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Kom Editing for New PH bypass also works on other server

Discussion on Kom Editing for New PH bypass also works on other server within the Elsword forum part of the MMORPGs category.

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herohenson's Avatar
 
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Join Date: Jul 2010
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Kom Editing Hacks + w/ New Bypass

THINGS YOU WILL NEED:

* Brain
* or im using .net2 framework
*
*
*
* im using this for better editing
*
and Brain again


ill create a guide for mob and item vac/ title hack/ boss rusher/ aura buff hack/ PVP iron body.. since i quit playing this game ill share you how to duplicate stamina potion only stamina potion i can dupe.


Guide:

* Create new 2 folders name it "ORIGINAL KOMS and EDITED KOMS".
* Copy the kom you wish to edit from the elsword data folder ex. data035,data036,data037,etc and paste it inside ORIGINAL KOMS folder so we can back up if we need it again.
* And paste another copy to EDITED KOMS
* Unpack or extract the kom you wish to edit ex. data036 using kom packer/unpacker

* You will now see a new folder appear Data036 folder, inside this folder contains Lua's which you can edit to do some tweaks and hacks.
* After you edit the file repack the kom folder using the Kom Unpacker/Repacker.

* Paste the kom you edit to data folder of elsword.

How to Bypass?

* Open your fiddler be sure it's capturing the traffic session* Open your Garena Messenger then start elsword
* Run your Elsword for int'l server
* wait until it loads the game.
* Close Elsword.
* Now go back to Fiddler and scroll for captured traffic, now look for checkkom.xml and patchinfo.xml * Right+Click on the Checkkom.xml you drag to other window and click "Open Url"
* You'll be redirected to checkkom.xml address on browser
* Right+Click on body of xml then save as checkkom.xml on your desktop
* Do this procedure same with Patchinfo.xml
* Right+Click on the Patchinfo.xml you drag to other window and click "Open Url"
* You'll be redirected to Patchinfo.xml address on browser
* Right+Click on body of xml then save as Patchinfo.xml on your desktop
* Now Open your Fiddler again and edit the autoresponse for the .xml
* Locate the file for checkkom.xml on your desktop then press save
* and for patchinfo.xml locate the file on your desktop then save
* it should be look like this: * Open the checkkom.xml using notepad on your desktop
* Find the data kom you edited ex. data036
* Open your Checksum Calculator browse for the kom file you edited
* Paste the checksum result in your checkkom.xml then save.
* Open your Patchinfo.xml on your desktop and delete all the datas inside the <Files></Files> then save.* Restart your Garena/Elsword



How to Edit Title Hacks?

* Unpack Data036.kom using Kom Unpacker
* Open the Lua Editor and locate the TitleTable.lua
* Open a notepad or (notepad+ much better)
* Copy all the contents then paste it on notepad
* Choose what title you want to edit ex. Ann's Gift
Code:
TitleManager:AddTitleInfo_LUA({
  m_iTitleID = 10,
  m_iSortNum = 11,
  m_eTitleType = TITLE_TYPE.TT_RUBEN,
  m_TitleName = "Ann's Gift",
  m_Description = [[
From Ann of Ruben Village, 
With Love??????????????????????????????????????????????????????????????????????????????¢???????????????????????????????????????????????????????????????????????????????¡]],
  m_ParticleName = "TITLE_10",
  m_eUnitType = UNIT_TYPE.UT_NONE,
  m_eUnitClass = UNIT_CLASS.UC_NONE,
  m_iOpenLevel = 1,
  m_bIsSecretTitle = False,
  m_bVisible = True,
  m_iAtkPhysic = 12,
  m_iAtkMagic = 12,
  SOCKET_OPTION = {40106, 40006}
})
* Edit the "m_iAtkPhysic" and "m_iAtkMagic" to your desire
* We can also add addtional socket option here
Example:
Code:
TitleManager:AddTitleInfo_LUA({
  m_iTitleID = 10,
  m_iSortNum = 11,
  m_eTitleType = TITLE_TYPE.TT_RUBEN,
  m_TitleName = "Ann's Gift",
  m_Description = [[
From Ann of Ruben Village, 
With Love??????????????????????????????????????????????????????????????????????????????¢???????????????????????????????????????????????????????????????????????????????¡]],
  m_ParticleName = "TITLE_10",
  m_eUnitType = UNIT_TYPE.UT_NONE,
  m_eUnitClass = UNIT_CLASS.UC_NONE,
  m_iOpenLevel = 1,
  m_bIsSecretTitle = False,
  m_bVisible = True,
  m_iAtkPhysic = 12,
  m_iAtkMagic = 12,  
  SOCKET_OPTION = {
    40106,
    40006,
    40206,
    40606,
    3876,
    20101,
    1502,
    1302,
    1802,
    1204,
    30202,
    30203,
    1703,
    1903,
    1502,
    20305,
    20210,
    120,
    20,
    2410,
    1305,
    1210,
    1510,
    13451
  }
})


* After you edit the file just copy all the content from notepad then paste it back to Lua Editor then press save and repack.

Here's Possible list of Socket Options you can use:
Code:
20000 = Actives, Special Actives, Buffs Skill Level +1
1610 = Critical hit rate +10%
20210 = ED +10%
20305 = Exp +5%
120 = Magic attack +400
20 = Physical attack + 400
2410 = Awakening Charge Speed +10%
1305 = max hp +5%
1210 = Awakening Time +15%
1510 = Action speed +10%
4510 = Accuracy +20%
13451 = All elements attacks +2%
5620 = All Elements Resistance +50
1910 = Jump speed +10%
1710 = movement speed +10%
1810 = dodge +10%
40625 = reduced damage +12.5%
40208 = addtional damage 4%
2350 = HP 17.000
3111 = Diskon Biaya repair 10%
3493 = 7% burning
3595 = 7% poison
3820 = +100 resistance wind
5712 = 100% flame effect
5711 = 100% poison cloud
5713 = 100% cold shock
5542 = effect halloween
11281 = 1% effect piercing
13450 = 100% elemental effect
20 516 = 10% +5 MP
30071 = 2.5 increases damage enemies fall
30165 = 50% electric resist
31133 = 5% lightning
31642 = time in attacking, there is 15% chance to absorb HP from enemy
31644 = 2% firework when attacked
60419 = max MP 100
60128 = doble attack 100%
41179 = HP +37400
35005 = current strike / attack recovery of MP +30%
31455 = 100% resist blaze
31456 = 100% ice resist
31353 = 1% chance of a smash event 2 when attacked
31339 = curse resist
31115 = 50% resist press
31038 = 10% remove abnormal circumstances
35052 = 5% while in Ghost Attack
1438 < 3% chance to attack with a blast
40300 = addtional damage 50%
40700 = reduced damage 50%
2620 = 20% crittical
1350 = 50% HP
Note: You can also use socketoption from weapon and armors, which are effective in PVP Hacks.


How to edit data035 for Boss Rusher?
Note: Boss Rusher will take less stamina when doin dungeon run., better when hunting boss drops item.

