[help]editing tower-trap

Newbie Spellweaver
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i need help how to edit accuration of tower and edit the damage
and i need help how to reduce damage trap?
pls teach me with full tutorial thankss master
 
this from nova
[filemask="GuardTowerItem.dat"]

//
// Remake From 2.2.3 Version to 2.2.3.2 version
// by [email protected]


struct GuardTowerItemFile
{
u32 nBlocks;
u32 nColumns;
u32 nSize;
child GuardTowerItemBlock [count=nBlocks];
}

struct GuardTowerItemBlock [preload=1]
{
u32 nCount;
cstr [len=64] ItemCode;
cstr [len=64] m_strModel;
cstr [len=64] m_strCharMeshID;
cstr [len=64] m_strName;
cstr [len=64] Race;
u32 m_nLevelLim;
u32 m_nUpLevelLim;
u32 m_nExpertLim;
u32 m_nExpTime;
u32 m_nEffectGroup;
u32 m_nIconIDX;
u32 m_nLevel;
u32 m_nHeight;
u32 m_nWidth;
float m_fAttGap;
float m_fAttFacing;
u32 m_nAttack_Radius;
u32 m_nGASpd;
u32 m_nAttSklUnit;
u32 m_nGAMinAF;
u32 m_nGAMaxAF;
u32 m_nHeight;
u32 m_nWidth;
u32 m_fAttGap;
u32 m_nAttack_DP;
float m_fDefGap;
float m_fDefFacing;
x32 m_nProperty;
u32 [tag="Fire"] DWORD;
u32 [tag="Water"] DWORD;
u32 [tag="Earth"] DWORD;
u32 [tag="Wind"] DWORD;
repeat 2
{
float m_fEffUnit;
u32 m_fEff1Unit;
}
u32 m_nMoney;
u32 MaxHP;
u32 m_nMoney;
u32 m_nStdPrice;
u32 m_nStdPoint;
u32 m_nGoldPoint;
u32 m_nKillPoint;
i32 m_nProcPoint;
i32 m_nStoragePrice;
repeat 3
{
cstr [len=64] Item;
u32 [tag="CountItem"] CountItem;
}
i32 m_bSell;
i32 m_bExchange;
i32 m_bGround;
i32 m_bStoragePossible;
i32 m_bUseableNormalAcc;
i32 m_nUpgrade;
cstr [len=64] m_strTooltipIndex;
u32 ItemType;
u32 is_DeffType;
u32 is_Cash;
}

next time you must make your self :D:
 
Upvote 0
this from nova
[filemask="GuardTowerItem.dat"]

//
// Remake From 2.2.3 Version to 2.2.3.2 version
// by [email protected]


struct GuardTowerItemFile
{
u32 nBlocks;
u32 nColumns;
u32 nSize;
child GuardTowerItemBlock [count=nBlocks];
}

struct GuardTowerItemBlock [preload=1]
{
u32 nCount;
cstr [len=64] ItemCode;
cstr [len=64] m_strModel;
cstr [len=64] m_strCharMeshID;
cstr [len=64] m_strName;
cstr [len=64] Race;
u32 m_nLevelLim;
u32 m_nUpLevelLim;
u32 m_nExpertLim;
u32 m_nExpTime;
u32 m_nEffectGroup;
u32 m_nIconIDX;
u32 m_nLevel;
u32 m_nHeight;
u32 m_nWidth;
float m_fAttGap;
float m_fAttFacing;
u32 m_nAttack_Radius;
u32 m_nGASpd;
u32 m_nAttSklUnit;
u32 m_nGAMinAF;
u32 m_nGAMaxAF;
u32 m_nHeight;
u32 m_nWidth;
u32 m_fAttGap;
u32 m_nAttack_DP;
float m_fDefGap;
float m_fDefFacing;
x32 m_nProperty;
u32 [tag="Fire"] DWORD;
u32 [tag="Water"] DWORD;
u32 [tag="Earth"] DWORD;
u32 [tag="Wind"] DWORD;
repeat 2
{
float m_fEffUnit;
u32 m_fEff1Unit;
}
u32 m_nMoney;
u32 MaxHP;
u32 m_nMoney;
u32 m_nStdPrice;
u32 m_nStdPoint;
u32 m_nGoldPoint;
u32 m_nKillPoint;
i32 m_nProcPoint;
i32 m_nStoragePrice;
repeat 3
{
cstr [len=64] Item;
u32 [tag="CountItem"] CountItem;
}
i32 m_bSell;
i32 m_bExchange;
i32 m_bGround;
i32 m_bStoragePossible;
i32 m_bUseableNormalAcc;
i32 m_nUpgrade;
cstr [len=64] m_strTooltipIndex;
u32 ItemType;
u32 is_DeffType;
u32 is_Cash;
}

next time you must make your self :D:

Stop giving leecher a strs....have one thread how make it one.



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