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304 ideas

  1. 19 votes
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    AutoReturn-Bot counter - Anti-Hack addition

    Hello,
    With the rising abuse of Auto-return bots that sadly work without being detected by any anti-hack I thought I'd suggest a feature. 

    Would it be possible to create a feature that compares the coordinates and actions of a certain player? and if they are being matched lets say to X% for the past Y minutes it would trigger an alarm?

    For example, if we had a file track.xml in the gameserver where we put all the nicknames or accounts of players who we want the game server to track and give alarms in the logs and DC the player

    I know a feature like for the entire server and all players would be heavy on calculations and probably cause lag but for a few players should technically be possible? That way we would get an output log saying that a certain player's actions and coordinates match let's say 70% for the past 3 hours etc. and that will be enough evidence for us to ban such player. 


    Just a thought 
     
    zander1989
    5
    views
    2
    comments

  2. 2 votes
    Completed

    Reset require to drop

    Hello,
    I'm running Reset server, so I want to modify drop based on character's Reset
    In example, at AllMonsterBag.xml : 
    <DropItem MonsterMinLevel="102" MonsterMaxLevel="300" PlayerMinLevel="-1" PlayerMaxLevel="-1" Cat="13" Index="31" MinLevel="0" MaxLevel="0" Durability="0" Element="0" Duration="0" Rate="2500" Name="Spirit" />
    I think you should add : PlayerMinReset="-1" and PlayerMaxReset="MAX"
    Same with other drop files.
    Thanks.
    quangpm87
    13
    views
    4
    comments

  3. 4 votes
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    Reset +VIP

    copy paste same settings for different VIP levels
    so admins can make that VIP player does not have to swich char or return to lorencia on reset, or gets more Wcoins on reset = more VIP sales.
    gincha
    9
    views
    9
    comments

  4. 5 votes
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    ItemOptionSystem_exc Fundamental options for Wizardry

    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?
    MrJunior
    2
    views
    2
    comments

  5. 1 vote
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    Improvement ItemOptionSystem_exc SocketCount

    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"
    MrJunior
    1
    view
    0
    comments

  6. 0 votes
    Completed

    About the settings in Toolkit.P

    Each time I open the Tab-Delimited tools I have to select the country encoding again
    Can it be modified to select only once? 
    The current default is Korean, and you have to change the encoding every time you re-run the program.
    Hope the changes stay the same
    wznba
    18
    views
    1
    comment

  7. 2 votes
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    Hunting Quest - Add option Increase Curse

    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.
    MrJunior
    28
    views
    0
    comments

  8. 4 votes
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    Improvement ItemOptionSystem_exc OptionValue and OptionProbability

    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.
    MrJunior
    31
    views
    1
    comment

  9. 9 votes
    Guests cannot vote

    Static ItemOptionSystem - Wizardy and Curse % Increase

    Noticed that there is some room for additional options so it would be nice to add Wizardy and Curse % to this Plugin since the Attack Power % Already exists for the fighters. 
    zander1989
    47
    views
    2
    comments

  10. 3 votes
    Completed

    JewelUpgradeSystem Restriction Improvement

    I have been playing around with it for a bit now and there are other things you might consider in the future since this is a very nice and powerful addon! 

    Here are some findings to consider: 
    Finding Number 1: Creating "Jewel of Ancient"
    SetItem="0" - This only checks if item is required to be ancient. There is no limitation to this, so if an item is ancient it already meets condition 0 and condition 1. 

