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0 votes
Bank BaseMaxItemCoun by Account Level
Hello developers,
I recently purchased the plugin and noticed that you did not add a setting to allow us to sell bank slots separately by account level.
It would be very important if you could enable these account level settings in the plugins.
These are new paid features that can help contribute to the server.
Is it possible to add the possibility of defining the number of slots according to the account level?
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0 votesRefused
Improvement structure (Data\Local) on game client
The suggestion is simple.
Now that we support other languages, it would be interesting for you to add a structure to the local folder that separates the translated files by folders.
Eng
Por
Spn
And others, this way we can better organize the files and the client.
Avoiding problems such as improper substitution or confusion with the files.
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2 votes
New plugin extend for Dashboard : Journey
The suggestion is an extension or an additional plugin for the dashboard that allows us to define special missions such as:
Number of resets,
Number of levels
Number of master levels
Eliminating specific monsters
Performing specific missions
After completing missions or reaching certain system requirements, the Player can redeem prizes through the dashboard.
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8 votes
Extension for customtext or lang file
I propose to extend customtext or Lang files with MonsterSpawn_Group. You gave us the ability to display messages from the server in several languages, and this part is missing. I am writing about customtext or lang files because I don't know where it would be better to implement it. Currently the information about what is displayed is in MonsterSpawn_Group.
I will show this on the example of Medusa:
Original part
<GroupSettings> <Group Enable="1" Index="0" Duration="60" MapNumber="56" BossMonsterIndex="561" BossMonsterName="Medusa" AllowMove="0" SpawnNotice="Medusa and her assistants has invaded Swamp of Clamness!!!" DespawnNotice="Medusa and her assistants are gone" PreNotice="Medusa will spawn in %d Minutes" /> </GroupSettings> <MonsterSettings> <Group Index="0"> <Monster Index="561" MoveRange="10" SpawnType="0" Count="1" OverrideDefaultSettings="1" EventID="150" HP="15000000" DamageMin="1000" DamageMax="1500" Defense="550" AttackRate="2000" DefenseRate="2000" SendKillNotice="1" KillNotice="[MEDUSA] %s killed Medusa! [%d] of [%d]" /> <Monster Index="560" MoveRange="10" SpawnType="0" Count="7" OverrideDefaultSettings="1" EventID="151" HP="150000" DamageMin="100" DamageMax="150" Defense="150" AttackRate="1000" DefenseRate="1000" SendKillNotice="1" KillNotice="[MEDUSA] %s killed Medusa assistant! [%d] of [%d]" /> </Group> </MonsterSettings> and it should look like this
<GroupSettings> <Group Enable="1" Index="0" Duration="60" MapNumber="56" BossMonsterIndex="561" BossMonsterName="Medusa" AllowMove="0" SendSpawnNotice="1" TypeNotice="1" SpawnNoticeID="1" DespawnNoticeID="2" PreNoticeID="3" /> </GroupSettings> <MonsterSettings> <Group Index="0"> <Monster Index="561" MoveRange="10" SpawnType="0" Count="1" OverrideDefaultSettings="1" EventID="150" HP="15000000" DamageMin="1000" DamageMax="1500" Defense="550" AttackRate="2000" DefenseRate="2000" SendKillNotice="1" KillNoticeID="4" /> <Monster Index="560" MoveRange="10" SpawnType="0" Count="7" OverrideDefaultSettings="1" EventID="151" HP="150000" DamageMin="100" DamageMax="150" Defense="150" AttackRate="1000" DefenseRate="1000" SendKillNotice="1" KillNoticeID="5" /> </Group> </MonsterSettings> we add categories in the language file
<MonsterSpawnGroup> <Msg ID="1" Text="Medusa and her assistants has invaded Swamp of Clamness!!!" /> <Msg ID="2" Text="Medusa and her assistants are gone" /> <Msg ID="3" Text="Medusa will spawn in %d Minutes" /> <Msg ID="4" Text="[MEDUSA] %s killed Medusa! [%d] of [%d]" /> <Msg ID="5" Text="[MEDUSA] %s killed Medusa assistant! [%d] of [%d]" /> </MonsterSpawnGroup> Explanation:
SendSpawnNotice - 0 or 1 turns on or off all information about displaying this event. Currently there is no way to turn this off, leaving blank spaces in the descriptions with a large number of additional monsters, the information disappears very quickly.
