1)Function: FreeCamera
--Enable FreeCamera
g_pMain:SetFreeCamera(1) --0 = DISABLED, 1 = ENABELD
2)Function: Warp-In-Field
--Warp in selected field
g_pMain:FieldWarpByCommand(ID) --Field ID
3)Function: Warp-In-Village
--Warp in selected village
g_pMain:WarpByCommand(ID) --Village ID
4)Function: ApplyBuff
--(THIS FUNCTION IS CRASHY, BECAUSE IT'S OLD) You need a buff ID, you can dump all buffs with Dumper: Buffs
g_pGameEdit:ApplyBuffFactor(BUFF, TIME)
5) Function: SkipHenir
--Execute it when you in first Henir stage, next stage will be 24
g_pGameEdit:MoveHenirLastStage()
6)Example: Title
--This is a example for editing titles!
--Save the orginal function for not losing other titles
local originalfunc = CX2TitleManager.AddTitleInfo_LUA
--Overwrite a specific title
CX2TitleManager.AddTitleInfo_LUA = function(self, data)
--Look for data
if data then
--If the right title got loaded, we change it
if data.m_iTitleID == 10 then --10 = ID for Ann's Gift
--Adding effects
data.SOCKET_OPTION = {
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806,
31804,
31805,
31806
}
end
end
--Write data back to orginal title loader from Elsword.
return originalfunc(self, data)
end
7) Example: Socket
--This is a example for editing socket effects!
function CalculateFinalCriticalPercent(fSumValue, iUserLevel)
return 1 --Crit in percent (1 = 100%)
end
function CalculateFinalMoveSpeedPercent(fSumValue, iUserLevel)
return 0.3 --Move speed in percent (0.3 = 30%)
end
function CalculateFinalJumpSpeedPercent(fSumValue, iUserLevel)
return 0.3 --Jump high in percent (0.3 = 30%)
end
function CalculateFinalAnimationSpeedPercent(fSumValue, iUserLevel)
return 0.3 --Animation speed in percent (0.3 = 30%)
end
function CalculateFinalAnitEvadePercent(fSumValue, iUserLevel)
return 1 --AntiEvade in percent (1 = 100%)
end
function CalculateFinalHyperGageChargeSpeedPercent(fSumValue, iUserLevel)
return 10 --HyperGageChrage speed in percent (10 = 1000%)
end
function CalculateFinalAdditionalDefencePercent(fSumValue, iUserLevel)
return 1 --Additional defence in percent (1 = 100%)
end
function CalculateFinalAdditionalAttackValue(fSumValue, iUserLevel)
return 50 --Additional attack value (multiplier)
end
8)Example: Autokill
--Example for killing all enemys with calculating HP
function CalculateExtraStatValue(fSumValue, iUserLevel)
return -1
end
9) Example: DungeonRequirements
--(BEFORE LOGIN) Example for chaning requirements for dungeons
--(This won't work for server side event dungeons)
local originalfunc = CX2DungeonManager.AddDungeonData
CX2DungeonManager.AddDungeonData = function(self, data)
data.requireDungeonID = 0 --Set required dungeon ("0" for requirements)
data.m_MinLevel = 0 --Set minimum level for dungeons
data.m_MaxLevel = 99 --Set maximum level for dungeons
data.m_RequireItemLevel = 0 --Set required item level ("0" for no requirements)
data.m_HardRequireItemLevel = 0 --" for hard dungeons
data.requireSpirit = 0 --
data.m_NPCLevel = 1 --Set NPC level
data.EXTRA_REQUIRE_DUNGEON_ID = nil --Set extra required dungeon ("nil" for removing)
data.IS_HELL_MODE = nil --Is hell mode ("nil" for removing)
data.m_bArcadeMode = nil --Is arcarde mode ("nil" for removing)
data.m_bSwitchingWithEventInfo = nil -- Is switching with event info ("nil" for removing)
data.m_bLevelEqualized = nil --Is level equalized ("nil" for removing)
data.m_bDamageEqualized = nil --Is damage equalized ("nil" for removing)
data.m_bEventDungeon = nil --Is event dungeon ("nil" for removing)
data.m_usFixedMembers = nil --Fixen members ("nil" for removing)
data.m_iLimitedPlayTimes = nil --Limited play times ("nil" for removing)
data.requireItemID = nil --Require a specific item ("nil" for removing)
return originalfunc(self, data)
end
10)Example: MapMod
-- Replacing Ruben
local DUNGEONID = 30000 --Dungeon ID
local function createDGStartButtons()
g_pButton_Ruben_El_Tree = g_pUIDialog:CreateButton()
g_pUIDialog:AddControl(g_pButton_Ruben_El_Tree)
g_pButton_Ruben_El_Tree:SetName("El")
g_pButton_Ruben_El_Tree:AddDummyInt(DUNGEONID)
g_pButton_Ruben_El_Tree:AddDummyInt(DETAIL_LOCAL_TYPE.DLT_DUNGEON)
g_pButton_Ruben_El_Tree:SetNormalTex("DLG_Common_Button00_NEW.tga", "El_tree_N")
IconAni(g_pButton_Ruben_El_Tree, "DLG_Common_Button00_NEW.tga", "El_tree_O")
g_pButton_Ruben_El_Tree:SetDownTex("DLG_Common_Button00_NEW.tga", "El_tree_O")
g_pButton_Ruben_El_Tree:SetNormalPoint({
ADD_SIZE_X = 4,
ADD_SIZE_Y = 4,
"LEFT_TOP\t\t= D3DXVECTOR2(447-196,344-140-44)",
"COLOR\t\t\t= D3DXCOLOR(1.0,1.0,1.0,1.0)",
CHANGE_TIME = 0
})
g_pButton_Ruben_El_Tree:SetOverPoint({
"LEFT_TOP\t\t= D3DXVECTOR2(434+6-196,327+4-140-44)",
"COLOR\t\t\t= D3DXCOLOR(1.0,1.0,1.0,1.0)",
CHANGE_TIME = 0
})
g_pButton_Ruben_El_Tree:SetDownPoint({
ADD_SIZE_X = -4,
ADD_SIZE_Y = -4,
"LEFT_TOP\t\t= D3DXVECTOR2(434+2+6-196,327+4+2-140-44)",
"COLOR\t\t\t= D3DXCOLOR(1.0,1.0,1
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