression, but cannot use Master Level as a shortcut to enter maps such as Aida [2], Ferea, Raklion, Swamp of Calmness, Lost Tower upper floors, or Karutan [2] before rebuilding the required regular level. This improves player experience by removing the forced character-selection interruption while preserving progression integrity. Compatibility expectation The validation must apply uniformly to every native movement path: Map Move UI /move and equivalent commands gates and portals NPC transfers teleport items event entry routes scripted Move.Gate / Move.ToMap operations, with an optional explicit bypass flag for trusted server-side events teleport magic when it crosses a restricted area boundary Temporary Lua workaround Until a pre-move API exists, servers can use asynchronous callbacks to detect a forbidden destination and immediately return the player to a safe map. This is useful but not equivalent to a true deny because the player briefly enters the target map before correction. A native pre-move check or built-in LevelRequirementMode="0" is the reliable long-term solution.
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Hello, I would like to request a native API for temporary character profiles designed for events such as Battle Royale, survival arenas, class trials, ranked PvP and temporary progression modes. The objective is to temporarily place a player into an isolated profile without modifying or risking the original character inventory, equipment, buffs, skills or attributes. Current Lua functions allow item access, deletion, insertion, stat changes and individual buff removal, but they are not sufficient to safely recreate the original state after an event. A full Lua-side solution may cause item serial issues, loss of advanced options, duplicate items, incorrect durability, socket/Harmony problems and incomplete buff restoration. Requested API: local sessionId, result = PlayerEvent.BeginTemporaryProfile(oPlayer, { EventKey = "BATTLE_ROYALE", Snapshot = { Stats = true, Level = true, MasterLevel = true, MasterSkillTree = true, LifeManaShieldAG = true, Equipment = true, MainInventory = true, ExtendedInventory = true, MuunInventory = true, PentagramInventory = true, Buffs = true, Skills = true, CashShopEffects = true, ItemEffects = true, }, TemporaryProfile = { BaseStats = { Strength = 100, Dexterity = 100, Vitality = 100, Energy = 100, Command = 100, }, Level = 1, LevelUpPoints = 0, InventoryMode = "EMPTY_EVENT_INVENTORY", SkillMode = "WHITELIST", AllowedSkills = {}, BuffMode = "SUPPRESS", OriginalBuffTimePolicy = "ELAPSE", }, Restrictions = { BlockTrade = true, BlockWarehouse = true, BlockPersonalShop = true, BlockChaosMachine = true, BlockInventoryMove = true, BlockItemUse = true, BlockItemRepair = true, BlockTeleport = true, BlockNormalItemPickup = true, }, Recovery = { PersistSnapshotBeforeApply = true, RestoreBeforeCharacterSaveOnDisconnect = true, RestorePendingSessionOnLogin = true, RestorePendingSessionsOnServerStart = true, }, }) local result = PlayerEvent.EndTemporaryProfile( oPlayer, sessionId, "EVENT_FINISHED" ) The native implementation should use an internal opaque snapshot. Lua should not be required to manually serialize and rebuild actual items. The snapshot must preserve the exact original item state, including: Original inventory slot and equipped position Unique item serial Item level and durability Skill, luck, additional option and excellent options Ancient/set options Harmony option type and value Socket options and bonus socket option 380 option, period item data, pet data, elemental/pentagram/errtel data Muun inventory and related items Any other internal item fields required for a bit-perfect restoration Buff restoration should preserve: Buff identifier Remaining duration Effect types and values Buff source / caster Cash Shop and item-generated effects Configurable time policy: ELAPSE, PAUSE or REMOVE The API should also provide an isolated Event Inventory: EventInventory.Clear(oPlayer, sessionId) EventInventory.AddItem(oPlayer, sessionId, itemInfo) EventInventory.TransferRewards(oPlayer, sessionId, { Destination = "GREMORY_OR_MAIN_INVENTORY" }) This is necessary so event rewards and temporary equipment do not mix with the playerβs original inventory. Required safety guarantees: BeginTemporaryProfile must be atomic. EndTemporaryProfile must be idempotent. No original item may be deleted or recreated through Lua. The original profile must be restored after event finish, disconnect, server restart or unexpected crash. The GameServer must prevent item movement, trade, warehouse, chaos machine and similar actions while the temporary profile is active. The system must prevent duplicate rewards and duplicate profile restoration. Recovery should be automatically processed on player login and GameServer startup. The API should provide clear result/error codes and server logs for create, restore, recovery and failure cases. This feature would allow secure development of Battle Royale, survival arenas and temporary PvP modes without risking player items or permanent character data. Thank you.
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Requesting a config addition to allow DL dark horse usage with fenrir+guardian mounts
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[MOD] Connectivity stability improvements π₯[NEW] π₯ Support s21 e2-3 new monsters in MonsterSpawn editor π₯[NEW] π₯ Object outline while hovering over with mouse when in "edit objects mode" π₯[NEW] π₯ Monster outline while hovering over with mouse in "monster spawn edit" mode π₯[NEW] π₯ Multi select in object list UI (ctrl+click, shift+arrows, shift+click)
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Beelzebub changed their profile photo
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Add an object system in game that would trigger a popup window with an option to add custom text. Example: Players click an object(Notice board) outside town, pop up comes up with a text about what area is this, what items drop in here etc, any relatable information(This is all customisable). This can also be used as a good way to interact with players and guide them without them leaving the game. ( I just started paying, click on a notice board and it guides me to level up 50 levels and then I get xyz item reward etc, or that don't go west of the map because big monster will eat you etc.). These objects can also be used as a part of the world. Click on a stone pop up window comes on and there's an info about specific event or some hidden extras. This opens for more potential custom content.
