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  1. 4 votes
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    Ability to define where items will be created using the Lua API.

    Hello developers, through this I would like to request the addition of a way to define where the item will be created, for example:
    EventInventory GremoryCase CashShop Inventory Ground Currently, there is nothing that allows us to define where the item will be created, such as: https://github.com/srv-config/Configs-Preview/wiki/Item-Structures
    MrJunior
    99
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    0
    comments

  2. 2 votes
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    Add a configuration file setting to control the maximum limit for PLUS

    I would like to request the addition of a configuration setting to control the maximum limit for "PLUS" operations (currently capped at 99). I believe it would be beneficial to have the ability to customize this maximum value. Please implement this setting; thank you very much.
    mantianfei
    79
    views
    2
    comments

  3. 4 votes
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    UserOptionTable (LuaApi)

    UserGetOptionTable(aIndex)
    aIndex = User index.
    Return the option table from the chosen user.
    Table elements: AddDamage, AddPhysiDamage, AddMagicDamage, AddCurseDamage, AddDefense, AddElementalDamage, AddElementalDefense, AddSpeed, AddMaxHP, AddMaxMP, AddMaxBP, AddMaxSD, AddHPRecoveryRate, AddMPRecoveryRate, AddBPRecoveryRate, AddSDRecoveryRate, AddDamageReduction, AddDamageDecrease, AddDamageReflect, AddCriticalDamage, AddExcellentDamage, AddCriticalDamageRate, AddExcellentDamageRate, AddIgnoreDefenseRate, AddDoubleDamageRate, AddTripleDamageRate, AddFullDamageReflectRate, AddDefensiveFullHPRestoreRate, AddDefensiveFullSDRestoreRate, AddOffensiveFullHPRestoreRate, AddOffensiveFullSDRestoreRate, MulDamage, MulPhysiDamage, MulMagicDamage, MulCurseDamage, MulDefense, MulElementalDamage, MulElementalDefense, MulMaxHP, MulMaxMP, MulMaxBP, MulMaxSD
     
    UserSetOptionTable(aIndex)
    aIndex = User index.
    aValue = Option table.

    example:
    local UserOption = UserGetOptionTable(aIndex) UserOption.AddDefense = 10 UserOption.AddElementalDamage = 25 UserSetOptionTable(aIndex, UserOption)  
    hardcode
    112
    views
    1
    comment

  4. 4 votes
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    Add a callback to retrieve the character's login.

    Hello developers, through this message I'm requesting a callback to retrieve the character login. Currently, all callbacks are used for oPlayer. Some customizations, especially those that apply bonuses to wcoin, goblinpoint, VIP balance, or any other type of interaction that requires the character login, are being cached, but depending on the context, this isn't the best practice.
    Therefore, I would like to request a callback that can retrieve the account login more easily, as well as the wcoin and goblinpoint balance, something like:
    onAccountPlayer(oPlayer oTarget)
    Retrieves the character login
    onAccountAmount(oPlayer oCoins)
    Retrieves the account/character login and coin balance
    onAccountVipType(oPlayer oTypeVip)
    Retrieves the player's actual VIP type
    MrJunior
    99
    views
    0
    comments

  5. 6 votes
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    Add callback for attack target

    I'm creating an event where infection is implemented in PLAYER_KILL mode, not by hit, because currently LuaAPI doesn't expose a reliable attack/hit callback to trigger character infection upon receiving an attack.
    Therefore, I'm requesting a callback that captures the moment of the attack on the target (oPlayer), as currently we only have the death callback.
    The idea would be a callback that intercepts the target's first hits.
    onPlayerAttackHit(oPlayer, target)
    MrJunior
    94
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    0
    comments

  6. 5 votes
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    Add LuaAPI callbacks for offTrade

    Through this letter, I request the inclusion of new callbacks for handling the off-trade system.
    offTradeCommand(coinType, value)
     
    MrJunior
    109
    views
    0
    comments

  7. 4 votes
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    Lua API (Guild)

    I would like to suggest adding a few extra functions.

