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Everything posted by MrJunior
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The insignia on the side of the character with a star refers to the rank of the Temple of Illusion. In this case, they are Players RANK level: 1
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New information: The custom rank (Received on Illusion Temple on MEGAMU) define the entrance for Ice Temple event. If my rank Illusion Temple is : 2 When I enter the Ice Temple, I only start event with players RAN Illusion (2) The custom rank on Illusion Temple is used by other events. In addition to providing something exclusive, it gives Players reasons to participate in the event. (Illusion Temple) That's why in the past when I made the suggestion for improvement in the Illusion Temple event, I also talked about how this rating is something that many players ask for.
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Ice Temple Battle in the snow where each team must conquer the bases and thus accelerate the accumulation of points to stay ahead of the opponent; Equipes The event has two teams of up to 10 members each; The formation is carried out at the beginning of the event randomly; Each team has a special skin for differentiation and an exclusive respawn location; Members of the same team cannot attack each other; Map Green, blue and red circles: bases; Dark circles: statue spawn locations in each base; Green and red markers: respawn locations for each team; Statues To spawn a statue, simply stand still for 10 seconds exactly in the center of the base, the statue will appear at the end of the countdown; Each statue conquered speeds up the score increase of the team that spawned it; The owner team can be identified by the color of the aura at the base of the statue; When a statue is destroyed, it stops counting points and can be respawned; Up to 3 statues can be spawned at the base of the center, while there are two on each side; Entrance The entrance location can be found in the move menu as Ice Temple; There will be 4 NPCs in this location, just talk to one of them; With each click on the NPC, a Sign of Lord is deposited; At the end of the entry time, the 20 players who have accumulated the most signs are moved to the event; During the entry period, the 20 players with the most signs are highlighted with a special skin; If a player enters a sign and does not reach the necessary position to enter the event, the NPC informs the amount required. Prizes The team that manages to accumulate the most points in 10 minutes or reaches the 100% limit will receive the following prizes: Rank Victory: +3 points; Defeat: -2 points; Abandonment: -5 points;
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Change font for another. This only occurs because on KOR (ARIALUNI font is default by the system) I change for : Arial Unicode MS this is default by your system and my system 🙂 try use this. Just change on: Interface\GFx\FontConfig.txt
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Hello developers, I would like to request a big improvement to the system. We know how important GvG events are on our servers. I recently had an idea and thought it would be interesting to share it with you, as a possible improvement to the custom ranking plugin. The idea would be to create an exclusive ranking for Castle Siege, and through this ranking we could define new plaques for Castle Siege participants, in addition to increasing the value of the event, we would have something different from any other emulator on the market. If the idea is interesting, perhaps you could opt to add it as a new plugin. First: Castle Siege Ranking understand: The idea is to build an exclusive ranking, thus storing the information in the database so that it can be used by us web developers as well. The first ranking would be the (Time) ranking, this ranking would store: Structure: Character name Guild the character is in Total Time the Switch was held (seconds) Total Time the Crow was held (seconds) Kill Rankings: Structure: Character name Guild the character is in Total number of times you killed someone within the siege Total number of times someone has killed him within the siege Points ranking (This would be the cherry on top of all the other rankings) Through this ranking we could determine the appearance of new custom rankings for this system. How this ranking would be validated, this ranking would be validated through points stored within the siege, obtaining the points is very easy. (It would be interesting if we could define the amount of points that each of the options below would have) How to get points: Points for killing a master: 1 Points for holding a switch: 5 Points for killing a member of the enemy guild: 10 Points for registering the crow: 100 Points for holding a switch for a specific time: 80 (4 seconds) Points for defending a switch: 30 Points for defending a switch for a specific time: 60 (4 seconds) This data structure would be simple: Guild name: Total sum of the points above: (Or if you prefer, separate by column, which would be better for using the information via the web) Now on custom-rank plugin we could define new RANKs using these points. Thus bringing exclusivity to the servers and giving an extra attraction to each function within Castle Siege. If more information is needed in case of approval, I am available. 😁
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Hello developers, I would like to ask you to add ItemDurabillity="" to the system so that the quantity of the item can be checked when the durability is greater than 0. Currently, you only allow RewardItemDurabillity="" It would be very useful to add ItemDurabillity="" so that we can define stacked items.
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Hello Devs, With this suggestion, I would like to ask you to pay a little attention to this suggestion. Currently, the VIP system allows us to define small features such as experience gain or increased drop rates. It would be very interesting if you considered the idea of allowing Administrators as a whole to define which commands can be executed and which account level the Players need to have to carry them out. This way, we will gain more resources for the VIP, having a way to emphasize the VIP levels with new features. We know that selling VIP is essential for the maintenance of our servers, licenses and season updates. However, at the moment, we do not have much to offer our Players. In addition to the increase in experience, we are forced to create VIP access servers to make such changes, but this ends up being detrimental to commerce and the movement of Players on the main channel. The idea is to allow us to define each and every command in commands.ini by account level. This way, it would not be necessary to create subservers, separating Players from each other due to VIP level. Example: PKClearCMDEnable = 1 PKClearCMDMinVIPLevel = -1 ; For Allow only VIP put: 1 ~ 5 | For used by all Account Level use: -1 PKClearCMDCoinCost = 10000 PKClearCMDCoinType = 0 ; Usage: 0 for Zen | 1 For WC:Coins | 2 For Goblin Points | 3 For Ruuds This is just an example of one of the commands available in Commands.ini Then the others would follow the same logic. We would have a vast possibility of better emphasizing the VIP system, thus making VIP more attractive.