* Unpack your Data035.kom using Kom Unpacker
* Open your Lua Editor
* locate the file you wish to edit in data035 folder ex. Dungeon_Altera_Core_Expert.lua
* Open a notepad or (notepad+ much better)
* Copy all the contents then paste it on notepad
* inside the lua you'll see the stage list there are 7 stages for this dungeon the last stage or STAGE6 will be the boss stage
Code:
STAGE_LIST = {
  DUNGEON_MAP = {
    STAGE0 = {
      SUB_STAGE0 = {96, 38},
      SUB_STAGE1 = {137, 38},
      SUB_STAGE2 = {178, 38},
      SUB_STAGE3 = {219, 38}
    },
    STAGE1 = {
      SUB_STAGE0 = {281, 38}
    },
    STAGE2 = {
      SUB_STAGE0 = {281, 96},
      SUB_STAGE1 = {240, 96},
      SUB_STAGE2 = {199, 96},
      SUB_STAGE3 = {158, 96}
    },
    STAGE3 = {
      SUB_STAGE0 = {96, 96}
    },
    STAGE4 = {
      SUB_STAGE0 = {96, 154},
      SUB_STAGE1 = {137, 154},
      SUB_STAGE2 = {178, 154},
      SUB_STAGE3 = {219, 154},
      SUB_STAGE4 = {260, 154}
    },
    STAGE5 = {
      SUB_STAGE0 = {260, 212}
    },
    STAGE6 = {
      SUB_STAGE0 = {
        219,
        212,
        TRUE
      }
    }
  },
* in first stage or STAGE0
Quote:
SUB_STAGE0 = {
START_LINE_SET = -1,
MAIN_LINE_SET = 0,
END_LINE_SET = 1,
GO_TYPE = GO_TYPE.GT_RIGHT,
CLEAR_COND0 = {
CLEAR_CONDITION.CC_KILL_ALL_ACTIVE_NPC, <--- clear condition type
NEXT_STAGE0 = {
CLEAR_TYPE.CT_SUB_STAGE, <--- cleartype either SubStage/Stage or Game
0, <--- Stage Number
1, <--- Sub-Stage Number
100 <--- Apperance Rate
}
},
* now edit the STAGE0 that will port us to boss stage
Quote:
SUB_STAGE0 = {
START_LINE_SET = -1,
MAIN_LINE_SET = 0,
END_LINE_SET = 1,
GO_TYPE = GO_TYPE.GT_RIGHT,
CLEAR_COND0 = {
CLEAR_CONDITION.CC_KILL_NPC_TYPE, <--- Change to NPC type
NPC_ID = {}, <--- NPC ID NONE stage will be cleared no NPC
NEXT_STAGE0 = {
CLEAR_TYPE.CT_STAGE, <--- this will read Stage Cleared
6, <---Boss Stage Level
0,
100
}
},
* You'll be now teleport to STAGE6 the boss level.
* Copy all the content from the notepad and paste it back to Lua Editor.
* Repack the Kom Folder.


How to Edit Damage/Def./Attackspeed/Evasion?

NOTE: Damage can be use only for dungeons, not working on PVP if use like 9999 in pvp it will rebound and you will be killed 1 hit.[/B]
NOTE: Def/Attackspeed/Evasion works in PVP

* Unpack your data036.kom
* Open your Lua Editor
* Locate the SocketOptionForm.lua
* Open a notepad or (notepad+ much better)
* Copy all the contents then paste it on notepad
* You can see this:


* For Evasion
Quote:
function CalculateFinalAnitEvadePercent(fSumValue, iUserLevel)
local result = CalculateIntermediateAntiEvadeValue(fSumValue, iUserLevel)
local addValue = 0
if result > 20 then
if result <= 25 then
result = result * 0.3
addValue = 0.14
elseif result <= 30 then
result = result * 0.2
addValue = 0.165
else
result = result * 0.05
addValue = 0.21
end
end
result = result * 0.01 + addValue
return math.min(result, 0.3)
end
* For Evasion
Quote:
function CalculateFinalEvadePercent(fSumValue, iUserLevel)
local result = CalculateIntermediateEvadeValue(fSumValue, iUserLevel)
local addValue = 0
if result > 20 then
if result <= 25 then
result = result * 0.3
addValue = 0.14
elseif result <= 30 then
result = result * 0.2
addValue = 0.165
else
result = result * 0.05
addValue = 0.21
end
end
result = result * 0.01 + addValue
return math.min(result, 0.3)
end
* For Defence
Quote:
function CalculateFinalAdditionalDefencePercent(fSumValue, iUserLevel)
local result = CalculateIntermediateAdditionalDefenceValue(fSumVa lue, iUserLevel)
result = result * 0.01
if result >= 0.2 then
if result <= 0.69 then
result = (-0.85 * result + 1.18) * result
else
result = (result - 0.69) * 0.02 + 0.4095
end
end
return result
end
* For Damage
Quote:
function CalculateFinalAdditionalAttackValueInDamageFreeGam e(fSumValue, iUserLevel)
local intermediateValue = CalculateIntermediateAdditionalAttackValue(fSumVal ue, iUserLevel)
intermediateValue = intermediateValue * 0.01
if intermediateValue > 0.4 then
intermediateValue = (-0.4 * intermediateValue + 1.32) * intermediateValue - 0.064
* For Damage
Quote:
function CalculateFinalAdditionalAttackValue(fSumValue, iUserLevel)
local intermediateValue = CalculateIntermediateAdditionalAttackValue(fSumVal ue, iUserLevel)
intermediateValue = intermediateValue * 0.01
if intermediateValue > 0.4 then
intermediateValue = (-0.4 * intermediateValue + 1.32) * intermediateValue - 0.064
end
* Just Change The Values of the Red ones
NOTE: Dont Exaggerate the values like 9999