    1) Function Guild.AddMember - Gives the ability to add a member to the guild.
    2) Function Guild.DelMember - Gives the ability to remove a member from the guild.
    3) Function Guild.AlianceCreation - Create an alliance between 2 guilds
    4) Function Guild.AlianceDestroy - Destroy an alliance between 2 guilds
    Any other function which can be usefull in terms of guild? 🙂
    Shanahan
    113
    views
    0
    comments

  8. 5 votes
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    Add callback for PvP Damage Map Reduction

    Hello, would it be possible to implement a PvP damage reduction system that varies according to map?
    It would be interesting to create a customized system, allowing for organization and addition same damage reduction functions as in the ARKA and Castle Siege events.
    Like:
    onTotalDamageClass()
    onTotalDamageMap()
    kristensen2109
    117
    views
    0
    comments

  9. 4 votes
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    LuaAPI (party)

    I would like to suggest add 2 extra function.
    1) Function Party.DelMember - Gives the ability to delete a member from the party.
    2) Function Party.ChangePartyLeader - Gives ability to change party leader
    Shanahan
    148
    views
    1
    comment

  10. 3 votes
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    Add callback for currency handling

    Hello developers, I noticed that the documentation only mentions Player.SetMoney and Player.SetRuud.
    I would like to request the inclusion of the same functionality for CashShop coins, so we don't need to work with caching or queries using onDS... Something like:
    GetWcoins(oPlayer, oValue) GetGoblinPoints(oPlayer, oValue) Customizations that will have payment fees, such as new commands.
    I used the onDS dataserver callback... But that wouldn't be the best practice.
    MrJunior
    114
    views
    0
    comments

  11. 3 votes
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    Request improvement for LuaAPI

    Hello developers, currently we only have 3 options to manipulate monsters in their respective spawns.
    I recently contacted you via ticket, asking about the possibility of selling a plugin, and you informed me that it would be possible to do it with LuaAPI. However, currently it is not possible because the 3 methods available for use after the monsters spawn are not able to make the monster follow the Object (Player).
    Therefore, through this request, I would like to include:
    Move.MoveMonster Monster.SetTarget AI.SetFollowTarget The return should simply follow the (Player Object) when the player approaches its field of view.
    Unfortunately, it is not possible to use Move.warp, Move.Gate, and the others.
    MrJunior
    144
    views
    2
    comments

  12. 2 votes
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    Adding onOpenPersonalnventory API

    Hi IGCN Team,
    Would it be possible to add a Lua API hook that fires when a player opens the inventory window?
    Currently the onItemRepair hook is triggered after the repair is processed, so the durability we read is already the post-repair value.
    If we could receive an event when the inventory window opens, we could cache the item state (durability, options, money, ruud... etc.) beforehand and determine more reliably whether an item was already at maximum durability and can be attracted much more valuable things from this API.
    MrAngry83
    123
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    0
    comments

  13. 5 votes
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    Important callbacks missing on the LuaAPI

    Please add on the LuaAPI:
    The idea is to have a more practical way to control these issues, because when trying to work with spawns, unfortunately there is no simple way to determine safe areas, or areas where PvP is free or has restrictions.
    These are simple things, but they make a big difference, especially in large PvP events.
    onCharacterSafeZone(oPlayer, oMap, oMapX, oMapY) { return safe zone maps } onCharacterPvPAllowed(oPlayer, oMap, oMapX, oMapY) { return pvp area without alertpvp } onCharacterPvPBlocked(oPlayer, oMap, oMapX, oMapY){ return pvp area with alertpvp }  
    MrJunior
    146
    views
    1
    comment

  14. 7 votes
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    item static option plugin additions

    Hi, we really need increase attack speed, max SD and elemental critical rate options added into the plugin, they are important and they are missing. Please take a look at the plugin for the additions and the probabilities fix, we cant use half of the unique options because they trigger constantly, please make all the unique options probabilities to 10.000. @drakelv @Wizzy 
    johnnyssk
    157
    views
    1
    comment

