Skilled Illusionist
- Joined
- Mar 3, 2009
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- 388
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Hello Everyone
i need help to fix summoner
please check this
how to fix it?
i need help to fix summoner
please check this
-- RegularSkillCalc Control Script, Lua v5.2-- Skill Configuration (Result, Time) - Can be modified to adjust for own needs-- SkillID refers to Index of skill in \Data\Skills\SkillList.txt-- BuffID refers to \Data\BuffEffectManager.cfg-- Character ClassesCLASS_WIZARD = 0CLASS_KNIGHT = 1CLASS_ELF = 2CLASS_GLADIATOR = 3CLASS_DARKLORD = 4CLASS_SUMMONER = 5CLASS_RAGEFIGHTER = 6CLASS_GROWLANCER = 7-- SkillID: 26, Heal - (Fairy Elf, Muse Elf, High Elf)function ElfHeal(Class, Index, TargetIndex, Energy) local SkillEffect = 0 if (Index ~= TargetIndex) then if (Class == CLASS_WIZARD) then SkillEffect = Energy / 5 + 5 elseif (Class == CLASS_KNIGHT) then SkillEffect = Energy / 5 + 5 elseif (Class == CLASS_ELF) then SkillEffect = Energy / 5 + 5 elseif (Class == CLASS_GLADIATOR) then SkillEffect = Energy / 5 + 5 elseif (Class == CLASS_DARKLORD) then SkillEffect = Energy / 5 + 5 elseif (Class == CLASS_SUMMONER) then SkillEffect = Energy / 5 + 5 elseif (Class == CLASS_RAGEFIGHTER) then SkillEffect = Energy / 5 + 5 elseif (Class == CLASS_GROWLANCER) then SkillEffect = Energy / 5 + 5 end elseif (Index == TargetIndex) then SkillEffect = Energy / 5 + 5 end return SkillEffectend-- SkillID: 234, Recovery - (Fairy Elf, Muse Elf, High Elf)function ElfShieldRecovery(Energy, PlayerLevel) local SkillEffect = Energy / 4 + PlayerLevel return SkillEffectend-- SkillID: 64, Increase Critical Damage - (Dark Lord, Lord Emperor)function DarkLordCriticalDamage(Command, Energy) local SkillEffect = Command / 25 + Energy / 30 local SkillTime = Energy / 10 + 60 return SkillEffect, SkillTimeend-- SkillID: 217, Damage Reflection - (Summoner, Bloody Summoner, Dimension Master)function SummonerDamageReflect(Energy) local Reflect = 30 + (Energy / 42) local Time = 30 + (Energy / 25) if (Reflect > 25) then Reflect = 25 end return Reflect, Timeend-- SkillID: 218, Berserker - (Summoner, Bloody Summoner, Dimension Master)function SummonerBerserker(Energy) local SkillEffectUP = Energy / 850 local SkillEffectDOWN = Energy / 850 local SkillTime = Energy / 20 + 30 return SkillEffectUP, SkillEffectDOWN, SkillTimeend-- SkillID: 218, BuffID: 81, 150, 151, 152 - (Summoner, Bloody Summoner, Dimension Master)function SummonerBerserkerAttackDamage(Strength, Dexterity) local AttackMin = (Strength+Dexterity) / 7 local AttackMax = (Strength+Dexterity) / 4 return AttackMin, AttackMaxend-- SkillID: 221, Weakness - MvP - (Summoner, Bloody Summoner, Dimension Master)function SummonerWeakness_Monster(Energy, Curse, MonsterLevel) local SkillSuccessRate = Energy / 50 + Curse / 6 + 32 local SkillEffect = Energy / 58 + 4 local SkillTime = Energy / 100 + 4 - MonsterLevel / 20 return SkillSuccessRate, SkillEffect, SkillTimeend-- SkillID: 221, Weakness - PvP - (Summoner, Bloody Summoner, Dimension Master)function SummonerWeakness_PvP(Energy, Curse, PlayerLevel, TargetLevel) local SkillSuccessRate = Energy / 50 + Curse / 6 + 17 local SkillEffect = Energy / 93 + 3 local SkillTime = Energy / 300 + (PlayerLevel - TargetLevel) / 150 + 5 return SkillSuccessRate, SkillEffect, SkillTimeend-- SkillID: 222, Innovation - MvP - (Summoner, Bloody Summoner, Dimension Master)function SummonerInnovation_Monster(Energy, Curse, MonsterLevel) local SkillSuccessRate = Energy / 50 + Curse / 6 + 32 local SkillEffect = Energy / 90 + 20 local SkillTime = Energy / 100 + 4 - MonsterLevel / 20 return SkillSuccessRate, SkillEffect, SkillTimeend-- SkillID: 222, Innovation - PvP - (Summoner, Bloody Summoner, Dimension