Here's the Values i used
Quote:
function CalculateLinearCriticalValue(iSocketLevel)
return 1.5 * (iSocketLevel - 1) + 9.5
end
function CalculateLinearMoveSpeedValue(iSocketLevel)
return 1.5 * (iSocketLevel - 1) + 9.5
end
function CalculateLinearJumpSpeedValue(iSocketLevel)
return 1.5 * (iSocketLevel - 1) + 9.5
end
function CalculateLinearAnimationSpeedValue(iSocketLevel)
return 1.5 * (iSocketLevel - 1) + 9.5
end
function CalculateLinearAntiEvadeValue(iSocketLevel)
return 1.5 * (iSocketLevel - 1) + 9.5
end
function CalculateLinearEvadeValue(iSocketLevel)
return 1.5 * (iSocketLevel - 1) + 9.5
end
function CalculateLinearHyperGageChargeSpeedValue(iSocketLe vel)
return 1.5 * (iSocketLevel - 1) + 9.5
end
function CalculateLinearAdditionalDefenceValue(iSocketLevel )
return 1.5 * (iSocketLevel - 1) + 9.5
end
function CalculateLinearAdditionalAttackValue(iSocketLevel)
return 1.5 * (iSocketLevel - 1) + 9.5
end
function CalculateHpIncrementValue(iSocketLevel)
return 15 * iSocketLevel + 85
end
function CalculateIntermediateCriticalValue(fSumValue, iUserLevel)
local fOnePercentValueByLevel = CalculateLinearCriticalValue(iUserLevel)
return fSumValue / fOnePercentValueByLevel
end
function CalculateIntermediateMoveSpeedValue(fSumValue, iUserLevel)
local fOnePercentValueByLevel = CalculateLinearMoveSpeedValue(iUserLevel)
return fSumValue / fOnePercentValueByLevel
end
function CalculateIntermediateJumpSpeedValue(fSumValue, iUserLevel)
local fOnePercentValueByLevel = CalculateLinearJumpSpeedValue(iUserLevel)
return fSumValue / fOnePercentValueByLevel
end
function CalculateIntermediateAnimationSpeedValue(fSumValue , iUserLevel)
local fOnePercentValueByLevel = CalculateLinearAnimationSpeedValue(iUserLevel)
return fSumValue / fOnePercentValueByLevel
end
function CalculateIntermediateAntiEvadeValue(fSumValue, iUserLevel)
local fOnePercentValueByLevel = CalculateLinearAntiEvadeValue(iUserLevel)
return fSumValue / fOnePercentValueByLevel
end
function CalculateIntermediateEvadeValue(fSumValue, iUserLevel)
local fOnePercentValueByLevel = CalculateLinearEvadeValue(iUserLevel)
return fSumValue / fOnePercentValueByLevel
end
function CalculateIntermediateHyperGageChargeSpeedValue(fSu mValue, iUserLevel)
local fOnePercentValueByLevel = CalculateLinearHyperGageChargeSpeedValue(iUserLeve l)
return fSumValue / fOnePercentValueByLevel
end
function CalculateIntermediateAdditionalDefenceValue(fSumVa lue, iUserLevel)
local fOnePercentValueByLevel = CalculateLinearAdditionalDefenceValue(iUserLevel)
return fSumValue / fOnePercentValueByLevel
end
function CalculateIntermediateAdditionalAttackValue(fSumVal ue, iUserLevel)
local fOnePercentValueByLevel = CalculateLinearAdditionalAttackValue(iUserLevel)
return fSumValue / fOnePercentValueByLevel
end
function CalculateFinalCriticalPercent(fSumValue, iUserLevel)
local result = CalculateIntermediateCriticalValue(fSumValue, iUserLevel)
result = result * 0.01
if result > 0.4 then
result = result * (1.4 * result + 11.32) - 0.064
end
return math.min(result, 1)
end
function CalculateFinalMoveSpeedPercent(fSumValue, iUserLevel)
local result = CalculateIntermediateMoveSpeedValue(fSumValue, iUserLevel)
local addValue = 0
if result > 20 then
if result <= 25 then
result = result * 0.3
addValue = 0.14
elseif result <= 30 then
result = result * 0.2
addValue = 0.165
else
result = result * 0.05
addValue = 0.21
end
end
result = result * 0.01 + addValue
return math.min(result, 0.3)
end
function CalculateFinalJumpSpeedPercent(fSumValue, iUserLevel)
local result = CalculateIntermediateJumpSpeedValue(fSumValue, iUserLevel)
local addValue = 0
if result > 20 then
if result <= 25 then
result = result * 0.3
addValue = 0.14
elseif result <= 30 then
result = result * 0.2
addValue = 0.165
else
result = result * 0.05
addValue = 0.21
end
end
result = result * 0.01 + addValue
return math.min(result, 0.3)
end
function CalculateFinalAnimationSpeedPercent(fSumValue, iUserLevel)
local result = CalculateIntermediateAnimationSpeedValue(fSumValue , iUserLevel)
local addValue = 0
if result > 20 then
if result <= 25 then
result = result * 0.3
addValue = 14
elseif result <= 30 then
result = result * 0.2
addValue = 16.5
else
result = result * 0.05
addValue = 21
end
end
result = result + addValue
return math.min(result, 30) * 0.01
end
function CalculateFinalAnitEvadePercent(fSumValue, iUserLevel)
local result = CalculateIntermediateAntiEvadeValue(fSumValue, iUserLevel)
local addValue = 0
if result > 20 then
if result <= 25 then
result = result * 0.3
addValue = 0.14
elseif result <= 30 then
result = result * 0.2
addValue = 0.165
else
result = result * 0.05
addValue = 0.21
end
end
result = result * 99.01 + addValue
return math.min(result, 0.3)
end
function CalculateFinalEvadePercent(fSumValue, iUserLevel)
local result = CalculateIntermediateEvadeValue(fSumValue, iUserLevel)
local addValue = 0
if result > 20 then
if result <= 25 then
result = result * 0.3
addValue = 0.14
elseif result <= 30 then
result = result * 0.2
addValue = 0.165
else
result = result * 0.05
addValue = 0.21
end
end
result = result * 99.01 + addValue
return math.min(result, 0.3)
end
function CalculateFinalHyperGageChargeSpeedPercent(fSumValu e, iUserLevel)
local result = CalculateIntermediateHyperGageChargeSpeedValue(fSu mValue, iUserLevel)
result = result * 0.01
if result > 0.2 then
if result <= 1.05 then
result = math.min((-0.6 * result + 1.27) * result - 0.03, 0.5)
else
result = 0.5
end
end
return result
end
function CalculateFinalAdditionalDefencePercent(fSumValue, iUserLevel)
local result = CalculateIntermediateAdditionalDefenceValue(fSumVa lue, iUserLevel)
result = result * 0.01
if result >= 0.2 then
if result <= 0.69 then
result = (-0.85 * result + 1.18) * result
else
result = (result - 0.69) * 0.22 + 0.4095
end
end
return result
end
function CalculateFinalAdditionalAttackValue(fSumValue, iUserLevel)
local intermediateValue = CalculateIntermediateAdditionalAttackValue(fSumVal ue, iUserLevel)
intermediateValue = intermediateValue * 0.01
if intermediateValue > 0.4 then
intermediateValue = (1.4 * intermediateValue + 5.32) * intermediateValue - 0.064
end
if intermediateValue < 0 then
intermediateValue = 1
else
intermediateValue = math.min(intermediateValue, 1)
end
local AdditionalDamagePerLevel = 30 * iUserLevel + 175
AdditionalDamagePerLevel = AdditionalDamagePerLevel * intermediateValue
return AdditionalDamagePerLevel
end
function CalculateFinalAdditionalAttackValueInDamageFreeGam e(fSumValue, iUserLevel)
local intermediateValue = CalculateIntermediateAdditionalAttackValue(fSumVal ue, iUserLevel)
intermediateValue = intermediateValue * 0.01
if intermediateValue > 0.4 then
intermediateValue = (1.4 * intermediateValue + 5.32) * intermediateValue - 0.064
end
if intermediateValue < 0 then
intermediateValue = 1
else
intermediateValue = math.min(intermediateValue, 1)
end
local AdditionalDamagePerLevel = 300
AdditionalDamagePerLevel = AdditionalDamagePerLevel * intermediateValue
return AdditionalDamagePerLevel
end
For Defence you can add little more, change the value from 0.02 to 0.9 and you'll receive 100-200 damage in PVP LOL! that's exaggerated thats why mine is 0.22 only, but its up to you, try to experiment the values.
NOTE: You can also edit the Attackspeed, Movementspeed, Jumpspeed using this lua

* Copy all the content back to Lua Editor and Save.


