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Feature Suggestions

  1. 2 votes
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    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.
    MrJunior
    4
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  2. 2 votes
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    LuaAPI Monsters important callbacks

    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.
    MrJunior
    13
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    0
    comments

  3. 1 vote
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    Moss Merchant Actions API

    Hi IGCN Team,
    I'm currently implementing a Lua system around the Moss Merchant spin boxes and I would like to display messages to the player whenever they perform a spin.
    The ideal behavior would be:
    When the player clicks Open Box / Spin in the Moss Merchant UI, the server can detect that action.
    Immediately show a message like:
    You used x2 Jewel of Wish to spin.
    After the reward is generated, show another message:
    You received: Jewel of Chaos x1.
    Right now the only available hooks related to this interaction appear to be:
    onNpcTalk(oPlayer, oNpc)
    onCloseWindow(oPlayer)
    These only allow detecting when the NPC window opens or closes, which means we can only compare inventory before and after the session, but we cannot detect each individual spin action.
    So my question is:
    Is there any Lua API (existing or planned) that can catch the player action when they click the Moss Merchant "Open Box / Spin" button?
    For example something like:
    onMossSpin(oPlayer, boxType)
    onChaosBoxMix(oPlayer, mixId)
    onNpcAction(oPlayer, actionId)
    or any event triggered when the server processes the spin request.
    Being able to hook this action would allow Lua scripts to:
    display spin cost messages
    show reward notifications
    log Moss spins
    implement custom spin mechanics
    If such an API does not exist yet, would it be possible to expose a hook for the Moss Merchant spin action?
    Thank you!
    MrAngry83
    18
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    comments

  4. 2 votes
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    LuaAPI (party)

    I would like to suggest add extra function. Function Party.DelMember
    Gives the ability to delete a member from the party.
    Shanahan
    22
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    0
    comments

  5. 2 votes
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    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.
    MrJunior
    25
    views
    1
    comment

  6. 2 votes
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    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.
    MrAngry83
    33
    views
    0
    comments

  7. 0 votes
    Refused

    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!
    MrJunior
    32
    views
    1
    comment

  8. 0 votes
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    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.
    johnnyssk
    22
    views
    0
    comments

  9. 4 votes
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    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 }  
    MrJunior
    36
    views
    1
    comment

  10. 1 vote
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    Refused

    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.
    mantianfei
    22
    views
    0
    comments

  11. 5 votes
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    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.
    MrJunior
    70
    views
    0
    comments

  12. 7 votes
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    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 
    johnnyssk
    64
    views
    1
    comment

  13. 4 votes
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    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.
    MrJunior
    98
    views
    1
    comment

  14. 2 votes
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    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.
    MrJunior
    77
    views
    0
    comments

  15. 1 vote
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    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=""
    MrJunior
    72
    views
    0
    comments

  16. 6 votes
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    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>  
    caccoi
    101
    views
    0
    comments

  17. 3 votes
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    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
    johnnyssk
    85
    views
    0
    comments

  18. 5 votes
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    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"
    kristensen2109
    100
    views
    0
    comments

  19. 1 vote
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    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.
    MrAngry83
    107
    views
    1
    comment

  20. 2 votes
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    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.
    MrJunior
    117
    views
    0
    comments

  21. 1 vote
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    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.
    Klasik Networks
    75
    views
    0
    comments

  22. 6 votes
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    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!
    Arkaniz
    92
    views
    0
    comments

  23. 4 votes
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    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
    johnnyssk
    145
    views
    1
    comment

  24. 1 vote
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    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.
     
    FuerGrissa
    67
    views
    0
    comments

  25. 6 votes
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    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.
    johnnyssk
    88
    views
    0
    comments

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