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6 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)
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8 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()
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6 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.
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4 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.
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3 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.
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6 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 }
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7 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 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=""
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8 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>
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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
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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.
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2 votes
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.
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1 vote
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.
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4 votes
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
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1 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.
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6 votes
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.
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10 votes
built-in HP clicker in client
How about adding a simple HP clicker in the client? For example, after pressing F10 it will drink your HP bottles.
It's impossible to fight against simple HP macros. If it is built in, all players will be in the same conditions.
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3 votes
Add MonsterSpawn_Group random map spawn
Hello developers,
Through this message, I would like to suggest adding the possibility of creating invasions with the option to define random maps.
This will make the invasions more elaborate.
Currently, to do this, we have to add the same invasion multiple times, reducing the success rate of appearances, but this is not efficient.
With this feature, we could add more than one map in just one invasion, something like this:
<Map Number="0;2;3" RandomMapEnable="1" / > If enabled, the map will be randomly selected by the system; if set to 0, the invasion would happen on all three maps simultaneously.
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3 votes
buff bots to cost wcoins or ruud besides zen to can use
Please make the bot buffers to accept wcoins and ruud as price
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4 votes
DailyReward new option
Hi. I would like to suggest adding a new option to the DailyReward plugin.
Currently, the system only checks the total accumulated online hours for an account. I would like to request an additional setting that allows the feature to require a minimum number of hours played per day in order to claim that day's reward.
This would let servers enforce daily activity more accurately.
Thank you for considering this improvement.
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2 votes
DailyReward +MinCharacterReset
Please add MinCharacterReset in Daily reward so it would be more changing to farmers/bots t abuse this reward
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13 votes
Add PVP Event
Sería genial si pudieran agregar un evento como el que se muestra en el vídeo.
Es para un evento PvP 5v5 o de clan contra clan. Consiste en conquistar zonas del mapa y tiene un contenido de 3 zonas, ganar puntos y quien pase más tiempo en su zona gana. Aquí está el video de un servidor de versión baja. Creo que lo diseñé yo.
Vídeo de referencia
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1 vote
ability to be able to turn moss sql logs off
if possible please add the ability to be able to turn moss gambler sql logs off from being written, it increases the database size for no good reason in some scenarios.
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5 votes
Token Shop - Extend Shops with custom curency
Customize Shops where players can buy items for currencies other than Zen.
Purpose?
Allow players to buy items for Bless or Renas or other things directly from the NPC, tokens created on the server or whatever. If any of you played modern MMOS or older ones like World of Warcraft, they usually have a token that drop from bosses as a "participation" reward. Let's say you are unlucky with the boss drops, but you get enough tokens to buy yourself a piece of armor from the shop.
I imagine it like this:
Applied to every item
or
Applied to the general tab
The first one is better as you could specify amount on each item individually. Lets say a Fenrir mount would cost 50 Bless and a Bloodangel Sword would cost 50 Renas.
This system would allow players to trade various items for materials, tokens it extends the gameplay so much and I believe you already have the core programmed since you have the flags.
Please consider as an addon or for free it would really add an unique custom feature to IGCN files and gameplay overal🙂
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5 votes
Reset Auto on Mu Helper Plus
Add Auto Reset option on MuHelper like this will be great