Type notice - here we select how to display information about the event
1 - standard way of displaying information, time counts down by 5 minutes. must contain %s character in text
2 - one-time information, no countdown, we skip the PreNoticeID in the configuration
SpawnNoticeID, DespawnNoticeID, PreNoticeID, KillNoticeID - here I enter the message numbers which are in the language file
This solution gives a lot of possibilities for server administrators to add their own events with killing bosses. please consider this idea dear IGCN administration
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1 voteRefused
Itembags improvement kinda needed
1. Ability to have the min/max ruud drop along with the items! Add a setting next to it like trigger with item drop enable="1/0" (when this is enabled to disable ruudgainrate functionality and always drop with the item)
2. Ability to set 1 item to drop with random durability. Extend Durability function to can put in that setting like 2-10 or 2;10 and to drop random value between 2 and 10.
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5 votes
Maps Reset requirements plugin
It would be great to create a plugin that allows you to set maps (warps) requirements on resets as well
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3 votes
Save Skill Tree
It would be good to add a Tree Save button (3rd -Lvl400) because users always tend to change statistics such as (Pvp to NoPvp) since some boxes only work or get more use out of them in pvp or pvm.
I say this because in other mmorpg games these types of configurations are also applied to save tree skill improvements.
Of course this would be with a Plugin from igcn so we can put the Tree Save at a WCoins cost and thus be able to Generate 3 things
1.- (User) Ease for the user to be able to change from PVM to PVP or vice versa if there is a need to lose time when changing
2.- (ADMs) Be able to receive more income to the Server for currency consumption
3.- (IGCN) will have one more plugin for your income
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6 votes
/pkclear command cooldown -X Minutes
Please add a cooldown config for ClearPK command. (something like we have with ctrl+z mount CD)
People just use macro or use it every 1 kill, which makes the multiplier config useless because it's not working.
Killing 1 player and using the command will allow you to pk forever for the lowest price.
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1 vote
Arca Battle
Is it possible to add a function in which the event will be able to register for the alliance, rather than a separate guild (like a castle siege). And the reward - buff, would be added to the entire alliance, or those who directly participated in the event.
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7 votes
ItemOptionSystem plugin improvement
Is it possible to add more parameters for the plugin, such as max level, that would allow the optionvalue to increase depending on the level of the item. Also Luck and Addition option, as on some items this parameter is considered as an option.
I also have an idea for new options:
Skill Range decrease, pvp option which would work with chance for a while
Remove Buff (randomly) pvp option when attaking an enemy allows you to remove a buff from an opponent.
Push an opponent back a certain distance when attacking them or when someone attacks you.
And lastly, probably a crazy idea, to create a plugin that allows you to assign monsters any of the available skills (characters skills).
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6 votes
Skilllist PvP Damage Reduction
Please add a modifier to Skillist or any other method, perhaps an XML file that will allow us to reduce the PVP Damage of a specific Skill. Someone asked to add control for Barrage or Speed but I know that will probably be a lot of work to re-work luas, so how about this instead?
Skillist.xml <SkillList> <Skill Index="264" Name="Dragon Roar" ReqLevel="30" Damage="12" ManaUsage="42" BPUsage="0" .......... PVPDamage="100"..../> <Skill Index="265" Name="Dark Side" ReqLevel="21" Damage="21" ManaUsage="12" BPUsage="0" ..... .......PVPDamage="30"..../> <Skill Index="266" Name="Spirit Hook" ReqLevel="13" Damage="17" ManaUsage="15" BPUsage="0"........... PVPDamage="100"..../> <Skill Index="267" Name="Spirit Hook Enhancement" ReqLevel="5" Damage="8" ManaUsage="3" ....... ..... PVPDamage="100"..../> ... </SkillList> PVPDamage where 100 is 100% damage. Method could of course be different.
This would allow us to take out those OP skills on reset servers and provide us pretty much with perfect flexibility in terms of skills.
I know we can modify formulas, or increase the entire PvM Damage, and that does give us a lot of flexibility already but it is not enough, please read below to understand why.
Why do this?
On reset servers, there has always been a problem with balancing certain skills, especially those with a high animation speed or Barrage. For some characters, achieving perfect balance is simply impossible. Let me explain.
If you try to balance your Rage Fighter- DarkSide, Dragon Roar, and Spirit Hook, you can make them deal the same damage using Lua. However, DarkSide has an unpredictable burst effect that can completely destroy opponents in PvP. Even if all three skills have the exact same damage, DarkSide is still overpowered, while the other two remain weak.
This makes it impossible to balance all three skills in a way that keeps them playable. The only options are:
1. Nerf DarkSide so much that it becomes useless.
2. Weaken all three skills and leave only one of them playable.
A similar issue exists with Magic Gladiator’s Havoc Spear—this skill simply deals much more damage than any other and there are few more.