How to make your aura last 60 secs or Unli? or make an unstoppable RuneSlayer?

* Unpack your Data036.kom
* Open your Lua Editor
* Locate the BattleFieldBuffFactor.lua
* Open a notepad or (notepad+ much better)
* Copy all the contents then paste it on notepad
* Open another Lua Editor or just close the open one and Locate the NewSkillTemplet.lua
* Open another notepad
* Copy all the contents then paste it on notepad

ok let's see what you wish to edit Ex. RuneSlayer
on your open notepad *NewSkillTemplet find the aurabuff of RuneSlayer just use CTRL+F
Ex. we want to edit sword enchant make a devastating damage + unli buff

Quote:
Sword (Magical): 300% <-- increase the Sword Damage Editing this does nothing
Critical Rate Increase: 25% <-- increase critical rate Editing this does nothing
Critical Damage Increase: 46% <-- increase critical damage Editing this does nothing
Chance of enchant effect activating when attacking: 8% <--- Chance of activation
Duration: 10 sec.]], <--- Editing this does nothing
m_iSkillLevel = 5,
m_fSkillCoolTime = 6, <--- CoolDown of the skill
m_fMPConsumption = 25, <--- you can edit if you want to reduce mp usage
m_bBornSealed = False,
m_bShowSkillLevel = True,
m_wstrTextureName = "DLG_SKILL_ElswordActive_02.tga",
m_wstrTexturePieceName = "SI_A_ERS_SWORD_ENCHANT",
m_fPowerRate = 3, <--- the Power rate of skill (This Give the true damage)
m_eActiveSkillUseCondtion = 1,
m_Stat = {
m_fBaseHP = 0,
m_fAtkPhysic = 0,
m_fAtkMagic = 0,
m_fDefPhysic = 0,
m_fDefMagic = 0
},
SA_WAY_OF_SWORD_TYPE = 1,
BUFF_FACTOR = {
BUFF_FACTOR_ID.BFI_SI_A_ERS_SWORD_ENCHANT_5_1, <--- for buff edit
BUFF_FACTOR_ID.BFI_BUFF_SWORD_ENCHANT_ICE_5_1, <--- for buff edit
BUFF_FACTOR_ID.BFI_BUFF_SWORD_ENCHANT_FIRE_5_1, <--- for buff edit
BUFF_FACTOR_ID.BFI_BUFF_SWORD_ENCHANT_POISON_5_1 <--- for buff edit
}
})
* After you finish editing the NewSkillTemplet.lua copy all the content from notepad back to your Lua Editor then save
* now open your notepad with BattlefieldBuffFactor find the "BUFF_FACTOR_ID.BFI_SI_A_ERS_SWORD_ENCHANT_5_1 " 5_1 <-- Correspond from skill level so becareful with this (just use CTRL+F)

Quote:
g_pBuffTempletManager:AddBuffFactor_LUA({
BUFF_FACTOR_ID = BUFF_FACTOR_ID.BFI_SI_A_ERS_SWORD_ENCHANT_5_1,
BUFF_FACTOR = {
BUFF_TEMPLET_ID = BUFF_TEMPLET_ID.BTI_SI_A_ERS_SWORD_ENCHANT,
RATE = 1,
IGNORE_REGIST_FOR_RATE = TRUE,
BEHAVIOR = {
COMBINATION = {
BUFF_BEHAVIOR_TYPE.BBT_CHANGE_CRITICAL_RATE,
BUFF_BEHAVIOR_TYPE.BBT_CHANGE_CRITICAL_ATTACK
},
BBT_CHANGE_CRITICAL_RATE = {
BUFF_CHANGE_TYPE = BUFF_CHANGE_TYPE.BCT_PERCENT,
BUFF_RELATION_TYPE = BUFF_RELATION_TYPE.BRT_END,
PERCENT = 1.25 <---Critical Rate means 25% Change the value in your desire
},
BBT_CHANGE_CRITICAL_ATTACK = {
BUFF_CHANGE_TYPE = BUFF_CHANGE_TYPE.BCT_PERCENT,
BUFF_RELATION_TYPE = BUFF_RELATION_TYPE.BRT_END,
PERCENT = 1.46 <---Critical Damage means 46% Change the value in your desire
}
},
FINALIZER = {
COMBINATION = {
BUFF_FINALIZER_TYPE.BFT_TIME
},
BFT_TIME = {
BUFF_DURATION_TIME_TYPE = BUFF_DURATION_TIME_TYPE.BDTT_NORMAL_TIME,
NORMAL_TIME = 10 <--- Change the value what you desire (Duration of Buff)
}
}
}
})
* We found the BUFF_FACTOR_ID.BFI_SI_A_ERS_SWORD_ENCHANT_5_1
* Find the remaining Buff factors
BUFF_FACTOR_ID.BFI_SI_A_ERS_SWORD_ENCHANT_5_1, <-- DONE
BUFF_FACTOR_ID.BFI_BUFF_SWORD_ENCHANT_ICE_5_1,
BUFF_FACTOR_ID.BFI_BUFF_SWORD_ENCHANT_FIRE_5_1,
BUFF_FACTOR_ID.BFI_BUFF_SWORD_ENCHANT_POISON_5_1
* After Editing Copy all the content back to Lua Editor and save.


How to make Unli MP or Fast MP charging?

* Unpack your Data036.kom
* Open your Lua Editor
* Locate the BattleFieldBuffFactor.lua
* Open a notepad or (notepad+ much better)
* Copy all the contents then paste it on notepad
* CTRL+F and look for
Quote:
BUFF_BELSSING_OF_SERAPHIM

*
Quote:
g_pBuffTempletManager:AddBuffFactor_LUA({
BUFF_FACTOR_ID = BUFF_FACTOR_ID.BFI_BUFF_BELSSING_OF_SERAPHIM,
BUFF_FACTOR = {
BUFF_TEMPLET_ID = BUFF_TEMPLET_ID.BTI_BUFF_BELSSING_OF_SERAPHIM,
RATE = 1,
IGNORE_REGIST_FOR_RATE = TRUE,
BEHAVIOR = {
COMBINATION = {
BUFF_BEHAVIOR_TYPE.BBT_CHANGE_MAX_MP,
BUFF_BEHAVIOR_TYPE.BBT_CHANGE_NOW_MP_PER_SECOND
},
BBT_CHANGE_MAX_MP = {
BUFF_CHANGE_TYPE = BUFF_CHANGE_TYPE.BCT_FIX_VALUE,
FIX_VALUE = 100 <-- Max MP (change the value in your desire)
},
BBT_CHANGE_NOW_MP_PER_SECOND = {
BUFF_CHANGE_TYPE = BUFF_CHANGE_TYPE.BCT_FIX_VALUE,
FIX_VALUE = 2 <-- MP charge per sec (change the value in your desire)
}
},
* After Editing Copy all the content back to Lua Editor and save.

