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MrJunior

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Everything posted by MrJunior

  1. Hello devs, I would like to ask you for the ability to set some kind of buff or some special effect to monsters defined as raids in the MonsterSpawn_group system It is natural for us Administrators to creating invasions with existing monsters, for example: ice queen gorgon hydra And many other monsters in the system, but it turns out that these monsters can become camouflaged when an invasion is started the idea would be to add the possibility of being able to define some kind of effect to the monsters such as the news system that applies an aura around the monsters and does not allow the monster to take damage. It would be something based on these types of effects, it would be a great differentiator for all of us.
  2. Hello developers, Through this I come to request the addition of information about the amount of resets that the character contains below level as was done in season 13 many players request this, although we have the information in the main.exe window some players play in full screen! So they are requesting this, because it is an extra feature, I am asking you to check the possibility of adding this to the interface again.
  3. @drakelvand @Wizzy It would be interesting to add more information to the Jewels system as well. Like for example: When trying to apply gems to disallowed items. Example: System -> JewelUpgradeSystem.xml This gem cannot be used on this item : %s Jewel successfully applied
  4. Speak devs all right? Through this I ask you to add support for items with durability to the JewelUpgradeSystem plugin so that we can define the quantity of the item needed to transform it into other items.
  5. Hello devs, Through this I come to ask you to change the dynamics of how these functions behave in the reset system, if this is possible 90% of our problems with unfolding and others will be solved. Currently the ResetMasterLevel function works as follows. If a character gets regular level 400 and master level 100 then we will have a character with level 500 right? This character who obtained 100 master levels consequently received 100 points for distribution in skillTree correct? In this scenario, let's imagine that this player has received these 100 points and has made the distribution in his talent tree. After distributing the points, the player performs a reset, his regular level will return to level 1 and his master level will return to level 0 if the ResetMasterLevel function is active. The idea is to make this function check the distributed points and the undistributed points because ? Because if the system behaves by resetting only the Master Level, we could use this function to solve the problem with the movement using master level. The problem with this function is that when using the character it returns to level 0 however the character receives master level points again the idea is just to create a check on the points distributed so if the character resets it will return to level 0 and only receive points of master level at levels not obtained in this example the character would only receive points after reaching master level 101 or higher.
  6. The idea is to add to the plugin the possibility to set random options to the items. Currently we define through an ID the option right? The idea would be to add the possibility of defining a unique value that would make the system deliver a random option to the item whose value was defined as random. Example: <Item Cat="0" Index="130" MinLevel="14" SocketCount="0" OptionIndex="3" OptionValue="5" OptionProbability="2" Ancient="-1" Excellent="3" /> In the example above the item would receive the option of Id 3 = : Stun enemy for %d seconds (Chance %d%%) If the Server Administrator set : -1 in OptionIndex="-1" the system would apply a random option to the item when the item meets the requirements defined in the system. This could also be done for probability: If set to : -1 the value is randomly set by the system. 0-100 I believe this will bring the plugin more visibility.
  7. The current system is very bad. Any improvement is welcome. I made the suggestion based on a large survey done among players. If there is a possibility to leave the event as I am suggesting the event will be of great value.
  8. Hello developers ❤️ Through this I come to request a rework on the illusion template system, currently the megamu server uses this way and it is very effective. Or maybe a new plugin as an event extension or something. The idea is to make the system as follows: Participants when entering the event enter without a group, after the entry period the system itself creates groups randomly. So let's say that if between 10 people at the event each group will have 5 participants, if between 9 people at the event a group will have only 4 participants because the system works this way. The cool thing is that the event gains a great value because does not necessary that to have 2 groups with a minimum of 2 players or more. Below is a video of the event in action: https://www.youtube.com/watch?v=JuvLliz6jhk
