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MrJunior

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MrJunior last won the day on October 5 2023

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  1. Hello developers, Hereby I come to publish this suggestion for improvement to EventItemBag. Currently in MuOnline there are classes such as BK, Elfa and MG that have more than one type of build or statistics. Some EventItemBags for special awards sometimes end up not being very useful due to the style adopted by the player. My suggestion is to create a function in the EventItemBag that allows us to define drops according to the distributed point statistics. Example: <DropAllow DW="0" DK="0" ELF="0" MG="1" DL="0" SU="0" RF="0" GL="0" RW="0" SLA=" 0" GC="0" LW="0" LM="0" IK="0" PlayerMinLevel="1" PlayerMaxLevel="MAX" PlayerMinReset="5" PlayerMaxReset="MAX" MapNumber="-1" EnegeryDrop="1" StrengthDrop="0"> <!-- Category, Rare Random Item Awards: --> <Drop Rate="8000" Type="1" Count="1"> <!-- Type:[0] Random dropping | Type:[1] All bag items --> <Item Cat="0" Index="" ItemMinLevel="0" ItemMaxLevel="0" Skill="1" Luck="-1" Option="-1" Exc="-10" SetItem="0" SocketCount ="0" ElementalItem="0" ErrtelRank="0" /> <!-- Name: Blood Angel - --> </Drop> </DropAllow> EnergyDrop="1" StrengthDrop="0" This way it would be possible to create specific drops according to the player's attributes.
  2. You are making a big deal out of a molehill. You have been warned in advance if the new practice does not please you or anyone else, look for competitors, however I am already clear that in the competition you will not have what we have here. Periodic updates Fast support and responses Seasonal updates with 100% working features Among other things. I have my opinion, but it will never be public! However, I don't disagree with the method. This way, anyone who wants something new or new resources for their respective projects will pay nothing more than fair. In the end. Do you think that working by doing: reverse engineering Tests Compilations More tests Versions Fixes New tests Without leaving any other service inactive, it is not for everyone.
  3. I have the same question, after release update 1-3 is need pay again ?
  4. Hello developers, through this I come to suggest you add buffs to the huntpoint plugin system. Increase Attack Speedy Increase Curse Dmg And if possible, extend the system to some dbuffs, giving the ability to improve them through the system.
  5. Hello Devs, Through this I come to suggest an improvement/personalization to the system. Currently, the system checks items to apply options, such as: Minimum Level Quantity: Minimum quantity of old options: Minimum quantity of excellent options: Minimum quantity of free socket options/slots. My idea would be to add a sub category and a sub index to the system, giving the ability to create more complex rules for the options to be applied. So following this suggestion: Let's say I equip a +15 Apex Helm and +15 Apex Boots By equipping these two pieces, let's say I get 2 excellent options: Increase Excellent Damage Increase Double Damage If I equip Armor Apex and Gloves Apex I activate + 2 options Auto Combo Increase Defense It would basically be that, this way we would have another way of building more intuitive dynamics, thus giving a different characteristic to the system, consequently the valorization of the items that are added within this dynamic. If you observe the ancient system works this way. It would be interesting if the plugin had this capability, and when this dynamic was used, the options visualization tooltip described which options would be applied to the item when equipped with certain parts.
  6. I noticed when following this user that the mu red server contains 4 expanded inventory slots. I hereby suggest the inclusion of these inventories for IGCN customers. That would be extremely good.
  7. @Wizzy and @Drakelv Is it possible to add options for mages? Example options: Curse spell Wizardry Dmg Wizardry Chance Dmg Magical Chance Dmg Ignore Enemy's Defense Currently the system is favoring classes with attack power. And when we add custom options to items, mage players end up leaving the game because they think we're favoring classes with attack power.
  8. Hello devs Through this I come to ask you to add options for mages to the system, the system currently allows us to add and greatly increase the attack power thus giving advantages to classes whose attributes depend on the attack power. The mage classes end up being at a disadvantage. Main options: Increase Wizadry Damag Rate Increase Wizardry Damage Increase Attack Speedy Increase Attack (Wizardry) speed increases wizardry dmg every * LvL Would it be possible to add them to the system?
  9. Hello Devs, How are you ? Through this I come to give an opinion, if possible this would bring a certain value in the item market and high level seed. The idea would be to have the ability to define what minimum seed level the item needs to have for the option to be applicable. Example: SocktCount="3" MinSeedLevel="8"
  10. Hi devs, Through this I come to suggest the addition of the option of : Increase Curse Dmg. The wizardry option does not increase the summoner's curse damage and this ends up being a disadvantage for the class, for those who play with curse summoners.
  11. Hello devs. Through this I come to ask you, a possible improvement to the system of personalized options. Currently the options in general in regular items are improved according to the correct level ? Example: Let's say the item has double dmg increase: 2% at level +10 At level +11 3%, +12 = 4%, +13 = 5% Would it be possible to add a function similar to this? Example: Required level for Increase Excellent damage option: 10 = 2% 11 = 4% 12 = 5% 13 = 6% 14 = 8% 15 = 12% I thought of a structure like this: <Item Cat="5" Index="143" MinLevel="10" MaxLevel="15" Ancient="0" Excellent="3" SocketCount="0" OptionIndex="1" OptionValue="2;4;8;10;12;16" OptionProbability="1;4;6;8;10;14" /> The semicolon refers to the level interval. The higher the level, the greater the percentage of the option applied.
  12. MrJunior

    JewelUpgradeSystem - MaxExc option

    @Wizzy Taking advantage of this suggestion given by the colleague above. I noticed that the system does not check MinSocketCount. Would it be possible to add this? so that the seed items can be used in the system? Because let's say I want to turn a seed item into another item, there's no way for me to determine the item's minimum slot amount, only excellent options.
  13. Wizardry and Attack speedy increase is essentials also.
  14. MrJunior

    Delay for change warehouse

    @Shanahan The biggest problem is that players keep comparing us to other servers using other emulators. All the time. Examples: Plus the MU XX doesn't have that time. Adm turn this function off. Adm this is bad. Adm the mu of my friend dont have this function. Adm you need help for change this? Adm you don't know how to configure the server And as much as we explain to the Players that this is something addressed by the IGCN and that we don't have the autonomy to change it, they don't understand nothing. They want the change to be made at all costs, I've even ************ for simply getting angry at the waiting time to open their warehouse.
  15. 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" />
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