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Hey Guys,
In this Thread I will explain step by step all ".lua"-Files of the v15 Flyff Files. I will order the guideline it like this:
Okay lets start:
CreateMonster.lua
PartyDungeon.lua:
ItemUpgrade.lua
Regards Tex
In this Thread I will explain step by step all ".lua"-Files of the v15 Flyff Files. I will order the guideline it like this:
- CreateMonster.lua
- Campus.lua
- Event.lua
- EventMonster.lua
- etc
Okay lets start:
CreateMonster.lua
This file is part of an old Offi System which can spawn random Monsters by using an Item. This looks like:
Lets have a look at the Scripts:
The Item:
definItem.h:
propItem.txt:
propItem.txt.txt:
CreateMonster.lua:
<-- Syntax:
Note: The Propability of all Monsters, sumerized have to be 100 !!
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Lets have a look at the Scripts:
The Item:
definItem.h:
Code:
#define II_CHR_SYS_SCR_CM_04 26623
propItem.txt:
Code:
12 II_CHR_SYS_SCR_CM_04 IDS_PROPITEM_TXT_009604 1 99 IK1_SYSTEM IK2_SYSTEM IK3_CREATE_MONSTER = = 1 = 0 = = = = = = = 0 = = 1 = = 1 1 = = = = _NONE 0 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = XI_SYS_EXCHAN01 = = = = = = WUI_NOW = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = = = = = """Itm_ChrSysScrCm04.dds""" 0 """""" IDS_PROPITEM_TXT_009605
propItem.txt.txt:
Code:
IDS_PROPITEM_TXT_009604 Summon Ball of Giant Monster (D)
IDS_PROPITEM_TXT_009605 Ein Giant Glaphan, Giant Chimeradon, Giant Bearnerky, Giant Muffrin und Giant Popcrank werden beschworen.
CreateMonster.lua:
Code:
AddItem( "II_CHR_SYS_SCR_CM_04", MIN( 60 ) )
--{
AddMonster( "MI_GLAPHAN4", 20 )
AddMonster( "MI_KIMERADON5", 20 )
AddMonster( "MI_BEARNUCKY5", 20 )
AddMonster( "MI_MUFFRIN6", 20 )
AddMonster( "MI_POPCRANK5", 20 )
--}
Code:
AddItem( ITEM_ID, KeepTime )
--{
AddMonster( MONSTER_ID, Propability )
--}
PartyDungeon.lua:
In The PartyDungeon.lua you can define a new Dungeon, which you only can enter with a Party( Like 'The Wilds' ). Now how looks the main file like:
In this example I am using the Omnium Dungeon. Here are some facts;
Now that's basically it. Now let's show you the Syntax:
Code:
AddDungeon( "WI_INSTANCE_OMINOUS" )
--{
SetClass( CLASS_NORMAL )
SetLevel( 1, 130 )
SetCoolTime( MIN(720) )
SetMonster( ID_NORMAL, "MI_PRICKANT04", true, 1280, 101, 1640 )
SetMonster( ID_NORMAL, "MI_MAULMOUSE04", true, 1234, 101, 1393 )
SetMonster( ID_NORMAL, "MI_CRIPESCENTIPEDE04", true, 1089, 101, 1590 )
SetMonster( ID_MIDBOSS, "MI_LYCANOS01", true, 1078, 101, 1359 )
SetMonster( ID_BOSS, "MI_VEMPAIN01", true, 1079, 101, 1457 )
--}
- You only can enter the dungeon with a Normal Class ( SetClass( CLASS_NORMAL ) )
- The Level Gap in with you can enter is 130 ( SetLevel( 1, 130 ) )
- After leaving the Dungeon you must wait 720 ( = 12 H ) Minutes to enter again ( SetCoolTime( MIN(720) ) )
- There will be spawned five new Mobs, which you all have to kill : !
[*=1]Firstly the Server will spawn the ID_NORMAL Mobs ( SetMonster( ID_NORMAL, "MI_PRICKANT04", true, 1280, 101, 1640 ) )
[*=1]Then if you killed all ID_NORMAL Mobs, the Server will spawn the ID_MIDBOSS Mobs which you also have to kill
[*=1]After the ID_MIDBOSS Mobs the Server will spawn the ID_BOSS Monster( in our case: Desmodon )
Now that's basically it. Now let's show you the Syntax:
Code:
AddDungeon( WORLD_ID )
--{
SetClass( CLASS TYPE ) -- Normal: CLASS_NORMAL ;; Master: CLASS_MASTER ;; HERO: CLASS_HERO
SetLevel( minLevel, maxLevel )
SetCoolTime( MIN(Time in Minutes) )
SetMonster( ID_NORMAL, MONSTER_ID, aggressive(true/false), pos x, pos y, pos z ) -- Normal Boss
SetMonster( ID_MIDBOSS, MONSTER_ID, aggressive(true/false), pos x, pos y, pos z ) -- MidBoss
SetMonster( ID_BOSS, MONSTER_ID, aggressive(true/false), pos x, pos y, pos z ) -- EndBoss
--}
ItemUpgrade.lua
Next thing I want to talk about is the file ItemUpgrade.lua .In it you can find Upgrade Propability for Piercings and Normal Upgrade.
Thats basically it. Because of low time I have to stop here. Later I will add the AddAttribute command.
~ Piercing Upgrade Rate:
tSuitProp means the Upgrade Prob for the Suit Piercing, it is like:
80% (8000), 50%(5000), 20%(2000) , 5%(500)
The max Prob (= 100%) is 10000.
tWeaponProb means the Upgrade Prob for Weapon Piercing.
~ Normal Upgrade Rate:
The Probability Formular is exactly the same as the Piercing Upgrade.
Code:
tSuitProb = { 8000, 5000, 2000, 500 }
tWeaponProb = { 5000, 2500, 1250, 625, 313, 156, 78, 39, 20, 10 }
80% (8000), 50%(5000), 20%(2000) , 5%(500)
The max Prob (= 100%) is 10000.
tWeaponProb means the Upgrade Prob for Weapon Piercing.
~ Normal Upgrade Rate:
Code:
tGeneral = { 10000, 10000, 7000, 5000, 4000, 3000, 2000, 1000, 500, 200 };
Thats basically it. Because of low time I have to stop here. Later I will add the AddAttribute command.
Last edited: