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246 ideas

  1. 3 votes
    Completed

    JewelUpgradeSystem Restriction Improvement

    I have been playing around with it for a bit now and there are other things you might consider in the future since this is a very nice and powerful addon! 

    Here are some findings to consider: 
    Finding Number 1: Creating "Jewel of Ancient"
    SetItem="0" - This only checks if item is required to be ancient. There is no limitation to this, so if an item is ancient it already meets condition 0 and condition 1. 

    This is an example of a Jewel that turn ANY item into ancient.
    <Item Cat="-1" Index="-1" ItemMinLevel="0" ItemMaxLevel="15" Exc="0" SetItem="0" Success="100" RewardCat="-1" RewardIndex="-1" RewardLevel="0" FailPenalty="-1" RewardSetItem="1" RewardExc="0" RewardSocket="0" /> Problem:
    Once the item has been turned into ancient with the jewel, you can still spam the jewel on the same item and it will do nothing. 
    Solution: (change the current 1 and 0 system ) to:
    1 - Any item 
    0 - must be regular
    1- must be ancient
    Finding Number 2:
    Would be useful to extend  <IgnoreItemList> function with special cases such as SetIntem="1" and not only Cat and index. 
    Example
     <IgnoreItemList>        <Item Cat="4" Index="7" ItemMinLevel="0" ItemMaxLevel="0" Exc="0" SetItem="1" >       <Item Cat="-1" Index="-1" ItemMinLevel="0" ItemMaxLevel="0" Exc="0" SetItem="1" >  </IgnoreItemList> Why?
    A. If you have item levels you can then include items such as box of luck +1,2,3,4 etc. 
    B. You can restrict the system from using a jewel on specific case items like Ancient items. (this also solves the first finding as you would then restrict set items )

    Finding Number 3:
    RewardExc="1" - Adds 1 Extra Excellent option, that is nice, but the problem is it can add the same option = wasted jewel again. In reality is a new "roll" of excellent option not addition. 

    Solution:
    Add excellent options according to index or some way to prevent adding the same option on top of another.
    zander1989
    32
    views
    2
    comments

  2. 2 votes
    Completed

    JewelUpgradeSystem - MaxExc option

    Reproduction steps:
    //      Exc: Minimum Number of Exc options required  - specifies how many excellent options are minimum in order for the jewel to work. 
    //      MaxExc: Maximum Number of Exc options- this is missing and results in jewels being able to use on items that don't meet the condition.

     
    Actual Result:
    Use jewel on items to increase their EXC options...you can do it but once the item reach all options you can still add it on top and it will do nothing. Just a waste of jewel. 
    It's like the game would allow you to add Soul on +9 items and do nothing. 
    zander1989
    39
    views
    8
    comments

  3. 2 votes
    Guests cannot vote

    Improvement ResetSystem

    Hello Devs,
    Through this I come to ask you to add to the customRank system the possibility of defining grandResets.
    <Range MinReset="50"      MaxReset="200"  MinGrandResets="1"  MaxGrandResets="1"    CoinType="0"  Cost="1000000"   MultiplyCostPerResets="1"  MaxCost="MAX"  MaxFruitPointReset="0"  MilestoneID="2"  RewardSetID="5" />  
    MrJunior
    25
    views
    0
    comments

  4. 2 votes
    Guests cannot vote

    Improvement CustomRank plugin

    Hello Devs,
    Through this I come to ask you to add to the customRank system the possibility of defining grandReset.
    <Rank MinLevel="0"  MaxLevel="0"  MinReset="200"   MaxReset="200"  MinGrandResets="1"   MaxGrandResets="1"   VipType="-1"  IWCLord="0"  ImageName="beginner.tga" />  
    MrJunior
    26
    views
    0
    comments