How to get Rank A/S/SS in solo Run w/Boss rusher for increase drops?

Note: in solo run w/boss rusher we already get SS in TIME and SS in Damage Received, but F in Combo and F in TechnicalScore. ill show you how to get SS in TechnicalScore. Rank in Combo may vary just use Skill with lots of hits like (PlasmaCutter,StormBlade,Etc.)

* Unpack your Data036.kom
* Open your Lua Editor
* Locate the DamageEffect.lua
* Use notepad++ for easy editing
* Copy all the contents then paste it on notepad
* CTRL+F and look for
Quote:
TECH_POINT
Note: use "Find All in Current Document" button
* You'll see 1000+ TECH_POINT in the current lua
* Change all the values to 5000 or 9999 <-- This is for Technical Score to get RANK SS
* After Editing Copy all the content back to Lua Editor and save.


If your lazy to edit this Lua, you can use mine
Here:

GameGuard Error? DC? Here's my Solution

*After you edit your KOM's, change the checksum of xml. always REFRESH the FOLDER OR THE LOCATION of the XML file where you put it.

Example: my CheckKom.xml and Patchinfo.xml are located on my desktop. i always edit my data036 and data035 when doin dungeon run and PVP. so i always change the checksum of my checkkom.xml. my fiddler2 is always running no need to restart the app. i always encounter GG error and DC for 1-2 times when running the game. What i do is REFRESH the Desktop or PRESS F5 before to start Elsword., then observe the game. VIOLA no more DC/GG error.

Try to observe the game for 1-3 minutes before goin for dungeon run or PVP to avoid stamina loss or Rank Points loss. if you get GG Error/DC just REFRESH THE LOCATION OF YOUR XML

this method work 100% for me..


How to make an Auto Kill for dungeon run?

