[WTA] about cellrange and attackdelay

02/25/2008 07:28 capcom#1
which is the code for cellrange and attackdelay use in monster editing?

11:28:0,Name,Rank,Material,Level,MaxHP,HPRecovery, Defence_Min,
Defence_Max,GuardRate,GuardEfficiency,BlockRate,An tiStatusRate,
AntiKnockBackRate,PhysicalResist,LightResist,FireR esist,IceResist,PoisonResist,
CurseResist,WalkSpeed,RunSpeed,BloodInfo,CuttingIn fo,ShapeInfo,
DescriptionInfo,Exp,Money_Min,Money_Max,Money_Rate ,AIKey,ChaoticLevel,
MaxItemSet,DefeatLength_Upper,DefeatLength_Lower,D efeatLength_Left,
DefeatLength_Right,DefeatDamage_Min,DefeatDamage_M ax,
AttackMaterial_Melee,AttackDamage_Min_Melee,Attack Damage_Max_Melee,
AbsoluteDamage_Min_Melee,AbsoluteDamage_Max_Melee,CellRange_Melee,
AttackDelay_Melee,ResultCode_Melee,ResultValue_Melee_1,ResultValue_M elee_2,
ResultValue_Melee_3,ResultValue_Melee_4,ResultValu e_Melee_5,
ResultValue_Melee_6,ResultValue_Melee_7,AttackMate rial_Power_Melee,
AttackDamage_Min_Power_Melee,AttackDamage_Max_Powe r_Melee,
AbsoluteDamage_Min_Power_Melee,AbsoluteDamage_Max_ Power_Melee,
CellRange_Power_Melee,AttackDelay_Power_Melee,Resu ltCode_Power_Melee,
ResultValue_Power_Melee_1,ResultValue_Power_Melee_ 2,ResultValue_Power_Melee_3,
ResultValue_Power_Melee_4,ResultValue_Power_Melee_ 5,ResultValue_Power_Melee_6,
ResultValue_Power_Melee_7,AttackMaterial_Special_M elee,AttackDamage_Min_Special_Melee,
AttackDamage_Max_Special_Melee,AbsoluteDamage_Min_ Special_Melee,AbsoluteDamage_Max_Special_Melee,
CellRange_Special_Melee,AttackDelay_Special_Melee, ResultCode_Special_Melee,ResultValue_Special_Melee _1,
ResultValue_Special_Melee_2,ResultValue_Special_Me lee_3,ResultValue_Special_Melee_4,ResultValue_Spec ial_Melee_5,
ResultValue_Special_Melee_6,ResultValue_Special_Me lee_7,AttackMaterial_Great_Melee,AttackDamage_Min_ Great_Melee,
AttackDamage_Max_Great_Melee,AbsoluteDamage_Min_Gr eat_Melee,AbsoluteDamage_Max_Great_Melee,CellRange _Great_Melee,
AttackDelay_Great_Melee,ResultCode_Great_Melee,Res ultValue_Great_Melee_1,ResultValue_Great_Melee_2,R esultValue_Great_Melee_3,
ResultValue_Great_Melee_4,ResultValue_Great_Melee_ 5,ResultValue_Great_Melee_6,ResultValue_Great_Mele e_7,AttackMaterial_Range,
AttackDamage_Min_Range,AttackDamage_Max_Range,Abso luteDamage_Min_Range,AbsoluteDamage_Max_Range,Cell Range_Range,
AttackDelay_Range,ResultCode_Range,ResultValue_Ran ge_1,ResultValue_Range_2,ResultValue_Range_3,Resul tValue_Range_4,