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Hello developers, I would like to suggest removing the message that is displayed when the auto-reset system is active. Because every level the player reaches, the message ID: 419 is displayed. However, this is very bad because it ends up polluting the system messages. You can view :
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Hello developers, I hereby ask you to create a complete log structure for the Raffle plugin, so that we can demonstrate it on our websites. Top participants, Top Winners, List of participants / coupon buyers & others. It's something simple, but with incredible power to encourage participation in the event, many players can barely understand how the event works. For us WEB programmers, it would be a great pleasure to create simple pages searching for this information directly from the server's database, like this. We can also dedicate a page to better understand the entire event process. Raffle HitOrder LottoEvent Thanks
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Hello developers, Hereby I come to publish this suggestion for improvement to EventItemBag. Currently in MuOnline there are classes such as BK, Elfa and MG that have more than one type of build or statistics. Some EventItemBags for special awards sometimes end up not being very useful due to the style adopted by the player. My suggestion is to create a function in the EventItemBag that allows us to define drops according to the distributed point statistics. Example: <DropAllow DW="0" DK="0" ELF="0" MG="1" DL="0" SU="0" RF="0" GL="0" RW="0" SLA=" 0" GC="0" LW="0" LM="0" IK="0" PlayerMinLevel="1" PlayerMaxLevel="MAX" PlayerMinReset="5" PlayerMaxReset="MAX" MapNumber="-1" EnegeryDrop="1" StrengthDrop="0"> <!-- Category, Rare Random Item Awards: --> <Drop Rate="8000" Type="1" Count="1"> <!-- Type:[0] Random dropping | Type:[1] All bag items --> <Item Cat="0" Index="" ItemMinLevel="0" ItemMaxLevel="0" Skill="1" Luck="-1" Option="-1" Exc="-10" SetItem="0" SocketCount ="0" ElementalItem="0" ErrtelRank="0" /> <!-- Name: Blood Angel - --> </Drop> </DropAllow> EnergyDrop="1" StrengthDrop="0" This way it would be possible to create specific drops according to the player's attributes.
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You are making a big deal out of a molehill. You have been warned in advance if the new practice does not please you or anyone else, look for competitors, however I am already clear that in the competition you will not have what we have here. Periodic updates Fast support and responses Seasonal updates with 100% working features Among other things. I have my opinion, but it will never be public! However, I don't disagree with the method. This way, anyone who wants something new or new resources for their respective projects will pay nothing more than fair. In the end. Do you think that working by doing: reverse engineering Tests Compilations More tests Versions Fixes New tests Without leaving any other service inactive, it is not for everyone.
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I have the same question, after release update 1-3 is need pay again ?
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Hello developers, through this I come to suggest you add buffs to the huntpoint plugin system. Increase Attack Speedy Increase Curse Dmg And if possible, extend the system to some dbuffs, giving the ability to improve them through the system.
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Hello Devs, Through this I come to suggest an improvement/personalization to the system. Currently, the system checks items to apply options, such as: Minimum Level Quantity: Minimum quantity of old options: Minimum quantity of excellent options: Minimum quantity of free socket options/slots. My idea would be to add a sub category and a sub index to the system, giving the ability to create more complex rules for the options to be applied. So following this suggestion: Let's say I equip a +15 Apex Helm and +15 Apex Boots By equipping these two pieces, let's say I get 2 excellent options: Increase Excellent Damage Increase Double Damage If I equip Armor Apex and Gloves Apex I activate + 2 options Auto Combo Increase Defense It would basically be that, this way we would have another way of building more intuitive dynamics, thus giving a different characteristic to the system, consequently the valorization of the items that are added within this dynamic. If you observe the ancient system works this way. It would be interesting if the plugin had this capability, and when this dynamic was used, the options visualization tooltip described which options would be applied to the item when equipped with certain parts.
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I noticed when following this user that the mu red server contains 4 expanded inventory slots. I hereby suggest the inclusion of these inventories for IGCN customers. That would be extremely good.
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@Wizzy and @Drakelv Is it possible to add options for mages? Example options: Curse spell Wizardry Dmg Wizardry Chance Dmg Magical Chance Dmg Ignore Enemy's Defense Currently the system is favoring classes with attack power. And when we add custom options to items, mage players end up leaving the game because they think we're favoring classes with attack power.
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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?
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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"
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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.
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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.
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@Wizzy Taking advantage of this suggestion given by the colleague above. I noticed that the system does not check MinSocketCount. Would it be possible to add this? so that the seed items can be used in the system? Because let's say I want to turn a seed item into another item, there's no way for me to determine the item's minimum slot amount, only excellent options.
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Static ItemOptionSystem - Wizardy and Curse % Increase
MrJunior commented on zander1989's Idea in General
Wizardry and Attack speedy increase is essentials also. -
@Shanahan The biggest problem is that players keep comparing us to other servers using other emulators. All the time. Examples: Plus the MU XX doesn't have that time. Adm turn this function off. Adm this is bad. Adm the mu of my friend dont have this function. Adm you need help for change this? Adm you don't know how to configure the server And as much as we explain to the Players that this is something addressed by the IGCN and that we don't have the autonomy to change it, they don't understand nothing. They want the change to be made at all costs, I've even ************ for simply getting angry at the waiting time to open their warehouse.
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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" />
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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" />