[B]* Unpack your Data037.kom
* Open your Lua Editor
* You will edit all Luas inside the kom folder
* Use this code and replace all luas inside the folder
Code:
INIT_SYSTEM = {
  UNIT_WIDTH = 50,
  UNIT_LAYER = X2_LAYER.XL_UNIT_0,
  UNIT_SCALE = 1.3
}
INIT_DEVICE = {
  READY_TEXTURE = {},
  READY_SOUND = {}
}
INIT_MOTION = {
  MOTION_FILE_NAME = "Motion_Mushroom.x",
  MOTION_ANI_TEX_XET = "Motion_Mushroom_Wooden.xet",
  MOTION_CHANGE_TEX_XET = "Motion_Mushroom_Wooden.xet"
}
INIT_PHYSIC = {
  RELOAD_ACCEL = 2000,
  G_ACCEL = 4000,
  MAX_G_SPEED = -2000,
  WALK_SPEED = 700,
  RUN_SPEED = 700,
  JUMP_SPEED = 1500,
  DASH_JUMP_SPEED = 2300
}
INIT_COMPONENT = {
  MAX_HP = 10000,
  MP_CHANGE_RATE = 1,
  MP_CHARGE_RATE = 130,
  USE_SLASH_TRACE = FALSE,
  SHADOW_SIZE = 200,
  SHADOW_FILE_NAME = "shadow.dds",
  SMALL_HP_BAR_BLUE = "Small_HP_bar_Blue.TGA",
  SMALL_HP_BAR_RED = "Small_HP_bar_Red.TGA",
  SMALL_HP_BAR_YELLOW = "Small_HP_bar_Yellow.TGA",
  QUESTION_MARK_SEQ = "QuestionMarkNPC",
  EXCLAMATION_MARK_SEQ = "ExclamationMarkNPC",
  HYPER_MODE_COUNT = 0,
  MAX_HYPER_MODE_TIME = 30,
  HITTED_TYPE = HITTED_TYPE.HTD_MEAT,
  FALL_DOWN = TRUE
}
INIT_STATE = {
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_WAIT"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_WALK",
    LUA_FRAME_MOVE_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_WALK_FRAME_MOVE",
    LUA_STATE_END_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_WALK_STATE_END"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_JUMP_UP"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN",
    LUA_STATE_END_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN_STATE_END"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_JUMP_UP_DIR"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN_DIR",
    LUA_STATE_END_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN_DIR_STATE_END"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_JUMP_LANDING"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_ATTACK"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE",
    LUA_FRAME_MOVE_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_FRAME_MOVE"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_FRONT",
    LUA_FRAME_MOVE_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_FRONT_FRAME_MOVE"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_BACK",
    LUA_FRAME_MOVE_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_BACK_FRAME_MOVE"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_FLY_FRONT"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_FLY_BACK"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_UP"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_FALL"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN_LANDING",
    LUA_FRAME_MOVE_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN_LANDING_FRAME_MOVE"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_STAND_UP_FRONT"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_STAND_UP_BACK"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_FRONT",
    LUA_STATE_START_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_STATE_START"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_BACK",
    LUA_STATE_START_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_STATE_START"
  },
  {
    STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DYING_SKY",
    LUA_STATE_START_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_STATE_START"
  },
  START_STATE = "MUSHROOM_WOODEN_NO_ATTACK_WAIT",
  WAIT_STATE = "MUSHROOM_WOODEN_NO_ATTACK_WAIT",
  SMALL_DAMAGE_LAND_FRONT = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE",
  SMALL_DAMAGE_LAND_BACK = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE",
  BIG_DAMAGE_LAND_FRONT = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE",
  BIG_DAMAGE_LAND_BACK = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE",
  DOWN_DAMAGE_LAND_FRONT = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_FRONT",
  DOWN_DAMAGE_LAND_BACK = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_BACK",
  FLY_DAMAGE_FRONT = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_FLY_FRONT",
  FLY_DAMAGE_BACK = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_FLY_BACK",
  SMALL_DAMAGE_AIR = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR",
  BIG_DAMAGE_AIR = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR",
  DOWN_DAMAGE_AIR = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN",
  DOWN_DAMAGE_AIR_LANDING = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN_LANDING",
  UP_DAMAGE = "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_UP",
  DYING_LAND_FRONT = "MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_FRONT",
  DYING_LAND_BACK = "MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_BACK",
  DYING_SKY = "MUSHROOM_WOODEN_NO_ATTACK_DYING_SKY",
  REVENGE_ATTACK = ""
}
INIT_AI = {
  TARGET = {
    TARGET_PRIORITY = TARGET_PRIORITY.TP_LOW_HP_FIRST,
    TARGET_INTERVAL = 3,
    TARGET_NEAR_RANGE = 150,
    TARGET_RANGE = 500,
    TARGET_LOST_RANGE = 800,
    TARGET_SUCCESS_RATE = 100,
    ATTACK_TARGET_RATE = 100,
    PRESERVE_LAST_TARGET_RATE = 100
  },
  CHASE_MOVE = {
    MOVE_SPLIT_RANGE = 600,
    DEST_GAP = 150,
    MOVE_GAP = 160,
    DIR_CHANGE_INTERVAL = 0.7,
    WALK_INTERVAL = 3,
    NEAR_WALK_RATE = 100,
    FAR_WALK_RATE = 100,
    JUMP_INTERVAL = 5,
    UP_JUMP_RATE = 100,
    UP_DOWN_RATE = 20,
    DOWN_JUMP_RATE = 100,
    DOWN_DOWN_RATE = 40
  },
  PATROL_MOVE = {
    PATROL_BEGIN_RATE = 100,
    PATROL_RANGE = 200,
    PATROL_COOL_TIME = 2,
    ONLY_THIS_LINE_GROUP = TRUE
  },
  ESCAPE_MOVE = {
    MOVE_SPLIT_RANGE = 500,
    ESCAPE_GAP = 600,
    WALK_INTERVAL = 1.5,
    NEAR_WALK_RATE = 100,
    FAR_WALK_RATE = 100,
    JUMP_INTERVAL = 10,
    UP_JUMP_RATE = 100,
    UP_DOWN_RATE = 30,
    DOWN_JUMP_RATE = 100,
    DOWN_DOWN_RATE = 30
  }
}
MUSHROOM_WOODEN_NO_ATTACK_WAIT = {
  ANIM_NAME = "Wait",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_LOOP,
  TRANSITION = TRUE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  SPEED_X = 0,
  SPEED_Y = 0,
  IMMADIATE_PACKET_SEND = TRUE,
  EVENT_INTERVAL_TIME0 = 2,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_FALSE_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_WALK,
      "MUSHROOM_WOODEN_NO_ATTACK_WALK"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_DASH,
      "MUSHROOM_WOODEN_NO_ATTACK_WALK"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_JUMP,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_UP"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_JUMP_DIR,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_UP_DIR"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_DOWN_DIR,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN_DIR"
    }
  },
  CT_MUSHROOM_WOODEN_NO_ATTACK_ATTACK = {
    EVENT_INTERVAL_ID = 0,
    DISTANCE_TO_TARGET_NEAR = 150,
    RATE = 50
  },
  TALK_BOX = {
    EVENT_INTERVAL_ID = 0,
    {RATE = 7, MESSAGE = STR_ID_2570}
  }
}
MUSHROOM_WOODEN_NO_ATTACK_WALK = {
  ANIM_NAME = "Walk",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_LOOP,
  TRANSITION = TRUE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  ALLOW_DIR_CHANGE = TRUE,
  IMMADIATE_PACKET_SEND = TRUE,
  EVENT_INTERVAL_TIME0 = 2,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_FALSE_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN_DIR"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_WAIT,
      "MUSHROOM_WOODEN_NO_ATTACK_WAIT"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_JUMP,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_UP"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_JUMP_DIR,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_UP_DIR"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN"
    },
    {
      STATE_CHANGE_TYPE.SCT_AI_DOWN_DIR,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN_DIR"
    }
  },
  CT_MUSHROOM_WOODEN_NO_ATTACK_ATTACK = {
    EVENT_INTERVAL_ID = 0,
    DISTANCE_TO_TARGET_NEAR = 150,
    RATE = 60
  },
  TALK_BOX = {
    EVENT_INTERVAL_ID = 0,
    {RATE = 7, MESSAGE = STR_ID_2579}
  }
}
MUSHROOM_WOODEN_NO_ATTACK_JUMP_UP = {
  ANIM_NAME = "JumpUp",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_LOOP,
  TRANSITION = TRUE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  SPEED_X = 0,
  SPEED_Y = INIT_PHYSIC.JUMP_SPEED,
  ADD_POS_Y = 45,
  IMMADIATE_PACKET_SEND = TRUE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_NEGATIVE_Y_SPEED,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN = {
  ANIM_NAME = "JumpDown",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_LOOP,
  TRANSITION = TRUE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  IMMADIATE_PACKET_SEND = TRUE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_TRUE,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_LANDING"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_JUMP_UP_DIR = {
  ANIM_NAME = "JumpUp",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_LOOP,
  TRANSITION = TRUE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  PASSIVE_SPEED_X = INIT_PHYSIC.WALK_SPEED,
  SPEED_Y = INIT_PHYSIC.JUMP_SPEED,
  ADD_POS_Y = 45,
  IMMADIATE_PACKET_SEND = TRUE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_NEGATIVE_Y_SPEED,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN_DIR"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN_DIR = {
  ANIM_NAME = "JumpDown",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_LOOP,
  TRANSITION = TRUE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  PASSIVE_SPEED_X = INIT_PHYSIC.WALK_SPEED,
  IMMADIATE_PACKET_SEND = TRUE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_TRUE,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_LANDING"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_JUMP_LANDING = {
  ANIM_NAME = "Wait",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = TRUE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  SPEED_X = 0,
  SPEED_Y = 0,
  IMMADIATE_PACKET_SEND = TRUE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_FALSE_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN"
    },
    {
      STATE_CHANGE_TYPE.SCT_MOTION_END,
      "MUSHROOM_WOODEN_NO_ATTACK_WAIT"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_ATTACK = {