ResultValue_Range_5,ResultValue_Range_6,ResultValu e_Range_7,AttackMaterial_Power_Range,AttackDamage_ Min_Power_Range,
AttackDamage_Max_Power_Range,AbsoluteDamage_Min_Po wer_Range,AbsoluteDamage_Max_Power_Range,CellRange _Power_Range,
AttackDelay_Power_Range,ResultCode_Power_Range,Res ultValue_Power_Range_1,ResultValue_Power_Range_2,R esultValue_Power_Range_3,
ResultValue_Power_Range_4,ResultValue_Power_Range_ 5,ResultValue_Power_Range_6,ResultValue_Power_Rang e_7,AttackMaterial_Special__Range,
AttackDamage_Min_Special__Range,AttackDamage_Max_S pecial__Range,AbsoluteDamage_Min_Special__Range,Ab soluteDamage_Max_Special__Range,
CellRange_Special__Range,AttackDelay_Special__Rang e,ResultCode_Special__Range,ResultValue_Special__R ange_1,ResultValue_Special__Range_2,
ResultValue_Special__Range_3,ResultValue_Special__ Range_4,ResultValue_Special__Range_5,ResultValue_S pecial__Range_6,ResultValue_Special__Range_7,
AttackMaterial_Great_Range,AttackDamage_Min_Great_ Range,AttackDamage_Max_Great_Range,AbsoluteDamage_ Min_Great_Range,
AbsoluteDamage_Max_Great_Range,CellRange_Great_Ran ge,AttackDelay_Great_Range,ResultCode_Great_Range, ResultValue_Great_Range_1,
ResultValue_Great_Range_2,ResultValue_Great_Range_ 3,ResultValue_Great_Range_4,ResultValue_Great_Rang e_5,ResultValue_Great_Range_6,
ResultValue_Great_Range_7,AttackMaterial_Heal,Atta ckDamage_Min_Heal,AttackDamage_Max_Heal,AbsoluteDa mage_Min_Heal,AbsoluteDamage_Max_Heal,
CellRange_Heal,AttackDelay_Heal,ResultCode_Heal,Re sultValue_Heal_1,ResultValue_Heal_2,ResultValue_He al_3,ResultValue_Heal_4,ResultValue_Heal_5,
ResultValue_Heal_6,ResultValue_Heal_7,AttackMateri al_Revive,AttackDamage_Min_Revive,AttackDamage_Max _Revive,AbsoluteDamage_Min_Revive,
AbsoluteDamage_Max_Revive,CellRange_Revive,AttackD elay_Revive,ResultCode_Revive,ResultValue_Revive_1 ,ResultValue_Revive_2,ResultValue_Revive_3,
ResultValue_Revive_4,ResultValue_Revive_5,ResultVa lue_Revive_6,ResultValue_Revive_7,ItemSetIndex_1,I temSetDropRatio_1,ItemSetIndex_2,
ItemSetDropRatio_2,ItemSetIndex_3,ItemSetDropRatio _3,ItemSetIndex_4,ItemSetDropRatio_4,ItemSetIndex_ 5,ItemSetDropRatio_5,ItemSetIndex_6,
ItemSetDropRatio_6,ItemSetIndex_7,ItemSetDropRatio _7,ItemSetIndex_8,ItemSetDropRatio_8,ItemSetIndex_ 9,ItemSetDropRatio_9,ItemSetIndex_10,
ItemSetDropRatio_10,ItemSetIndex_11,ItemSetDropRat io_11,ItemSetIndex_12,ItemSetDropRatio_12,ItemSetI ndex_13,ItemSetDropRatio_13,ItemSetIndex_14,
ItemSetDropRatio_14,ItemSetIndex_15,ItemSetDropRat io_15,Width