  5. 2 votes
    Completed

    Punish cooldown

    ;----------------------------------------------------------------------------------------------~~~~~~
    ;-- Cooldown time of specific options of Radiance Errtel, seconds
    ;----------------------------------------------------------------------------------------------~~~~~~
    RadianceBastionCooldown = 60
    RadianceBleedingCooldown = 60
    RadianceParalyzeCooldown = 60
    RadianceBindingCooldown = 60
    RadianceBlindingCooldown = 60
    Please add also a punish cooldown.
    Some classes have very fast skills attack speed. Even with capped attack speed, raining arrow for example is the top. Currently, elf in VIT/AGI build can take all bosses in this way.
    Thanks in advance.
    Shanahan
    24
    views
    0
    comments

  6. 2 votes
    Guests cannot vote

    Add message to requeriment LimitedUseCommands

    Hello devs,
    How are you ?
    Through this I come to suggest that you add a message that verifies the configurable requirements to the LimitedUseCommands plugin
    Currently when defined say:
    MinResets="50"
    MinLevel="50"
    When the player does not have the requirement and executes the command nothing happens, this makes the players understand that that command does not exist.
    A message could be added:
    %d Resets are required to run this command. %d Level is required to run this command.. It is possible?
    MrJunior
    23
    views
    0
    comments

  7. 2 votes
    Guests cannot vote
    Refused

    Function ResetMasterLevel improvement and fix

    I noticed that this function when enabled is working in a strange way.
    Would it be possible to add to this function, the possibility of defining the possibility of earning or not more master level points?
    Because when resetting the master level, the master points are being added to the character again.
    That way the character ends up with + 400 points of master level which is totally wrong.
    You can view example:

     
    Note that in the image below I enabled the function and gained only 1 level and 1 master level point to perform the test.
    I distributed the master level point in: PvP Defense Rate increase
    I performed the character reset and then went hunting again.
    After reaching level 401+ I again gained the first level point that I had previously distributed.
    Ideally, we would have the option to earn or not earn points again.
    MrJunior
    54
    views
    2
    comments

  8. 6 votes
    Completed

    Delay for change warehouse

    Through this I come to ask developers to change the existing delay for changing storages.
    I am not requesting removal as I know this delay is for dups protection.
    However, it would be interesting to change it to a shorter time.
    For example.
    5 seconds
    or 10 seconds.
    MrJunior
    50
    views
    4
    comments

  9. 7 votes
    Guests cannot vote

    Level for Reset improvement VipSettings.xml

    Through this I come to ask the developers to improve the level system by resets.
    It would be interesting for you to add this to the VIP system.
    So, we could give as a privilege reset level for vip users.
    Example:
    400 Free 380 VIP1 350 VIP 2 Thanks!
    MrJunior
    86
    views
    1
    comment

  10. 4 votes
    Completed

    Improvement MonsterSpawn_Group Enable / Disable Option

    Hello devs,
    I`m here for make a new suggestion for the MonsterSpawn_group system, maybe a new option Enable="" can be help all Administrators perform maintenances on the server in specific events without removing complete the code on the file.
    Maybe this can help all of !
     