    This is an example of a Jewel that turn ANY item into ancient.
    <Item Cat="-1" Index="-1" ItemMinLevel="0" ItemMaxLevel="15" Exc="0" SetItem="0" Success="100" RewardCat="-1" RewardIndex="-1" RewardLevel="0" FailPenalty="-1" RewardSetItem="1" RewardExc="0" RewardSocket="0" /> Problem:
    Once the item has been turned into ancient with the jewel, you can still spam the jewel on the same item and it will do nothing. 
    Solution: (change the current 1 and 0 system ) to:
    1 - Any item 
    0 - must be regular
    1- must be ancient
    Finding Number 2:
    Would be useful to extend  <IgnoreItemList> function with special cases such as SetIntem="1" and not only Cat and index. 
    Example
     <IgnoreItemList>        <Item Cat="4" Index="7" ItemMinLevel="0" ItemMaxLevel="0" Exc="0" SetItem="1" >       <Item Cat="-1" Index="-1" ItemMinLevel="0" ItemMaxLevel="0" Exc="0" SetItem="1" >  </IgnoreItemList> Why?
    A. If you have item levels you can then include items such as box of luck +1,2,3,4 etc. 
    B. You can restrict the system from using a jewel on specific case items like Ancient items. (this also solves the first finding as you would then restrict set items )

    Finding Number 3:
    RewardExc="1" - Adds 1 Extra Excellent option, that is nice, but the problem is it can add the same option = wasted jewel again. In reality is a new "roll" of excellent option not addition. 

    Solution:
    Add excellent options according to index or some way to prevent adding the same option on top of another.
    zander1989
    35
    views
    2
    comments

  11. 2 votes
    Completed

    JewelUpgradeSystem - MaxExc option

    Reproduction steps:
    //      Exc: Minimum Number of Exc options required  - specifies how many excellent options are minimum in order for the jewel to work. 
    //      MaxExc: Maximum Number of Exc options- this is missing and results in jewels being able to use on items that don't meet the condition.

     
    Actual Result:
    Use jewel on items to increase their EXC options...you can do it but once the item reach all options you can still add it on top and it will do nothing. Just a waste of jewel. 
    It's like the game would allow you to add Soul on +9 items and do nothing. 
    zander1989
    47
    views
    8
    comments

  12. 2 votes
    Guests cannot vote

    Improvement ResetSystem

    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" />  
    MrJunior
    27
    views
    0
    comments

  13. 2 votes
    Guests cannot vote

    Improvement CustomRank plugin

    Hello Devs,
    Through this I come to ask you to add to the customRank system the possibility of defining grandReset.
    <Rank MinLevel="0"  MaxLevel="0"  MinReset="200"   MaxReset="200"  MinGrandResets="1"   MaxGrandResets="1"   VipType="-1"  IWCLord="0"  ImageName="beginner.tga" />  
    MrJunior
    27
    views
    0
    comments

  14. 2 votes
    Completed

    Punish cooldown

    ;----------------------------------------------------------------------------------------------~~~~~~
    ;-- Cooldown time of specific options of Radiance Errtel, seconds
    ;----------------------------------------------------------------------------------------------~~~~~~
    RadianceBastionCooldown = 60
    RadianceBleedingCooldown = 60
    RadianceParalyzeCooldown = 60
    RadianceBindingCooldown = 60
    RadianceBlindingCooldown = 60
    Please add also a punish cooldown.
    Some classes have very fast skills attack speed. Even with capped attack speed, raining arrow for example is the top. Currently, elf in VIT/AGI build can take all bosses in this way.
    Thanks in advance.
    Shanahan
    32
    views
    0
    comments

  15. 2 votes
    Guests cannot vote

    Add message to requeriment LimitedUseCommands

    Hello devs,
    How are you ?
    Through this I come to suggest that you add a message that verifies the configurable requirements to the LimitedUseCommands plugin
    Currently when defined say:
    MinResets="50"
    MinLevel="50"
    When the player does not have the requirement and executes the command nothing happens, this makes the players understand that that command does not exist.
    A message could be added:
    %d Resets are required to run this command. %d Level is required to run this command.. It is possible?
    MrJunior
    28
    views
    0
    comments

  16. 2 votes
    Guests cannot vote
    Refused

    Function ResetMasterLevel improvement and fix

    I noticed that this function when enabled is working in a strange way.
    Would it be possible to add to this function, the possibility of defining the possibility of earning or not more master level points?
    Because when resetting the master level, the master points are being added to the character again.
    That way the character ends up with + 400 points of master level which is totally wrong.
    You can view example:

