No no fees. Then we would be shity because TQ costs nothing. There will be possibly a Elite Member tatus, where they can get items every day and stuff. But this will only happen if we can't handle everyone, which is 600+ people on the server.
get over yourselfQuote:
Originally posted by MinduZe@Nov 22 2005, 18:35
i would only play in a private server if i could get have the same items on my chars and all that other stuff
Quote:
Current functionality & Progress
Most warps into and out of twin city working (we need more)
Jumping
Walking / Running
Actions
Chatting (only in immediate area)
Attacking spawned mobs (this is not quite right yet)
@spawn <any mesh> (testing purposes, GM only)
@scroll <map> (testing purposes)
. . . . where <map> is
. . . . dc - Desert City
. . . . tc - Twin City
. . . . bi - Bird Island
. . . . pc - Phoenix Castle
. . . . ma - Market
. . . . ja - Jail
. . . . am - Ape Mountain
@mm <map> <x> <y>
. . . . e.g. @mm 1006 50 50 move to specific map and coords
@smale
@lmale
@sfemale
@lfemale
. . . . to change sex and size.
Monster movement implemented
Most NPCs are there, but don't do anything yet.
Picking up items
Due to an item ID overlap/conflict I've had to wipe the user database so you will have to re-register a game account, sorry!
**Updated**
@drop <item> [version] [sockets] [plus] (testing purposes)
. . . . Drop items on the floor e.g. @drop Meteor
Items now stay in your inventory.
Dropping of items from your inventory to the floor.
ArtisanCloud NPC in PC is working.
@hairstyle <number>
. . . . 0 (bald), 10-15 (styles) & 16-17 (christmas)
@haircolor <number>
. . . . 3 to 9
@avatar <number>
. . . . 0 to 102
@job <number>
. . . . Change profession, look in ProfessionalName.ini for numbers
. . . . Be careful with non-standard job types.
@level <number>
. . . . 1 to 130
@str <number>
@dex <number>
@vit <number>
@man <number>
. . . . Change stats 0 to 999
Revive working.
You can equip items.
. . . . WARNING!!! Do not equip non-basic WoodenSwords
Others will now see your equipped items.
Trojans can equip 2 one handed weapons.
@prof <skill_num> <level>
. . . . Learn weapon skills, look in WeaponSkillName.ini for numbers
DATABASE WIPE, sorry.
Monsters should now BE monsters.
@mob <valid_mesh> [name] [quantity]
. . . . mob command syntax changed
. . . . to spawn monsters
Zone synchronization optimised.
Player packets synchronized to prevent packet overlap.
Monsters will now see you, chase you and kill you.
@gold <[-]amount>
. . . . Add or subtract money from your inventory total.
Player health implemented.
Melee attack damage implemented.
Monsters no longer stack on the same spot.
Monsters now flee (run away) occasionally.
Auto repeat melee attack on monsters.
High vs Low level monster damage bonuses.
Guards
@heal
. . . . restore your health to max
PK points, red names, black names, flashing names.
Guard AI improved.
Monster drops implemented.
Respawning implemented (Pheasant spawn & Guards)
Size-add ability implemented.
Tornado and Fastblade added for testing magic attacks. (Phew!! Big thanks to unknownone)
. . . . I know the damage is wrong blah blah.. it's just to test it.
Inferno added.
2.0 Items implemented
Monster/Guard Behaviour updated.
**Updated @mob command**
@drop <item> [version] [sockets] [plus] [blessed] [enchanted]