  15. 5 votes
    Guests cannot vote

    Change custom UI size for some custom UI for better displayed

    @drakelv @Wizzy
    Hello developers, through this message I would like to request a change in the size of some new UIs. I believe that standardizing the size would make the new UIs more harmonious.
    Example:
    The rankings UI -> could have the same size as the Daily Rewards plugin UI. The bank jewels UI -> could also have the same size as the Daily Rewards plugin UI. Eventtimer -> Could have a dedicated UI with all server events and all possible custom invasions, or a file for adding them. A dedicated UI for the system could provide us with a new feature directly within the game: Real-time countdown. The "F1" UI -> Could be wider and have its buttons positioned in grid mode; it would be more elegant, allowing for larger and relatively more aesthetically pleasing buttons.
    MrJunior
    191
    views
    1
    comment

  16. 2 votes
    Guests cannot vote

    Add new tag AllowAllMapsHuntPoint

    @drakelv
    Hello, I would like to request that the developers add a tag dedicated to activating all maps in the HuntPoint system. Currently, we have to add the desired maps separated by commas, and unfortunately, the complete map list is too extensive to add all the maps one by one.
    It would be more practical to have a tag that enables the system on all maps with just a boolean value.
    AllowAllMaps="1" 1 for all maps and 0 for loading the list according to the tag definition: HuntPointMaps=""
    MrJunior
    128
    views
    0
    comments

  17. 7 votes
    Guests cannot vote

    Extend ItemBag system

    Hello,
    I would like to suggest IGCN dev can let us allow use IsHex="0 or 1" / Hex="FFFF" in DropSection. This will let us have a freedom what option can be out come from each class and etc....
    <DropSection DisplayName="Section 1" UseMode="-1"> <DropAllow DW="1" DK="1" ELF="1" MG="1" DL="1" SU="1" RF="1" GL="1" RW="1" SLA="1" GC="1" LW="1" LM="1" IK="1" AC="1" CR="1" PlayerMinLevel="1" PlayerMaxLevel="MAX" PlayerMinReset="0" PlayerMaxReset="MAX" MapNumber="-1" DisplayName="DropAllow"> <Drop Rate="5000" Count="1" Type="0"> <!--Jewel of Bless--> <!-- <Item Cat="14" Index="13" IsHex="1" Hex="FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF" /> --> </Drop> </DropAllow> </DropSection>  
    caccoi
    177
    views
    0
    comments

  18. 3 votes
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    allow normallevel +masterlevel(mj) parameters in scripts/skills luas

    if possible, please allow normallevel +masterlevel + majesticlevel parameters in scripts/skills luas so we can configurate spell formulas per level.
    its very useful for weak physical classes that do not grow as the mages so instead of modifying bunch of things to get abnormal behaviors we could just give them power per level
    the difference between 1200 and 1750+ is huge and mages get out of control
    johnnyssk
    164
    views
    0
    comments

  19. 1 vote
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    Suggestion for designing a Hunting Point System Interface

    I believe it would be very beneficial to build a dedicated interface for the Hunting Point System, because the current tooltip has become too large and difficult to read clearly.
    A new UI could present much more structured and useful information, such as:
    Weekly monster quota per account Applied option percentages List of available farming maps List of applicable buffs Inactive points Active points Exclusive system ranking And other related statistics In addition, the current Hunting Point System relies on too many chat commands, which makes it very hard for players to understand and remember all available features.
    For example, players must type commands like /HuntQuest followed by the quest name. This is confusing, not intuitive, and often causes players to miss important features simply because they do not know which commands to use.
    With a modern and dedicated UI interface, all Hunting Point System features could be displayed clearly in one place. This would make the system easier to understand, more accessible for new players, reduce confusion, and significantly improve the overall user experience.
    Suggested UI Structure (Tabs Concept)
    To make the system even more intuitive and powerful, the interface could be organized into several tabs, for example:
    Overview Tab
    Active Points Inactive Points Weekly monster quota with progress bar Currently active buffs with icons and timers Hunt Quest Tab
    List of available quests and requirements (Stuffs should be displayed for easier tracking) Quest status and completion progress Direct quest selection without typing commands Farming Maps Tab
    List of eligible farming maps Recommended level or power Estimated point rate per map Ranking Tab
    Weekly ranking Monthly ranking Top Active Points players Statistics Tab
    Total monsters killed Total points earned Applied options summary System history and performance This structure would eliminate the need for many chat commands, centralize all Hunting Point System information, and provide players with a modern, clear, and attractive interface that reflects a high-quality server design.
    MrAngry83
    172
    views
    1
    comment