     
    <?xml version="1.0" encoding="utf-8"?> <!-- // ============================================================ // == INTERNATIONAL GAMING CENTER NETWORK // == www.igcn.mu // == (C) 2022 IGC-Network (R) // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // == File is a part of IGCN Group MuOnline Server files. // ============================================================ // // ### MonsterGroupRegenSystem ### // SpawnNotice: Enables or disabled the spawn notice configurable in GroupSettings section, 0/1 // MonsterKillRewardType: monsters kill reward loot type // ~ 0: Last Hit // ~ 1: Most Damage // // ### MonsterGroupRegenSystem::GroupSettings::Group ### // Index: Group number definition, unique in the section // Duration: Time after which monsters will be deleted if not killed, minutes, if -1 is specified then monsters remain until killed //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~ If Duration is set to longer than next spawn schedule then monsters are being removed on a basis of schedule higher priority spawn //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // MapNumber: Map to spawn the Monster Group on // BossMonsterIndex: Index of Boss Monster for the Group // BossMonsterName: Name of Boss Monster, used for in-file information only // AllowMove: Determines whether group monsters will be moving after spawn or not, 0/1 // SpawnNotice: Notice to display in-game upon spawn of the monsters group // DespawnNotice: Notice to display in-game upon despawn of the monsters group // // ### MonsterGroupRegenSystem::SpotSettings::Group ### // Index: Index of Group number, references to setting from GroupSettings section // StartX: Start X coordinate of spot spawn location for the Monster of the Group (StartX must be greater than EndX) // StartY: Start Y coordinate of spot spawn location for the Monster of the Group (StartY must be greater than EndY) // EndX: End X coordinate of spot spawn location for the Monster of the Group // EndY: End Y coordinate of spot spawn location for the Monster of the Group // // ### MonsterGroupRegenSystem::MonsterSettings::Group ### // Index: Index of Group number, references to setting from GroupSettings section // // ### MonsterGroupRegenSystem::MonsterSettings::Group::Monster ### // Index: Index of a monster belonging to the group, refer to MonsterList.xml //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~ Boss Monster must be defined in first row of the section //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // MoveRange: Distance in tiles of how far the monsters can move from initial location after spawn // SpawnType: Determines relation to BossMonsterIndex of specific group, if set to higher than 0 the monsters will be treated as minions and spawned around the boss. // Value specified in SpawnType will be used as distance the monsters will be spawned from the boss. Boss monsters should always be set with value 0 // Count: Count of monsters of specified type to spawn // OverrideDefaultSettings: Determines whether to use monster attributes from MonsterList.xml or override them with attributes defined from this file, 0/1 // EventID: ID of event item bag type defined in ItemBagScript.lua // HP: Value of health to set for specified monster // DamageMin: Value of minimum damage to set for specified monster // DamageMax: Value of maxumum damage to set for specified monster // Defense: Value of defense to set for specified monster // AttackRate: Value of Attack Rate to set for specified monster // DefenseRate: Value of Defense Rate to set for specified monster //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~ Override values of monster attributes applies only if OverrideDefaultSettings is set to 1 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ### MonsterGroupRegenSystem::SpawnSettings::Group ### // Index: Index of Group number, references to setting from GroupSettings section // // ### MonsterGroupRegenSystem::SpawnSettings::Group::Spawn ### // DayOfMonth: Day of month the spawn will run on, 1-31 or -1 for any day // DayOfWeek: Day of a week the spawn will run on: // ~ 0: Sunday // ~ 1: Monday // ~ 2: Tuesday // ~ 3: Wednesday // ~ 4: Thursday // ~ 5: Friday // ~ 6: Saturday // ~ -1: every day // Hour: Start hour for the spawn, 0-23 // Minute: Start minute for the spawn, 0-59 // AppearanceRate: Chance to process specified spawn, expressed in percent, 0-100 // // STRICTLY NO COMMENTS INSIDE TAGS --> <MonsterGroupRegenSystem SpawnNotice="1" MonsterKillRewardType="1"> <GroupSettings> <Group Index="0" Duration="60" MapNumber="56" BossMonsterIndex="561" BossMonsterName="Medusa" AllowMove="0" SpawnNotice="Medusa and her assistants has invaded Swamp of Clamness!!!" DespawnNotice="Medusa and her assistants are gone" PreNotice="Medusa will spawn in %d Minutes" Enable="1" /> </GroupSettings> <SpotSettings> <Group Index="0"> <Area StartX="50" StartY="103" EndX="57" EndY="114" /> <Area StartX="127" StartY="162" EndX="136" EndY="171" /> <Area StartX="149" StartY="10" EndX="162" EndY="19" /> <Area StartX="178" StartY="114" EndX="184" EndY="129" /> </Group> </SpotSettings> <MonsterSettings> <Group Index="0"> <Monster Index="561" MoveRange="10" SpawnType="0" Count="1" OverrideDefaultSettings="1" EventID="150" HP="15000000" DamageMin="1000" DamageMax="1500" Defense="550" AttackRate="2000" DefenseRate="2000" SendKillNotice="1" KillNotice="[MEDUSA] %s killed Medusa! [%d] of [%d]" /> <Monster Index="560" MoveRange="10" SpawnType="0" Count="7" OverrideDefaultSettings="1" EventID="151" HP="150000" DamageMin="100" DamageMax="150" Defense="150" AttackRate="1000" DefenseRate="1000" SendKillNotice="1" KillNotice="[MEDUSA] %s killed Medusa assistant! [%d] of [%d]" /> </Group> </MonsterSettings> <SpawnSettings> <Group Index="0"> <Spawn DayOfMonth="-1" DayOfWeek="-1" Hour="11" Minute="8" AppearanceRate="100" /> </Group> </SpawnSettings> </MonsterGroupRegenSystem>  
    MrJunior
    103
    views
    2
    comments