  9. Hello, Through this I come to ask developers to add a key to activate all features and to disable all features at once. Or something that can be defined in a file where we would determine which functions would be disabled if the key example: 'SHIFT+X' would disable. Something like: <AntiLagKeyPressed> <Key="X" /> <FunctionActiveOnKeyPressed> <HiddenWings ="1"> <HiddenZen ="1"> </FunctionActiveOnKeyPressed> </AntiLagKeyPressed>
  10. Through this I would like to request the addition of durability to the quest items in the system. It would be interesting to also allow us to work with jewels in the hunt point mission system. The durability would be separated by a comma and they would be represented for each Id example: In the example above each comma represents an identification in: point ID Example: 5 Jewels (Point Id="0" Reward="1") 10 Jewels (Point Id="1" Reward="3") Please consider this suggestion it would be very interesting to allow this.
  11. I would like to ask developers to add increase attack speedy to the buff list of this plugin.
  12. The idea is to add to the system the possibility of adding a specific list of monsters that will also be part of the hunt gain, we know that inactive points are stolen through PVP. The idea is to add the possibility of gaining hunt points through the elimination of some monsters, it would be interesting to add directly to the file a list where it is possible to define which monsters would send huntpoint to players after the elimination of the same. Example: <HuntListAllowedMonster> <Monster Index="25" HuntPoints="8" AllowedMap="-1" /> <!-- Any map --> <Monster Index="50" HuntPoints="12" AllowedMap="-1" /> <Monster Index="350" HuntPoints="30" AllowedMap="51" /> <!-- Specific map --> <Monster Index="12" HuntPoints="2" AllowedMap="4" /> </HuntListAllowedMonster> This is just an example. It would be really cool if you cojitasize this idea.
  13. @kubaaa Just change or update your file because this has been implement!
  14. Hello Developers, @Wizzy @drakelv I would like to suggest you add new informational strings (text) to these custom commands such as: /decstr, agi, vit, ene, cmd /huntstore /huntware Currently the system does not have information after using the commands. As it is possible to configure new features in some of these commands, such as usage rate and others, it would be fundamentally the addition of new strings (text) of information for these commands. Example: Open vault and NPC command: Open main storage in Lorencia (X: 50 Y:135) fee charged 50 WCoins. Decrease command: Points reduction effective with success in strength, points withdrawn: 300 Well at first I think that's all that's missing in these commands.
  15. Currently the system allows creating commands only by GP and WC I would like to ask developers to include in the system the possibility of creating commands charging ruud as well.
  16. Isn't that the same thing as using the reset system with your own ID? What you're asking for is another way to get the same result.
  17. The idea is possible manage to the skill list on file (OffLevelling.xml). This is better for all, then this allow I can add missing skill on the file when new version (season) is available. This reduced the issues reported in bug-tracker. Example: <SkiilList> container </SkillList>
  18. And it's possible today? It wouldn't matter the opposite direction or the way it I suggests as long as it works. It would be very practical!
  19. The idea is to let players know how many monsters have been eliminated from the invasions that are running. Something like that: "[%d of %d] %s was killed by %s !" In game: [1 of 10] Monster was killed by Player !
  20. @Jabnez this is possible on last files.
  21. I would like to ask developers to have the ability to define more than one map in just one index of each group, there are invasions that we want to control by the file that when starting should occur in up to 3 different maps, for example: White Wizard that occurs in 3 maps simultaneously. Because of this I would like to ask the developers for the ability to be able to set more than one map per group if possible, an option to set RandomMap="0" to non ranomic 1 to simultaneously. MapNumber="0;1;2;3" Example: Lorencia, Dungeon, Noria and you should if set RandomMap="1" the raid would start on one of these maps, if set to 0 the raid will take place on all maps.
  22. MrJunior

    Release 20.1.2.3 S

    Sorry ! Thanks !
  23. MrJunior

    Release 19.2.3.14 S

    The system really works 100% without any problems sorry for my lack of attention may keep the report closed.
  24. MrJunior

    Release 19.2.3.14 S

    I am preparing more evidence for you. I will Published today.
  25. MrJunior

    Release 19.2.3.14 S

    My bags are ok ? Only the new classes don't receive a reward. ResetSystem: All other classes receive the award normally, the 2 new classes do not. And as you can see in my item bag code there is a DropAllow for all classes in addition to the single DropAllow for each class.
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