A setting like that would allow us to balance a character in both PvP and PvM so that all skills are useful. This also helps a lot with configs so you don't have to go with 10mln HP and SD for PVP...
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3 votesRefused
Add MaxPlayerPerRoom for BC and DS
Add MaxPlayerPerRoom for BC and DS, we had it in devil square before, now it is limited to 10 (same as BC). Make it so users can enter the event as many as we want. People were asking to increase BC limit of 10 to higher but instead DS higher limit was reduced to 10.
I don't know the limitation of game client or gameservers but I think we all agree that we want more players to join the events at the same time, instead having to open multiples market servers.
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12 votes
APPLICATION DUMPER(antihack)
Igcn antihack detects all the free cheats, the problem is with the two three paid ones which are trending now. Thing is we have those cheats in our hands and we cant even dump them like the old simple anti hacks we had on season6. Maybe igcn could develop a simple dumper where we can add the hash/crc or what is needed from those hack apps to be dumped while the game is running or the game to close upon detection, something very simple so we can complete the protection with the already good enough server side anti hack. Nothing extreme, literally a simple dumper hooked in main.
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3 votes
Huntpoint Suggestions
I know that few IGC customers use Huntpoint, but we pay more than the game server to use the system, which has many flaws.
I'll give you some suggestions for those who have been using the system for a long time on other servers or even on IGC.
Server Change
- When the player changes servers and goes to the Huntpoints server, he will go to a safe zone and not directly to the place where he was on the previous server.
- Defense: When the map is farming Defense, there is no way to take the player to battle, which makes it seem like it is bugged.
To reproduce this, just look for a map that is farming Defense and try to attack another player. You will not be able to attack and activate the battle.
Damage: Wizardry classes can benefit from the damage stat, making them even stronger. Classes that use damage need to increase their damage only with the Damage attribute, and not with Damage and Wizardry Damage.
Battle Crash: When the battle reaches a certain number of players, it simply crashes and there is no way to know why. I have 2 support tickets on Bug Tracker and with several logs and dumps, but no one can solve them.
This really hinders the game's performance and credibility.
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2 votes
Launcher Database ID
Launcher will assign default server when the database ID is not found , that shouldnt happen at all , it should just not allow game start and not download the default database id hash/patch files that do not belong in that client file.
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4 votes
Custom Plugin Raffle
Random Raffle , Could please add a mode where players not have to hit number or buy anything to participate in the raffle??
RAFLE Draw Online players and get winners...
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2 votesCompleted
Bless of Light DC - Solution
Here is a proposal and possible solution to save Bless of Light on Disconnect or Server Switch.
I understand that the exp would have to be stored in the Database otherwise the buff will disappear. But we already have a working functionality with Elixir of Strength, Health, Agility etc. They don't disappear like other consumables do.
Can you just do the same for Bless of Light consumables?
Or at least allow exp option buffs to be used with Elixirs, for example:
In the itemoptionmanager.
<Item Cat="14" Index="80" Option1="11" Value1="1000" Option2="6" Value2="200" Time="21600" /> <!-- Elixir of Health --> Where Option2=
// 6: Exp Increase +d%
// 87: Exp gain increase +%d% (Ascension Items, Normal/Master level usable)
// 88: Exp gain increase +%d% (Bless of Light, Normal/Master level usable)
That way we could just make a workaround or create new buffs from scratch in the form of elixirs. Currently adding these option buffs in the itemoption do not work with the elixir. Or just add a new option
(Fyi plugin ItemoptionSystem_Exc also does not work with this item. That is logical though because the item is considered "used".)
Before you say anything, yes I know it's "working as webzen" but Webzen almost never crash or disconnects you like our current Clients do.
With the rising client issues that occur in newer seasons having Bless of Light active upon server switch or Relog is crucial.
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7 votes
Time in client
It will be nice to see a real-time clock in the game.
I don't know what else I can add. 🙂
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8 votes
Boss monsters kill reward type
;-------------------------------------------------------------------------------------------------------------
;-- Boss monsters kill reward type, 0: Last Hit, 1: Most Damage
;-------------------------------------------------------------------------------------------------------------
BossKillRewardUserType = 1
We will have some monsters as custom bosses,But this feature doesn't allow our custom BOSS to work as set。
If you can make some changes,it will be more perfect。
Can we get this switch to control all the monsters? Or,Can we add our own monster index to decide which way to use?