  11. 15 votes
    Guests cannot vote

    Extend Reset Command

    Hello,
    Just a little suggestion about extending the reset command to be able to reset after reaching the 400 level and auto-add points after reset.
    /reset auto [on/off] /reset auto [str/agi/ene/vit/cmd]
    caccoi
    152
    views
    11
    comments

  12. 3 votes
    Guests cannot vote

    essential tools serial

    Hello. After clicking on the item, we have a serial like this.

    But in logs serial is - serial:[1566294122]
    Is it possible to display the same serial, as in the logs? This will be much more convenient. 
    Shanahan
    86
    views
    3
    comments

  13. 5 votes
    Guests cannot vote

    Improvement hunt point buffs

    Hello Developers,
    Through this I come to ask you to add more buffs to the system, buffs that are extremely important for players today due to the elemental maps and damage caused in these maps.
    The buffs are:
    Elemental Defense Elemental Damage Bleeding Damage Resistance Poison Damage Resistance Attack Speedy Reduction Resistance Defense Reduction Resistance  
    Thanks in advance!
    MrJunior
    54
    views
    1
    comment

  14. 3 votes
    Guests cannot vote

    Define Monster Indexes Which Drop Loot Based on TOTAL DMG DONE

    I need the ability to define which monster indexes will drop loot for the player that deals most damage.

    Today I have some indexes that are not considered bosses by default where I require these indexes to drop loot based on most damage, not last hit.
     
    The last hit model screws over a lot of people.
     
    Thanks chiefs
    Zentinial
    67
    views
    0
    comments

  15. 10 votes
    Completed

    Max Resets per day

    Hello, since our servers are suffering from auto bots farming resets non stop  my suggestion to stop this is to set max resets allowed per 24 hours. Hopefully it can be done.
    johnnyssk
    214
    views
    2
    comments

  16. 9 votes
    Guests cannot vote

    Wings absorb and damage display

    Hello. We have an opportunity to change the damage and absorb % for the wings. 
    But we can't change it in the client. Please give us this opportunity. 🫡
    Shanahan
    98
    views
    5
    comments

  17. 5 votes
    Guests cannot vote

    In-game: Change name, Change class

    One of the issues that players are most concerned about is changing the character's name, changing class.
    These features should be implemented in the game with commands like: /namechane <Newname> ; /classchange <class code>
    I've seen many season 6 or lower servers that allow this.
    Please consider!
    tranvutuan
    68
    views
    1
    comment

  18. 10 votes
    Guests cannot vote

    Regular Level and Master Level

    hello, is possible to have Master level counting when you reach lvl 400 or regular then it can show you the 400 + Master levels.
    so in the scenario that you are lvl 1100 then you just reset it show you lvl 1until lvl 399 then when you reach lvl 400 will be added the master levels.
    like this we can avoid muonline Bots or macros that with master level after resets they can warp quick to all maps.
    thanks.
     
    [General] ;-------------------------------------------------------------------------------------------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ;-- Do not add master level in character statistics window (C), 0/1 ;-- If set to 1 then then game client, will not display total level as sum of regular and master level. ;-- In such case it will not count master level in calculations of warp/item and other requirements. ;-- A modification of max warp/item required level is then necessary in all files related, from 800 to 400. ;-- The option is directed to servers with reset system enabled where level requirements after reset may fall in conflict in numerous places. ;-------------------------------------------------------------------------------------------------------------~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NotAddMasterLevelToLevel = 0 NotAddMasterLevelToLevel Less then 400 = 1  
    maxiguti
    107
    views
    0
    comments

  19. 4 votes
    Refused

    After lowering the Guardian If you move the map, you will be on board again.