  ANIM_NAME = "Attack",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  SPEED_X = 0,
  SPEED_Y = 0,
  VIEW_TARGET = TRUE,
  IMMADIATE_PACKET_SEND = TRUE,
  TALK_BOX = {
    {RATE = 10, MESSAGE = STR_ID_1514}
  },
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_FALSE_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN"
    },
    {
      STATE_CHANGE_TYPE.SCT_MOTION_END,
      "MUSHROOM_WOODEN_NO_ATTACK_WAIT"
    }
  },
  ATTACK_TIME0 = {0.36, 0.78},
  DAMAGE_DATA = {
    DAMAGE_TYPE = DAMAGE_TYPE.DT_PHYSIC,
    HIT_TYPE = HIT_TYPE.HT_PUNCH_HIT,
    REACT_TYPE = REACT_TYPE.RT_BIG_DAMAGE,
    DAMAGE = {PHYSIC = 1},
    BACK_SPEED_X = 1000,
    BACK_SPEED_Y = 0,
    CAMERA_CRASH_GAP = 5,
    CAMERA_CRASH_TIME = 0.2
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DAMAGE = {
  ANIM_NAME = "Damage",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  TALK_BOX = {
    {RATE = 8, MESSAGE = STR_ID_2568},
    {RATE = 8, MESSAGE = STR_ID_1715}
  },
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_MOTION_END,
      "MUSHROOM_WOODEN_NO_ATTACK_WAIT"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_FRONT = {
  ANIM_NAME = "DamageDownFront",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  SUPER_ARMOR = TRUE,
  DEFENCE = {
    0,
    100,
    70
  },
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  TALK_BOX = {
    {RATE = 8, MESSAGE = STR_ID_1756}
  },
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_FALSE_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_FALL"
    },
    {
      STATE_CHANGE_TYPE.SCT_MOTION_END,
      "MUSHROOM_WOODEN_NO_ATTACK_STAND_UP_FRONT"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_BACK = {
  ANIM_NAME = "DamageDownBack",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  SUPER_ARMOR = TRUE,
  DEFENCE = {
    0,
    100,
    70
  },
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  TALK_BOX = {
    {RATE = 8, MESSAGE = STR_ID_1756}
  },
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_FALSE_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_FALL"
    },
    {
      STATE_CHANGE_TYPE.SCT_MOTION_END,
      "MUSHROOM_WOODEN_NO_ATTACK_STAND_UP_BACK"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR = {
  ANIM_NAME = "DamageAirSmall",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_TRUE,
      "MUSHROOM_WOODEN_NO_ATTACK_WAIT"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN = {
  ANIM_NAME = "DamageAirUp",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_TRUE,
      "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN_LANDING"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_UP = {
  ANIM_NAME = "DamageAirUp",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_NEGATIVE_Y_SPEED,
      "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_FALL"
    },
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_TRUE,
      "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN_LANDING"
    }
  },
  TALK_BOX = {
    {RATE = 10, MESSAGE = STR_ID_2568}
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_FALL = {
  ANIM_NAME = "DamageAirFall",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_POSITIVE_Y_SPEED,
      "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_UP"
    },
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_TRUE,
      "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN_LANDING"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN_LANDING = {
  ANIM_NAME = "DamageAirDownLanding",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  SUPER_ARMOR = TRUE,
  DEFENCE = {
    0,
    100,
    70
  },
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_FALSE_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_FALL"
    },
    {
      STATE_CHANGE_TYPE.SCT_MOTION_END,
      "MUSHROOM_WOODEN_NO_ATTACK_STAND_UP_FRONT"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_FLY_FRONT = {
  ANIM_NAME = "DamageAirFall",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  ADD_ROTATE_Z = -45,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_TRUE,
      "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN_LANDING"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_FLY_BACK = {
  ANIM_NAME = "DamageAirBack",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  ADD_ROTATE_Z = -90,
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_TRUE,
      "MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_BACK"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_STAND_UP_FRONT = {
  ANIM_NAME = "DamageStandupFront",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  SUPER_ARMOR = TRUE,
  DEFENCE = {
    0,
    100,
    70
  },
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_FALSE_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN"
    },
    {
      STATE_CHANGE_TYPE.SCT_MOTION_END,
      "MUSHROOM_WOODEN_NO_ATTACK_WAIT"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_STAND_UP_BACK = {
  ANIM_NAME = "DamageStandupBack",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  SUPER_ARMOR = TRUE,
  DEFENCE = {
    0,
    100,
    70
  },
  CAN_PUSH_UNIT = TRUE,
  CAN_PASS_UNIT = FALSE,
  EVENT_PROCESS = {
    {
      STATE_CHANGE_TYPE.SCT_FOOT_ON_LINE_FALSE_DOWN,
      "MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN"
    },
    {
      STATE_CHANGE_TYPE.SCT_MOTION_END,
      "MUSHROOM_WOODEN_NO_ATTACK_WAIT"
    }
  }
}
MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_FRONT = {
  ANIM_NAME = "DamageDownFront",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  INVINCIBLE = {0, 100},
  CAN_PUSH_UNIT = FALSE,
  CAN_PASS_UNIT = TRUE,
  DYING_END = TRUE,
  IMMADIATE_PACKET_SEND = TRUE
}
MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_BACK = {
  ANIM_NAME = "DamageDownBack",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  INVINCIBLE = {0, 100},
  CAN_PUSH_UNIT = FALSE,
  CAN_PASS_UNIT = TRUE,
  DYING_END = TRUE,
  IMMADIATE_PACKET_SEND = TRUE
}
MUSHROOM_WOODEN_NO_ATTACK_DYING_SKY = {
  ANIM_NAME = "DamageAirDownLanding",
  PLAY_TYPE = XSKIN_ANIM_PLAYTYPE.XAP_ONE_WAIT,
  TRANSITION = FALSE,
  LAND_CONNECT = FALSE,
  INVINCIBLE = {0, 100},
  CAN_PUSH_UNIT = FALSE,
  CAN_PASS_UNIT = TRUE,
  DYING_END = TRUE,
  IMMADIATE_PACKET_SEND = TRUE
}
function MUSHROOM_WOODEN_NO_ATTACK_WALK_STATE_END(pKTDXApp, pX2Game, pNPCUnit)
  pMinorParticle = pX2Game:GetMinorParticle()
  pNPCUnit:SetNowHP_LUA(0)
  pMinorParticle:CreateSequence_LUA("StepSmoke", pNPCUnit:GetLandPosition_LUA(), D3DXVECTOR2(100, 100), D3DXVECTOR2(5, -1))
end
function MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN_STATE_END(pKTDXApp, pX2Game, pNPCUnit)
  pMinorParticle = pX2Game:GetMinorParticle()
  pMinorParticle:CreateSequence_LUA("StepSmoke", pNPCUnit:GetLandPosition_LUA(), D3DXVECTOR2(100, 100), D3DXVECTOR2(5, -1))
end
function MUSHROOM_WOODEN_NO_ATTACK_JUMP_DOWN_DIR_STATE_END(pKTDXApp, pX2Game, pNPCUnit)
  pMinorParticle = pX2Game:GetMinorParticle()
  pMinorParticle:CreateSequence_LUA("StepSmoke", pNPCUnit:GetLandPosition_LUA(), D3DXVECTOR2(100, 100), D3DXVECTOR2(5, -1))
end
function MUSHROOM_WOODEN_NO_ATTACK_WALK_FRAME_MOVE(pKTDXApp, pX2Game, pNPCUnit)
  nowAnimTime = pNPCUnit:GetNowAnimationTime()
  pNPCUnit:SetNowHP_LUA(0)
  if nowAnimTime < 0.13 then
    pNPCUnit:SetSpeedX(0)
  elseif nowAnimTime > 0.45 then
    pNPCUnit:SetSpeedX(0)
  end
  if nowAnimTime > 0.13 and nowAnimTime < 0.14 then
    pNPCUnit:SetSpeedX(pNPCUnit:GetWalkSpeed())
  end
end
function MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_FRAME_MOVE(pKTDXApp, pX2Game, pNPCUnit)
  if pNPCUnit:AnimEventTimer_LUA(0.047) then
    pMinorParticle = pX2Game:GetMinorParticle()
    pMinorParticle:CreateSequence_LUA("StepSmoke", pNPCUnit:GetLandPosition_LUA(), D3DXVECTOR2(100, 100), D3DXVECTOR2(5, -1))
  end
end
function MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_FRONT_FRAME_MOVE(pKTDXApp, pX2Game, pNPCUnit)
  if pNPCUnit:AnimEventTimer_LUA(0.3) then
    pNPCUnit:PlaySound_LUA("Down.wav")
    pMinorParticle = pX2Game:GetMinorParticle()
    pMinorParticle:CreateSequence_LUA("DownSmoke", pNPCUnit:GetLandPosition_LUA(), D3DXVECTOR2(100, 100), D3DXVECTOR2(7, -1))
  end
end
function MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_DOWN_BACK_FRAME_MOVE(pKTDXApp, pX2Game, pNPCUnit)
  if pNPCUnit:AnimEventTimer_LUA(0.2) then
    pNPCUnit:PlaySound_LUA("Down.wav")
    pMinorParticle = pX2Game:GetMinorParticle()
    pMinorParticle:CreateSequence_LUA("DownSmoke", pNPCUnit:GetLandPosition_LUA(), D3DXVECTOR2(100, 100), D3DXVECTOR2(7, -1))
  end
end
function MUSHROOM_WOODEN_NO_ATTACK_DAMAGE_AIR_DOWN_LANDING_FRAME_MOVE(pKTDXApp, pX2Game, pNPCUnit)
  if pNPCUnit:AnimEventTimer_LUA(0.01) then
    pNPCUnit:PlaySound_LUA("Down.wav")
    pMinorParticle = pX2Game:GetMinorParticle()
    pos = pNPCUnit:GetLandPosition_LUA()
    pMinorParticle:CreateSequence_LUA("DownSmoke", pos, D3DXVECTOR2(100, 100), D3DXVECTOR2(7, -1))
    pos.y = pos.y + 5
    pMinorParticle:CreateSequence_LUA("GroundShockWave", pos, D3DXVECTOR2(100, 100), D3DXVECTOR2(1, -1))
    pParticle = pMinorParticle:CreateSequence_LUA("AirDownTick", pNPCUnit:GetPos(), D3DXVECTOR2(200, 200), D3DXVECTOR2(10, -1))
    if pParticle ~= nil then
      pParticle:SetLandPosition(pos.y - 5)
    end
    if GetDistance_LUA(pNPCUnit:GetPos(), pX2Game:GetFocusUnitPos_LUA()) < 500 then
      pX2Game:GetX2Camera():GetCamera():UpDownCrashCameraNoReset(10, 0.1)
    end
  elseif pNPCUnit:AnimEventTimer_LUA(0.44) then
    pNPCUnit:PlaySound_LUA("Down.wav")
    pMinorParticle = pX2Game:GetMinorParticle()
    pMinorParticle:CreateSequence_LUA("DownSmoke", pNPCUnit:GetLandPosition_LUA(), D3DXVECTOR2(100, 100), D3DXVECTOR2(7, -1))
  end
end
function MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_STATE_START(pKTDXApp, pX2Game, pNPCUnit)
  pos = pNPCUnit:GetPos()
  pos.y = pos.y + 100
  GetMinorParticle = pX2Game:GetMinorParticle()
  pSeq = GetMinorParticle:CreateSequence_LUA("DieLight", pos, D3DXVECTOR2(-1, -1), D3DXVECTOR2(3, -1))
  if pSeq ~= nil then
    pSeq:SetLandPosition(pNPCUnit:GetLandPosition_LUA().y)
    pNPCUnit:SetDieSeq(pSeq:GetHandle())
  end
  pNPCUnit:PlaySound_LUA("DieLight.wav")
end
~paste this codes inside your Data037 Lua's content
This codes is mushroom monster with self-dying copied from monster with self-dying.