  20. 2 votes
    Guests cannot vote

    Add new HuntMonsterEnable on MonsterList

    @drakelv and @Wizzy
    The idea is to add a TAG to all monsters in the MonsterList, or create a specific file where we, the Administrators, could define what type of monster can be farmed with huntpoints.
    MrJunior
    189
    views
    0
    comments

  21. 1 vote
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    Additional Outlaw Restrictions (x6/S6 Files)

    We would like to suggest a few additional configuration options related to the Outlaw / Killer system that could help server administrators better control PK behavior and abuse cases. These features are especially useful for servers similar to ours, where PK is very blatant and the daily average online users range from 2,000 to 2,500.
    Suggested Features:
    1. Dark Lord Summon Restriction
    Option to enable/disable the use of the Dark Lord Summon skill when a character reaches outlaw Level 3, or Killer status. This would prevent Outlaws/Killers from using summon to escape consequences.
    2. Automatic Jail / Cage System Based on Kill Count
    Option to automatically move a player to jail (e.g., Lorencia cage near Pasi the Mage) once a configurable total kill count is reached. Example:
    If a player reaches 100 total kills, they are automatically warped into the cage. A defined coordinate boundary is set for the cage. If the player leaves those coordinates, they are automatically teleported back inside the set boundary. This behavior should be fully configurable (kill threshold, map, coordinates, enable/disable). These options would give server owners more flexibility in managing extreme PK behavior while keeping enforcement automated and consistent.. Thank you and we are hoping that you consider these suggestions in your next update.
    Klasik Networks
    134
    views
    0
    comments

  22. 7 votes
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    Config: Always show SD Explosion Effect when a character Dies in PVP

    Hello,
    I posted a similar suggestion years ago, but I want to emphasize a specific detail. The proposal is simple: please add a switch/option to force the SD Shield explosion effect every time a character dies, regardless of their remaining SD.
    The Reason: Currently, depending on the server configuration (SD/HP balance and damage calculation), characters often die without the shield explosion visual. This happens, for example, if the character dies while still having SD remaining, or due to how HP is depleted.
    I have seen other file providers implement this feature to ensure the effect always triggers. It looks visually excellent and seems like a simple system to add.
    Thank you for reading!
    Arkaniz
    179
    views
    0
    comments

  23. 4 votes
    Guests cannot vote

    itemoption plugin probabilities

    Please give us probabilities  of 1/10000 or even 100k better to can control the options on high attack speed PvP system.
    1% as minimum limit force us to not use many of the special options as they trigger constantly, even in original gameplay speeds 1% is high for some options
    johnnyssk
    260
    views
    1
    comment

  24. 1 vote
    Guests cannot vote

    Improvement for ItemOptionSystem plugin

    Is it possible to add an additional criterion for an option such as the minimum number of resets, and it would be cool to have a maximum number of resets as well. That is, the option would appear for the player if they reached a certain number of resets. This is probably difficult technically, and maybe it's an idea for a new plugin, but since the options in this plugin are quite varied, it would be cool to link them in this way.
     
    FuerGrissa
    132
    views
    0
    comments

  25. 6 votes
    Guests cannot vote

    VIP wcoins/ruud/gp bonus exclusions

    VIP currency bonus is very cool feature however if you have in server wcoins/ruud boxes for trading you cannot enable it because vip users would buy the boxes and open them repeatedly to gain free coins.
    Please considering adding an exclusion config to select which item codes the bonuses shouldnt be applied like the one hit pvm monster exclusion.
    johnnyssk
    147
    views
    0
    comments

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