-
0 votes
Add callback for make new Scripts LuaAPI
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!
-
0 votes
allow Goblin points gain during offlevel
Please add a config that will allow us to enable passive goblin point gain from cashshop file while player is in offlevel state.
-
4 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 }
-
1 voteRefused
IGC.EssentialTools has added a feature allowing one-click configuration of all 5TH Level 5 applications.
Currently, IGC.EssentialTools has a button to set "Max all," but it sets the 3rd, 4th, and 5th values to the maximum. I would appreciate adding a feature to set the 5th value separately.
-
5 votes
Add some Callbacks for trade release
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.
-
6 votes
item static option plugin additions
Hi, we really need increase attack speed, max SD and elemental critical rate options added into the plugin, they are important and they are missing. Please take a look at the plugin for the additions and the probabilities fix, we cant use half of the unique options because they trigger constantly, please make all the unique options probabilities to 10.000. @drakelv @Wizzy
-
4 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 EliteMark on MonsterSpawn_Group
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.
-
1 vote
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=""
-
6 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>
-
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
-
5 votes
Player ARCA Member registration limitation
Hello, I would like to know if it's possible to add a function to limit the number of players in the ARCAWAR Event.
Considering that when there are more than 120 players in the event, it becomes impossible to play.
Lots of disconnects, lots of lag, lots of problems with the client crashing.
I've already tested with 60-90 players, and it's possible to have good gameplay.
<ArcaBattleEvent Enable="1" FriendlyFire="0" MinGuildMember="10" DestroyPartyWhenEnter="1" MasterRegTime="10" MemberRegTime="10" ProgressWait="3" PartyWait="5" Duration="30" ChannelClose="10" TowerBuffRewardExp="15"> Currently, the default configuration is like this.
Would it be possible to add it this way:
<ArcaBattleEvent Enable="1" FriendlyFire="0" MinGuildMember="10" MaxGuildMember="21" DestroyPartyWhenEnter="1" MasterRegTime="10" MemberRegTime="10" ProgressWait="3" PartyWait="5" Duration="30" ChannelClose="10" TowerBuffRewardExp="15">
Added MaxGuildMember="xxxx"
-
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.
-
1 vote
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.
-
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.
-
6 votes
Config: Always show SD Explosion Effect when a character Dies in PVP
Hello,
I posted a similar suggestion years ago, but I want to emphasize a specific detail. The proposal is simple: please add a switch/option to force the SD Shield explosion effect every time a character dies, regardless of their remaining SD.
The Reason: Currently, depending on the server configuration (SD/HP balance and damage calculation), characters often die without the shield explosion visual. This happens, for example, if the character dies while still having SD remaining, or due to how HP is depleted.
I have seen other file providers implement this feature to ensure the effect always triggers. It looks visually excellent and seems like a simple system to add.
Thank you for reading!
-
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
-
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.
-
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.
-
3 votes
Wings management in chaos machine
Hello. Can you add an aditional config with wings management in the chaos machine? Example
<KindB="23"> <!-- sum of all must be equal 10000 -->
cat="12" index="0" rate="5000"
cat="12" index="1" rate="5000"
cat="12" index="2" rate="0"
e.t.c
</KindB="23">
<KindB="24"> <!-- sum of all must be equal 10000 -->
cat="12" index="3" rate="5000"
cat="12" index="4" rate="5000"
cat="12" index="5" rate="0"
e.t.c
</KindB="24">
<KindB="25"> <!-- sum of all must be equal 10000 -->
cat="12" index="36" rate="5000"
cat="12" index="37" rate="5000"
cat="12" index="38" rate="0"
e.t.c
</KindB="25">
<KindB="26"> <!-- sum of all must be equal 10000 -->
cat="13" index="30" rate="10000"
</KindB="26">
<KindB="27"> <!-- sum of all must be equal 10000 -->
cat="12" index="49" rate="5000"
cat="12" index="269" rate="5000"
</KindB="27">
<KindB="76"> <!-- sum of all must be equal 10000 -->
cat="12" index="414" rate="10000"
cat="12" index="415" rate="10000"
e.t.c
</KindB="76">
<KindB="106"> <!-- sum of all must be equal 10000 -->
cat="21" index="3" rate="10000"
e.t.c
</KindB="106">
Reason? There are already 16 different classes in-game. This config will allow:
1) Remove mostly useless wings/capes from the chaos machine
2) Increase or decrease % of popular and not popular wings.
-
7 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.
-
2 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.
-
3 votes
LorenWarpRestriction="1" rework
Hello. We have such an option (but i don't understand what the sense of it)
But how about making an option like "CastleSiegeGuildsOnly"? During the event, only characters from Castle Siege list will be able to teleport to the Loren map (via M or via crywolf)
1) Restrict to teleport via M to the map=30
2) Restrict to teleport via gates to the map=30
3) Auto moving all characters from map=30 to the map=34 safe zone if they're not from the castle siege event guild list.
Why? All the time, random guilds went to the event and decided to "help" one of the sides. I don't wanna ban them and spectate every CS on all servers to prevent that.
-
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
-
3 votesRefused
Give us the ability to disable many of the useless logs
I always wondered why all these unnecessary logs are being shown in gameserver and being logged in the log file? Like party exp logs/item dissapear logs/statoption/monster item drop logs and others are not needed on a stable productive server, they just using extra resources for nothing.
In theory by disabling these super unnecessary logs wont the gameserver perform slightly better? I think it will so why not to gain all the performance we can get rather than wasting resources on logging down tons of log lines that are never useful unless we are debugging.
Please consider adding an option that will permanently disable each log we want from being shown in gameserver and written in log files.