     
    Note that in the image below I enabled the function and gained only 1 level and 1 master level point to perform the test.
    I distributed the master level point in: PvP Defense Rate increase
    I performed the character reset and then went hunting again.
    After reaching level 401+ I again gained the first level point that I had previously distributed.
    Ideally, we would have the option to earn or not earn points again.
    MrJunior
    57
    views
    2
    comments

  17. 6 votes
    Completed

    Delay for change warehouse

    Through this I come to ask developers to change the existing delay for changing storages.
    I am not requesting removal as I know this delay is for dups protection.
    However, it would be interesting to change it to a shorter time.
    For example.
    5 seconds
    or 10 seconds.
    MrJunior
    62
    views
    4
    comments

  18. 7 votes
    Guests cannot vote

    Level for Reset improvement VipSettings.xml

    Through this I come to ask the developers to improve the level system by resets.
    It would be interesting for you to add this to the VIP system.
    So, we could give as a privilege reset level for vip users.
    Example:
    400 Free 380 VIP1 350 VIP 2 Thanks!
    MrJunior
    91
    views
    1
    comment

  19. 4 votes
    Completed

    Improvement MonsterSpawn_Group Enable / Disable Option

    Hello devs,
    I`m here for make a new suggestion for the MonsterSpawn_group system, maybe a new option Enable="" can be help all Administrators perform maintenances on the server in specific events without removing complete the code on the file.
    Maybe this can help all of !
     
     
    <?xml version="1.0" encoding="utf-8"?> <!-- // ============================================================ // == INTERNATIONAL GAMING CENTER NETWORK // == www.igcn.mu // == (C) 2022 IGC-Network (R) // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // == File is a part of IGCN Group MuOnline Server files. // ============================================================ // // ### MonsterGroupRegenSystem ### // SpawnNotice: Enables or disabled the spawn notice configurable in GroupSettings section, 0/1 // MonsterKillRewardType: monsters kill reward loot type // ~ 0: Last Hit // ~ 1: Most Damage // // ### MonsterGroupRegenSystem::GroupSettings::Group ### // Index: Group number definition, unique in the section // Duration: Time after which monsters will be deleted if not killed, minutes, if -1 is specified then monsters remain until killed //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~ If Duration is set to longer than next spawn schedule then monsters are being removed on a basis of schedule higher priority spawn //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // MapNumber: Map to spawn the Monster Group on // BossMonsterIndex: Index of Boss Monster for the Group // BossMonsterName: Name of Boss Monster, used for in-file information only // AllowMove: Determines whether group monsters will be moving after spawn or not, 0/1 // SpawnNotice: Notice to display in-game upon spawn of the monsters group // DespawnNotice: Notice to display in-game upon despawn of the monsters group // // ### MonsterGroupRegenSystem::SpotSettings::Group ### // Index: Index of Group number, references to setting from GroupSettings section // StartX: Start X coordinate of spot spawn location for the Monster of the Group (StartX must be greater than EndX) // StartY: Start Y coordinate of spot spawn location for the Monster of the Group (StartY must be greater than EndY) // EndX: End X coordinate of spot spawn location for the Monster of the Group // EndY: End Y coordinate of spot spawn location for the Monster of the Group // // ### MonsterGroupRegenSystem::MonsterSettings::Group ### // Index: Index of Group number, references to setting from GroupSettings section // // ### MonsterGroupRegenSystem::MonsterSettings::Group::Monster ### // Index: Index of a monster belonging to the group, refer to MonsterList.xml //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~ Boss Monster must be defined in first row of the section //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // MoveRange: Distance in tiles of how far the monsters can move from initial location after spawn // SpawnType: Determines relation to BossMonsterIndex of specific group, if set to higher than 0 the monsters will be treated as minions and spawned around the boss. // Value specified in SpawnType will be used as distance the monsters will be spawned from the boss. Boss monsters should always be set with value 0 // Count: Count of monsters of specified type to spawn // OverrideDefaultSettings: Determines whether to use monster attributes from MonsterList.xml or override them with attributes defined from this file, 0/1 // EventID: ID of event item bag type defined in ItemBagScript.lua // HP: Value of health to set for specified monster // DamageMin: Value of minimum damage to set for specified monster // DamageMax: Value of maxumum damage to set for specified monster // Defense: Value of defense to set for specified monster // AttackRate: Value of Attack Rate to set for specified monster // DefenseRate: Value of Defense Rate to set for specified monster //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //~~ Override values of monster attributes applies only if OverrideDefaultSettings is set to 1 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // // ### MonsterGroupRegenSystem::SpawnSettings::Group ### // Index: Index of Group number, references to setting from GroupSettings section // // ### MonsterGroupRegenSystem::SpawnSettings::Group::Spawn ### // DayOfMonth: Day of month the spawn will run on, 1-31 or -1 for any day // DayOfWeek: Day of a week the spawn will run on: // ~ 0: Sunday // ~ 1: Monday // ~ 2: Tuesday // ~ 3: Wednesday // ~ 4: Thursday // ~ 5: Friday // ~ 6: Saturday // ~ -1: every day // Hour: Start hour for the spawn, 0-23 // Minute: Start minute for the spawn, 0-59 // AppearanceRate: Chance to process specified spawn, expressed in percent, 0-100 // // STRICTLY NO COMMENTS INSIDE TAGS --> <MonsterGroupRegenSystem SpawnNotice="1" MonsterKillRewardType="1"> <GroupSettings> <Group 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" Enable="1" /> </GroupSettings> <SpotSettings> <Group Index="0"> <Area StartX="50" StartY="103" EndX="57" EndY="114" /> <Area StartX="127" StartY="162" EndX="136" EndY="171" /> <Area StartX="149" StartY="10" EndX="162" EndY="19" /> <Area StartX="178" StartY="114" EndX="184" EndY="129" /> </Group> </SpotSettings> <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> <SpawnSettings> <Group Index="0"> <Spawn DayOfMonth="-1" DayOfWeek="-1" Hour="11" Minute="8" AppearanceRate="100" /> </Group> </SpawnSettings> </MonsterGroupRegenSystem>  
    MrJunior
    106
    views
    2
    comments