Suggestion 1:Whether you select 1 or 0, all monsters take effect。
;-------------------------------------------------------------------------------------------------------------
;-- Boss monsters kill reward type, 0: Last Hit, 1: Most Damage
;-------------------------------------------------------------------------------------------------------------
BossKillRewardUserType = 1
Suggestion 2:Add the corresponding monster index to control,Either type 0 or 1 can be selected as a controllable option,Unadded monster indexes are of a different type,For example,if the original bonus is the maximum damage, we'll add the index of the last monster hit
;-------------------------------------------------------------------------------------------------------------
;-- Boss monsters kill reward type, 0: Last Hit, 1: Most Damage
;-------------------------------------------------------------------------------------------------------------
Type 0 Valid monster index= 0,100,500,800,900
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4 votes
CalcCharacter PVP Damage multiple decimals
As damage continues to get out of control in PVP we are forced to make fights based on SD only. It would be great if we can use smaller numbers for PVP balances:
For example
IKToLW_PvPDamageRate = 0.01
Thanks,
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1 vote
X-shop in map 6
Hello.
Please give us the opportunity to open x-shop in map #6. Why such discrimination 😄
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6 votes
Please also allow the notification of +10~+14 ResultNotice,thanks verymuch.
;-- Activates global notice of successful combination of item level 15 of selected type, 0/1
;-------------------------------------------------------------------------------------------------
PlusItemMix15ResultNotice_Normal = 1
PlusItemMix15ResultNotice_Enhanced = 1
PlusItemMix15ResultNotice_Socket = 1
PlusItemMix15ResultNotice_Pentagram = 1
Please also allow the notification of +10~+14 ResultNotice,thanks verymuch.
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3 votes
Olimp PVP Event
The duel system is used for the event Pvp event with a rating system among each class (15 classes).
The event requires an NPC that participants can register with.
A message about the start of the event appears 15 minutes before the event starts.
The event lasts for an hour and a half, including the time to register participants.
The event lasts for 5 days a week, with 2 days left to announce the results and receive awards.
The event is divided into 6 rounds. Each round lasts 15 minutes.
Registration of characters at the npc DoorKeeper Titus (or other npc), so that players can watch the duels of other players.
Minimum level for participation in the event: 300 without taking into account the master level.
Rounds (6):
A message appears in gold letters in the centre of the screen about the start of registration for the round. After the end of registration, players are automatically telported to duel with their opponents, randomly distributing them between their resets. Participants are distributed among themselves by reset, e.g. dk 38 vs dw 45 reset. Distribution by resets 50-100/101-150/151-200/201-.... editable Number of registered players per round - minimum 6, maximum 8. If there are not 6 players, the round time just flows. The next round must start on schedule. Register one and the same player can unlimited number of times (in case there is no pair on the resu) but to hold no more than 10 duels per week. Time for the duel itself: a maximum of 10 minutes or up to 10 victories of one of the participants. After the end of the duel player teleports to the map where there is a npts, if you can make the possibility of determining the map where there is a npts, and there, respectively, tepeshit players after the end of the duel If you can make a separate window to view the information who with whom gets into a duel, or viewing at the Nps. For victory is charged 3 points in the battle, for a draw and defeat 0 points. Winners are - the first 3 places in each class. .Results of the end of the event - on Sunday at 19.00 GMT +3, information about your place can be viewed by clicking on the npts (or if you can make a separate window with the rating of players in each class up to 10th place, for example, a separate button). The winner will be the 3 players in their class who will win the most points. There are 45 winners in total. Reward is given to 1st 2nd and 3rd place in each class: Wcoin and Goblin Poitns and diferent items with the ability to edit the amount of wcoins gp and item. Reward can be obtained by clicking on an NPC. 1st place in each class gets a mandatory Hero Buff: with Bonus exp as a percentage, Bonus DMG as a percentage, Bonus Def as a percentage (with the ability to edit the % of the buff), and a separate chat colour (like gens) The rankings will be reset on Sunday and a new event cycle will start on Monday. -
6 votesRefused
Devil Square Player Cap Increase
I understand the devs have determined an issue with the server suite related to a player cap beyond 10 for Devil Square Event, but this is simply not conducive to the mid-large cap servers.
Previously we had 0 issues with the limit and now we are forced to open multiple event squares to accommodate the change.
Perhaps, let us at our own risk adjust the player cap.
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1 vote
Adding Dexterity
Dear our developers, please add the dexterity statistic to this Knight_Gladiator_CalcSkillBonus function. It would be nice because there is no way to set classes that max Agility