Sample Monster of self-killing:

Trap_Column.lua - It's a column from Feita, it crashes into pieces when you are near it.
Ice_Rock.lua - It is a rock from Hamel. It will fall down and destroy itself if you are near it.
Altera_Mine.lua - A mine that explodes after you step on it.

* you can create your own monster just replace them in what you want
NOTE: Monster replacement doesnt change the HP and Drops - only the appearance / model and the actions.
* Pack the data037 and you're done.

RESERVED!~
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Old 11/19/2013, 18:45   #2

 
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Good Job
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Old 11/19/2013, 18:55   #3
 
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im am getting a data036/chinese or korean text when i started playing in some field or dungeon and followed shortly by no response from server. may i ask whats the cause of that text?
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Old 11/19/2013, 19:46   #4
 
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i tried to edit 1 of those title and i did this ...
m_iAtkPhysic = 9999,
m_iAtkMagic = 9999,
but still ... i can see the description has been changed in the game ...
but it does not work ... my damage is still not changed ...
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Old 11/19/2013, 19:55   #5
 
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Quote:
Originally Posted by Alvinx45 View Post
i tried to edit 1 of those title and i did this ...
m_iAtkPhysic = 9999,
m_iAtkMagic = 9999,
but still ... i can see the description has been changed in the game ...
but it does not work ... my damage is still not changed ...
just use the socket option instead., add.damage is working either PVP or Monster.

Quote:
Originally Posted by bonitzki View Post
im am getting a data036/chinese or korean text when i started playing in some field or dungeon and followed shortly by no response from server. may i ask whats the cause of that text?
try to use my bypass method
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Old 11/19/2013, 22:31   #6
 
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Thx MASTER ~!
It worked PERFECTLY ..
*** Blessed Yeah ...
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Old 11/20/2013, 01:53   #7
 
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Ok Just don exaggerate the values you use
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Old 11/20/2013, 02:28   #8
 
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can you share item vac hack please?.. thanks and where is the stamina hack you said?.. :3
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Old 11/20/2013, 03:46   #9
 
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Quote:
Originally Posted by noejee View Post
can you share item vac hack please?.. thanks and where is the stamina hack you said?.. :3
dont rush me or you wont get it
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Old 11/20/2013, 04:48   #10
 
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lol i dont care
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Old 11/20/2013, 04:55   #11
 
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TANG NA ANG HIRAP. . ! HAHA. . GEH LOOK KO NLNG SA VID ..!
TNX BRO. . !
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Old 11/20/2013, 05:01   #12
 
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Quote:
Originally Posted by noejee View Post
lol i dont care
GET OUT OF MY THREAD YOUR NOT WELCOME HERE ANYWAY

Quote:
Originally Posted by tyrel410 View Post
TANG NA ANG HIRAP. . ! HAHA. . GEH LOOK KO NLNG SA VID ..!
TNX BRO. . !
Madali na lang yan basahin mo lang mabuti
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Old 11/20/2013, 05:15   #13
 
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I hope bypass will work on win xp.
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Old 11/20/2013, 05:27   #14
 
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Sir i Cant Edit The KOM . Tss -_- When I open The Titletable with Notepad This Is The File
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Old 11/20/2013, 05:29   #15
 
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LOL! Unpack the kom first then use Lua Editor then copy the content to notepad for better editing..

PLEASE READ MY GUIDE CAREFULLY
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