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MrJunior

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MrJunior last won the day on January 26

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  1. 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. 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.
  3. The final result after successfully is the same:
  4. 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.
  5. 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!
  6. 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 }
  7. 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.
  8. The "ESC" key could close custom windows, just like it does with all other game interfaces.
  9. @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.
  10. 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.
  11. @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=""
  12. @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.
  13. @drakelv You add new UI also ?
  14. @Wizzy It would also be interesting to update the other plugins, as we are really limited. I recently saw some servers using a .lua system integrated into the server and client, enabling developers to build a multitude of new features. And this ends up putting us in a complicated situation because currently some plugins need improvements. It would also be very interesting to update the custom options for mages; most plugins seem to focus only on physical damage or on characters whose damage base is melee.
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