General
424 ideas
-
2 votes
Add LuaAPI callbacks for offTrade
Through this letter, I request the inclusion of new callbacks for handling the off-trade system.
offTradeCommand(coinType, value)
-
1 vote
Extended LuaAPI Monsters name for client
Through this, I would like to request from the developers at least one LuaAPI extension that allows changing the names of NPCs/Monsters to be seen as defined in our scripts. I know this would depend on the client, so that's why I'm requesting at least a small extension for this issue. This way, we wouldn't keep the default names for monsters/NPCs, since in many cases we will use the same NPCs and/or monsters with different functions and scripts.
The idea would be to include at least this simpler part so that the names defined in the scripts can be seen by the client.
-
1 vote
Add option limit for Damage Return and Double/Triple Damage.
Just like Exe, Crit and Reflect Damage, add another option for limit these options on CalcCharacter
-
-2 votes
Lua API (Castle Siege)
Hello. Can you please allow us to read/edit the value of "Accumulated seconds" on the crown in the Castle Siege event?
It will allow us to make a unique mechanic. Thank you!
-
2 votes
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? 🙂
-
3 votes
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()
-
3 votes
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
-
2 votes
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.
-
2 votes
LuaAPI Monsters important callbacks
Through this, I request that the developers add callbacks that allow us to manipulate all the monster's attributes (MonsterList.xml) according to their respective indexes.
onMonsterGetAttr(oMonster, oTarget), -- Return all the monster's attributes according to their index in MonsterList onMonsterSetAttr(oMonster, oTarget), -- To set/change specific monster attributes onMonsterTracker(oMonster, oTarget) -- To track the object/player
Currently, the monsters are appearing 100% stationary, and since we can't manipulate their attributes, the events are becoming extremely low quality because players like to compete, but without being able to manipulate these attributes, we can't offer that to the players.
On a reset server, attribute alteration is fundamental.
-
1 vote
Moss Merchant Actions API
Hi IGCN Team,
I'm currently implementing a Lua system around the Moss Merchant spin boxes and I would like to display messages to the player whenever they perform a spin.
The ideal behavior would be:
When the player clicks Open Box / Spin in the Moss Merchant UI, the server can detect that action.
Immediately show a message like:
You used x2 Jewel of Wish to spin.
After the reward is generated, show another message:
You received: Jewel of Chaos x1.
Right now the only available hooks related to this interaction appear to be:
onNpcTalk(oPlayer, oNpc)
onCloseWindow(oPlayer)
These only allow detecting when the NPC window opens or closes, which means we can only compare inventory before and after the session, but we cannot detect each individual spin action.
So my question is:
Is there any Lua API (existing or planned) that can catch the player action when they click the Moss Merchant "Open Box / Spin" button?
For example something like:
onMossSpin(oPlayer, boxType)
onChaosBoxMix(oPlayer, mixId)
onNpcAction(oPlayer, actionId)
or any event triggered when the server processes the spin request.
Being able to hook this action would allow Lua scripts to:
display spin cost messages
show reward notifications
log Moss spins
implement custom spin mechanics
If such an API does not exist yet, would it be possible to expose a hook for the Moss Merchant spin action?
Thank you!
-
2 votes
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.
-
2 votes
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.
-
0 votesRefused
Add callback for make new Scripts LuaAPI
Hello developers, through this message I would like to request the inclusion of two more callbacks that are extremely necessary for building new events and/or custom systems.
Which ones would they be?
onKeyPressed(oPlayer, keyPressed) { return keypressed by the player } onMousePressed(oPlayer, LeftMousePressed, RightMousePressed) { return the mouse left or right pressed by the player } Thank you in advance!
-
0 votes
allow Goblin points gain during offlevel
Please add a config that will allow us to enable passive goblin point gain from cashshop file while player is in offlevel state.
-
3 votes
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 }
-
1 voteRefused
IGC.EssentialTools has added a feature allowing one-click configuration of all 5TH Level 5 applications.
Currently, IGC.EssentialTools has a button to set "Max all," but it sets the 3rd, 4th, and 5th values to the maximum. I would appreciate adding a feature to set the 5th value separately.
-
4 votes
Add some Callbacks for trade release
Through this, I request that the developers add the following global callbacks to the LuaAPI so that we can create custom scripts that allow us to perform trades with other currencies. Currently, I am trying to perform this action with `onUseCommand`, but the way I am doing it is not very effective since I am basing everything on caching.
In practice, these callbacks fulfill 3 different roles in the trade flow:
Handshake / Lock the offer (anti-snipe / anti-swap with another)
`onTradeRequest(seller, buyer)` and/or `onTradeAccept(seller, buyer)` Here we identify who the seller is (who opened the shop), inform the price/currency to the buyer, and lock that offer for that buyer for a few seconds.
Finalization (exact moment to charge)
onTradeConfirm(seller, buyer) and/or onTradeOk(seller, buyer)
This allows us to: validate the buyer's balance, debit the buyer, credit the seller, and block the trade if there is insufficient balance (returning 1). Cancellation / Clearing
onTradeCancel(seller, buyer)
Releases locks, cancels the session, and avoids state garbage.
-
7 votes
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
-
4 votes
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. -
2 votes
Add EliteMark on MonsterSpawn_Group
Hello developers, through this I request the addition of the EliteMark to the MonsterSpawn_Group monsters so that invasions can be easily located on maps that contain the same monsters, such as:
Ice Queen
And others.
-
1 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=""
-
7 votes
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>
-
3 votes
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
-
5 votes
Player ARCA Member registration limitation
Hello, I would like to know if it's possible to add a function to limit the number of players in the ARCAWAR Event.
Considering that when there are more than 120 players in the event, it becomes impossible to play.
Lots of disconnects, lots of lag, lots of problems with the client crashing.
I've already tested with 60-90 players, and it's possible to have good gameplay.
<ArcaBattleEvent Enable="1" FriendlyFire="0" MinGuildMember="10" DestroyPartyWhenEnter="1" MasterRegTime="10" MemberRegTime="10" ProgressWait="3" PartyWait="5" Duration="30" ChannelClose="10" TowerBuffRewardExp="15"> Currently, the default configuration is like this.
Would it be possible to add it this way:
<ArcaBattleEvent Enable="1" FriendlyFire="0" MinGuildMember="10" MaxGuildMember="21" DestroyPartyWhenEnter="1" MasterRegTime="10" MemberRegTime="10" ProgressWait="3" PartyWait="5" Duration="30" ChannelClose="10" TowerBuffRewardExp="15">
Added MaxGuildMember="xxxx"
-
1 vote
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.