    After lowering the Guardian
    If you move the map, you will be on board again.
    too uncomfortable
    Need a way to keep it down
     
    After going down with control+z
    Even if you move the map, it should stay down.
     
     
     
    hugab1
    95
    views
    1
    comment

  20. 4 votes
    Guests cannot vote

    HelperCMD

    [SHIFT + 1]: Hide Wings
    [SHIFT + 2]: Reduce Skill Effect
    [SHIFT + 3]: Reduce Item Effect
    [SHIFT + 4]: Hide Ground Zen
    [SHIFT + 5]: Hide Ground Item
    [SHIFT + 6]: Hide Muun Pet
    [SHIFT + 7]: Hide Chars and Shadows
    [SHIFT + 8]: Hide Skill Effect
    [SHIFT + 9]: Reduce Item Shine to +0
    [SHIFT + 0]: Reduce terrain objects
    Can I add client-side language changes?
    muarwen
    78
    views
    0
    comments

  21. 3 votes
    Guests cannot vote

    During CastleSiege progress Control + right-click on the same party member should not force attack.

    When attacking the same party member with control + right click
    A wide range skill is used
    Members of the same party cannot be attacked.
    skills are used
     
    Opponents cannot come close.
     
    Control + right-click attack should not be done to the same party member.
     
     
    hugab1
    57
    views
    0
    comments

  22. 4 votes
    Guests cannot vote

    Improvement Quest System on HuntPoint Plugin

    Hello, through this I come to request an important change in the huntpoint mission system.
    Currently it is required that quest items be at level +15 but some server items simply cannot be added to this level such as:
    Rings pendants And others. Hereby I ask the developers to add an option so that we can define what level the mission item would have to have to receive the statuses after executing the command.
    Another very important point is the amount of items that the player currently needs to have in the inventory if you define (4) items when executing the command the system keeps asking the player to have a kriss +15 which completely escapes the context defined by the Administrator, or be at the moment we are forced to define 5 items.
    The idea would be:
    <Item Id="0" QuantityOfItems="4" Name="anubis" MinReset="75" MinLevelItems="6" MaxLevelItems="6" Items="3587,4099,5123,6677"> Or even better if you can set the level for each example item:
    <Item Id="0" Name="anubis" MinReset="75" MinLevel="0,11,11,11" MaxLevel="0,15,15,15," DurabilityItems="0,10,10,30 " Items="3587,4099,5123,6677"> This is something of extreme importance, unfortunately the mission system ends up limiting us to additions and or customizations to better emphasize the system.
     
    MrJunior
    83
    views
    1
    comment

  23. 5 votes
    Guests cannot vote

    Ice Wind Valley Damage Reduction Option

    Its better if IWC have Damage Reduction option like Arca War + Castle Siege or Duels
    ;-- Damage reduction during Ice Wind Event, applies to all types of damage, expressed in percentage
    ;-------------------------------------------------------------------------------------------------------------
    DamageReduction = 50
    kukenrey
    65
    views
    0
    comments

  24. 2 votes
    Guests cannot vote

    Ice Wind Valley CityMap

    At the moment CityLord only effect at GS that you Run IWC. Please make CityLord work with all GS.
    GS1 is for IWC as default and can be access to pre-defined CityLord Map, but GS2 GS3 GS4 cannot moving to CityLord.
    Please make all GS work with CityLord and accessable
    kukenrey
    72
    views
    0
    comments

  25. 2 votes
    Guests cannot vote

    We need a function that allows us to adjust the range of all area-of-effect skills. The S18 version has skills with ranges that are too wide

    We need a function that allows us to adjust the range of all area-of-effect skills. The S18 version has skills with ranges that are too wide
    for example)
    Skills like Bladestorm
    sword blow
    fire blow light
    Many skills attack an area that is too large
    The fun of PVP becomes halved.
     
    below is
    Large area attack with skills like Bladestorm
    The fun of PVP becomes halved
     
     
    hugab1
    74
    views
    2
    comments

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