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Larry Watterson Paid Service & Systems - C++ / Python


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Contact me:

 

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* Discord: Larry Watterson#1111
* Skype: live:wattersondev
* Send PM on Metin2DL


 

 

Payment Methods:

 

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* PayPal
* Western Union
* Crypto Coins
* Wise


 

 

What can i do?

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* Develop new systems
* Solve core / crash problems
* System editing
* Creating new UI (designs belong to you)

My Systems:

 

Proggresive Affect Event

 

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- The system It consists of 5 parts, in every part players who has donate take bonus from system
- Features can be edited from table
- Every player can donate as much as you want
- When you do maximum donate you cannot do extra donate

- For example: The player who donated in stage 0 receives general admission to the total donation "Stage 1" (Like apply attbonus boss) or what you prefer.

- Desired item, collected items, mibumum donate count, The bonus percentage to be given according to the features and stages to be given can be determined on the tabl

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Global and Individual Missions

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- System uses JSON, missions can changeable

- When complate the missions players can rewards

- You can adding "Global Missions" like this; "First +9 Poison Sword" : when any player upgrade "Poison Sword" to +9 win a reward

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Bot Control System

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- The system sends a query between random items to the player at a specified time interval (the time interval is up to you, it generates a random time in the range of 20-40 minutes manually)

- Items appearing in the gui are replaced randomly every 3 seconds for bot precautionary purposes

- Some characters in the item name are automatically deleted as a bot precaution

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Skill Hyperlink

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- Players can reflect the skills in chat

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Boss Damage Ranking v2

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- System uses JSON, information can change easily

- You can give reward players in ranking

- System is sorting players damages

- GUI is dynamic, pulls datas automaticly (GUI is free)

- The times when the boss will spawn will be red if the guide has come, the next hours will be shown in green.

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Global Ranking v2

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- Datas are updating every hours

- Easily adding new categories(example; gold, level etc.)

- System have "Title Ranking" for winners, example "Stone Destroy Rank" first player -> "Stone Destroyer" +%10 x bonus for 1 week

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Daily Missions

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- System uses JSON, missions can changeable

- Missions are refreshing every night (example 1 August -> kill 100 monster, 2 August -> kill 200 monster etc.)

- You can adding rewards for missions

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Market NPC

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- Players can sell the items

- You can add / delete items on SQL table

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Ronark War

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- Ronark will open automatically at the time you set every day

- The winning guild gets the [Ronark King] tag

- Items are dropped on the name of the guild that deals the most damage

- The information about who bought which item from the guild chat is written

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Guild War Preparation

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- When start the war auto spawn fences

- When 2 teams are ready, the fences are automatically lifted within 5 seconds and the war start

- If any guild does not give ready within 60 seconds, the guild that does not give ready is automatically considered defeated

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Mob And Boss Scale

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- You can change the size of the Boss and Stones from the settings

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Effect Distance

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- You can hide effects by distance

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Dungeon info & Boss Ring

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* VILLAGE IS USING FOR VIDEO, MAP IS CHANGEABLE
* The system uses JSON for boss data, you can easily add bosses and change their settings.
* Dropped items are automatically withdrawn from mob_drop_item.txt
* Dungeon data can be refreshed instantly with "/reload dungeons" command
* Dungeons can be activated/deactivated where needed
* Players cannot receive drops in test mode
* If there is different data requested, it can be added to the information section of the GUI.
* Not used QF
 

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#New System

Teleport Board


* * System uses SQL table, you can add / delete maps & categories. When you do `reload tp_board`, it will be updated

* You can add item, min level etc. controls for teleport

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#New System

Cause Of Death

 

* After the player dies, they can see the details of the person/mob who killed them.
* The data are the name that kills, damage that causes death, damage type (skill, straight hit, etc.), critical damage, and piercing damage.
* Data can be reproduced or expanded according to customer request.

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#New System

Search Item On Inventory

 

* Players can search item with name in inventory
The system is client + pack sided. 'OnUpdate' is not used

* If the item you are looking for is on a different page, it will move to other pages as you search.
* Minimum 3 letters required for search

 

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#New System

Guild War Statistics

 

 

  • "KDA and Damage" data of all players in the guild war are kept
  • Sorting type can be selected via GUI
  • Any QF vs. not used
  • Added data with code for test in GIF, normally it will not be active except in guild war!

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  • 2 weeks later...

#New System

Boss Spin System

 

  • After the system starts the spin, after the determined time, the boss that appears according to luck will spawn next to the player.
  • Bosses can be easily determined by the user, as many bosses can be added as desired
  • Spin fee is not added for testing purposes, can be determined optionally
  • Spin time and card change time can be changed
  • GUI is changeable

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Blacklist

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  • * System uses JSON for "blacklist" and uses SQL for user data
  • * Any amount of bosses and missions can be added
  • * Level limit can be set for the missions
  • * "Blacklist" goes in order. It means, the player who is on the 1st mission cannot take 10th boss' missions. Those missions only can be viewed
  • * If a player finishes all missions of a boss, the player can fight with it
  • * GUI will be tidied up
  • * Mission types are like this; (new ones can be added)

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  1. - Total kills based on Vnum (boss, "metin", etc.)
  2. - Total damage dealt
  3. - Total EXP gained
  4. - Total Yang spent
  5. - Total fish caught
  6. - Total chest opened
  7. - Total players killed
  8. - Total damage dealt to players

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