Master)function SummonerInnovation_PvP(Energy, Curse, PlayerLevel, TargetLevel) local SkillSuccessRate = Energy / 50 + Curse / 6 + 17 local SkillEffect = Energy / 110 + 12 local SkillTime = Energy / 300 + (PlayerLevel - TargetLevel) / 150 + 5 return SkillSuccessRate, SkillEffect, SkillTimeend-- SkillID: 265, 564, 566 - Dragon Slasher - SD Reduction - (Rage Fighter, Fist Master)function DragonSlasher_DecreaseVictimSD(Energy) local SuccessRate = 0 local DecreasePercent = 0 SuccessRate = Energy / 100 + 10 DecreasePercent = Energy / 30 + 10 if (SuccessRate > 100) then SuccessRate = 100 end if (DecreasePercent > 100) then DecreasePercent = 100 end return SuccessRate, DecreasePercentend-- SkillID: 18, Defense - (Shields Skill)function ShieldSkill_DecreaseVictimDamage(InDamage) local OutDamage = InDamage / 2 return OutDamageend-- SkillID: 272, Circle Shield - (Grow Lancer, Mirage Lancer)function GrowLancerCircleShield(Strength, Dexterity, Energy) local SkillEffect = 10 local SkillSuccessRate = Strength / 40 local SkillTime = Energy / 10 + 60 return SkillEffect, SkillSuccessRate, SkillTimeend-- SkillID: X, Hemorrhage - (IGC_BuffEffectManager.xml -> Index: 239)function BleedingBuffCalcSuccessAndTime(CharacterLevel) local SuccessRate = 10 local Duration = CharacterLevel / 4 + 20 return SuccessRate, Durationend-- SkillID: X, Paralysis - (IGC_BuffEffectManager.xml -> Index: 240)function ParalyzingBuffCalcSuccess(CharacterLevel) local SuccessRate = 10 return SuccessRateend-- SkillID: X, Bondage - (IGC_BuffEffectManager.xml -> Index: 241)function BindingBuffCalcSuccess(CharacterLevel) local SuccessRate = 10 return SuccessRateend-- BuffID: 174, 175, 176, 177, 178 - (Fire, Frost, Tornado, Bind, Darkness)function ElementalDebuffGetDuration(ID, CharacterLevel) local Duration = 0 if (ID == 174) then Duration = CharacterLevel / 4 + 20 elseif (ID == 175) then Duration = CharacterLevel / 4 + 20 elseif (ID == 176) then Duration = CharacterLevel / 4 + 20 elseif (ID == 177) then Duration = CharacterLevel / 4 + 20 elseif (ID == 178) then Duration = CharacterLevel / 4 + 20 end return Durationend-- SkillID: 28, Greater Damage - (Fairy Elf, Muse Elf, High Elf)function ElfAttack(Class, Index, TargetIndex, Energy) local SkillEffect = 0 local SkillTime = 60 if (Index ~= TargetIndex) then if (Class == CLASS_WIZARD) then SkillEffect = 3 + Energy / 7 elseif (Class == CLASS_KNIGHT) then SkillEffect = 3 + Energy / 7 elseif (Class == CLASS_ELF) then SkillEffect = 3 + Energy / 7 elseif (Class == CLASS_GLADIATOR) then SkillEffect = 3 + Energy / 7 elseif (Class == CLASS_DARKLORD) then SkillEffect = 3 + Energy / 7 elseif (Class == CLASS_SUMMONER) then SkillEffect = 3 + Energy / 7 elseif (Class == CLASS_RAGEFIGHTER) then SkillEffect = 3 + Energy / 7 elseif (Class == CLASS_GROWLANCER) then SkillEffect = 3 + Energy / 7 end elseif (Index == TargetIndex) then SkillEffect = 3 + Energy / 7 end return SkillEffect, SkillTimeend-- SkillID: 27, Greater Defense - (Fairy Elf, Muse Elf, High Elf)function ElfDefense(Class, Index, TargetIndex, Energy) local SkillEffect = 0 local SkillTime = 60 if (Index ~= TargetIndex) then if (Class == CLASS_WIZARD) then SkillEffect = 2 + Energy / 8 elseif (Class == CLASS_KNIGHT) then SkillEffect = 2 + Energy / 8 elseif (Class == CLASS_ELF) then SkillEffect = 2 + Energy / 8 elseif (Class == CLASS_GLADIATOR) then SkillEffect = 2 + Energy / 8 elseif (Class == CLASS_DARKLORD) then SkillEffect = 2 + Energy / 8 elseif (Class == CLASS_SUMMONER) then SkillEffect = 2 + Energy / 8 elseif (Class == CLASS_RAGEFIGHTER) then SkillEffect = 2 + Energy / 8 elseif (Class == CLASS_GROWLANCER) then SkillEffect = 2 + Energy / 8 end elseif (Index == TargetIndex) then SkillEffect = 2 + Energy / 8 end return SkillEffect, SkillTimeend
how to fix it?