  20. 20 votes
    Guests cannot vote

    Extend Reset Command

    Hello,
    Just a little suggestion about extending the reset command to be able to reset after reaching the 400 level and auto-add points after reset.
    /reset auto [on/off] /reset auto [str/agi/ene/vit/cmd]
    caccoi
    181
    views
    14
    comments

  21. 4 votes
    Guests cannot vote

    essential tools serial

    Hello. After clicking on the item, we have a serial like this.

    But in logs serial is - serial:[1566294122]
    Is it possible to display the same serial, as in the logs? This will be much more convenient. 
    Shanahan
    91
    views
    3
    comments

  22. 5 votes
    Guests cannot vote

    Improvement hunt point buffs

    Hello Developers,
    Through this I come to ask you to add more buffs to the system, buffs that are extremely important for players today due to the elemental maps and damage caused in these maps.
    The buffs are:
    Elemental Defense Elemental Damage Bleeding Damage Resistance Poison Damage Resistance Attack Speedy Reduction Resistance Defense Reduction Resistance  
    Thanks in advance!
    MrJunior
    61
    views
    1
    comment

  23. 10 votes
    Completed

    Max Resets per day

    Hello, since our servers are suffering from auto bots farming resets non stop  my suggestion to stop this is to set max resets allowed per 24 hours. Hopefully it can be done.
    johnnyssk
    218
    views
    2
    comments

  24. 12 votes
    Guests cannot vote

    Wings absorb and damage display

    Hello. We have an opportunity to change the damage and absorb % for the wings. 
    But we can't change it in the client. Please give us this opportunity. 🫡
    Shanahan
    102
    views
    5
    comments

  25. 6 votes
    Guests cannot vote

    In-game: Change name, Change class

    One of the issues that players are most concerned about is changing the character's name, changing class.
    These features should be implemented in the game with commands like: /namechane <Newname> ; /classchange <class code>
    I've seen many season 6 or lower servers that allow this.
    Please consider!
    tranvutuan
    72
    views
    1
    comment

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