please pined for me.whish is the code for that 2 key

302,òáòæÕ½Ê¿,0,18,18,2214,0,88,126,15,50,2,0,0,0,0 ,0,0,0,0,1.3,3.6,1,1,
lizardmanknight,???,197,27,37,35000,5,1,1,100,65,8 5,85,2,18,3,190,238,8,19,
2,2300,1000101,0,0,0,0,0,0,0,0,0,0,8,19,0,0,0,0,0, 0,0,0,0,0,0,0,0,8,19,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,701,600,0,0,7,
645,8,645,9,538,10,323,102,574,103,574,104,478,104 ,287,502,4,400,72,201,
1032,450,168,0,0,0
02/25/2008 13:07 vorsakend#2
Quote:
Originally Posted by capcom View Post
which is the code for cellrange and attackdelay use in monster editing?

11:28:0,Name,Rank,Material,Level,MaxHP,HPRecovery, Defence_Min,
Defence_Max,GuardRate,GuardEfficiency,BlockRate,An tiStatusRate,
AntiKnockBackRate,PhysicalResist,LightResist,FireR esist,IceResist,PoisonResist,
CurseResist,WalkSpeed,RunSpeed,BloodInfo,CuttingIn fo,ShapeInfo,
DescriptionInfo,Exp,Money_Min,Money_Max,Money_Rate ,AIKey,ChaoticLevel,
MaxItemSet,DefeatLength_Upper,DefeatLength_Lower,D efeatLength_Left,
DefeatLength_Right,DefeatDamage_Min,DefeatDamage_M ax,
AttackMaterial_Melee,AttackDamage_Min_Melee,Attack Damage_Max_Melee,
AbsoluteDamage_Min_Melee,AbsoluteDamage_Max_Melee,CellRange_Melee,
AttackDelay_Melee,ResultCode_Melee,ResultValue_Melee_1,ResultValue_M elee_2,
ResultValue_Melee_3,ResultValue_Melee_4,ResultValu e_Melee_5,
ResultValue_Melee_6,ResultValue_Melee_7,AttackMate rial_Power_Melee,
AttackDamage_Min_Power_Melee,AttackDamage_Max_Powe r_Melee,
AbsoluteDamage_Min_Power_Melee,AbsoluteDamage_Max_ Power_Melee,
CellRange_Power_Melee,AttackDelay_Power_Melee,Resu ltCode_Power_Melee,
ResultValue_Power_Melee_1,ResultValue_Power_Melee_ 2,ResultValue_Power_Melee_3,
ResultValue_Power_Melee_4,ResultValue_Power_Melee_ 5,ResultValue_Power_Melee_6,
ResultValue_Power_Melee_7,AttackMaterial_Special_M elee,AttackDamage_Min_Special_Melee,
AttackDamage_Max_Special_Melee,AbsoluteDamage_Min_ Special_Melee,AbsoluteDamage_Max_Special_Melee,
CellRange_Special_Melee,AttackDelay_Special_Melee, ResultCode_Special_Melee,ResultValue_Special_Melee _1,
ResultValue_Special_Melee_2,ResultValue_Special_Me lee_3,ResultValue_Special_Melee_4,ResultValue_Spec ial_Melee_5,
ResultValue_Special_Melee_6,ResultValue_Special_Me lee_7,AttackMaterial_Great_Melee,AttackDamage_Min_ Great_Melee,
AttackDamage_Max_Great_Melee,AbsoluteDamage_Min_Gr eat_Melee,AbsoluteDamage_Max_Great_Melee,CellRange _Great_Melee,
AttackDelay_Great_Melee,ResultCode_Great_Melee,Res ultValue_Great_Melee_1,ResultValue_Great_Melee_2,R esultValue_Great_Melee_3,
ResultValue_Great_Melee_4,ResultValue_Great_Melee_ 5,ResultValue_Great_Melee_6,ResultValue_Great_Mele e_7,AttackMaterial_Range,
AttackDamage_Min_Range,AttackDamage_Max_Range,Abso luteDamage_Min_Range,AbsoluteDamage_Max_Range,Cell Range_Range,
AttackDelay_Range,ResultCode_Range,ResultValue_Ran ge_1,ResultValue_Range_2,ResultValue_Range_3,Resul tValue_Range_4,
ResultValue_Range_5,ResultValue_Range_6,ResultValu e_Range_7,AttackMaterial_Power_Range,AttackDamage_ Min_Power_Range,
AttackDamage_Max_Power_Range,AbsoluteDamage_Min_Po wer_Range,AbsoluteDamage_Max_Power_Range,CellRange _Power_Range,
AttackDelay_Power_Range,ResultCode_Power_Range,Res ultValue_Power_Range_1,ResultValue_Power_Range_2,R esultValue_Power_Range_3,
ResultValue_Power_Range_4,ResultValue_Power_Range_ 5,ResultValue_Power_Range_6,ResultValue_Power_Rang e_7,AttackMaterial_Special__Range,
AttackDamage_Min_Special__Range,AttackDamage_Max_S pecial__Range,AbsoluteDamage_Min_Special__Range,Ab soluteDamage_Max_Special__Range,
CellRange_Special__Range,AttackDelay_Special__Rang e,ResultCode_Special__Range,ResultValue_Special__R ange_1,ResultValue_Special__Range_2,
ResultValue_Special__Range_3,ResultValue_Special__ Range_4,ResultValue_Special__Range_5,ResultValue_S pecial__Range_6,ResultValue_Special__Range_7,
AttackMaterial_Great_Range,AttackDamage_Min_Great_ Range,AttackDamage_Max_Great_Range,AbsoluteDamage_ Min_Great_Range,
AbsoluteDamage_Max_Great_Range,CellRange_Great_Ran ge,AttackDelay_Great_Range,ResultCode_Great_Range, ResultValue_Great_Range_1,
ResultValue_Great_Range_2,ResultValue_Great_Range_ 3,ResultValue_Great_Range_4,ResultValue_Great_Rang e_5,ResultValue_Great_Range_6,
ResultValue_Great_Range_7,AttackMaterial_Heal,Atta ckDamage_Min_Heal,AttackDamage_Max_Heal,AbsoluteDa mage_Min_Heal,AbsoluteDamage_Max_Heal,
CellRange_Heal,AttackDelay_Heal,ResultCode_Heal,Re sultValue_Heal_1,ResultValue_Heal_2,ResultValue_He al_3,ResultValue_Heal_4,ResultValue_Heal_5,
ResultValue_Heal_6,ResultValue_Heal_7,AttackMateri al_Revive,AttackDamage_Min_Revive,AttackDamage_Max _Revive,AbsoluteDamage_Min_Revive,
AbsoluteDamage_Max_Revive,CellRange_Revive,AttackD elay_Revive,ResultCode_Revive,ResultValue_Revive_1 ,ResultValue_Revive_2,ResultValue_Revive_3,
ResultValue_Revive_4,ResultValue_Revive_5,ResultVa lue_Revive_6,ResultValue_Revive_7,ItemSetIndex_1,I temSetDropRatio_1,ItemSetIndex_2,
ItemSetDropRatio_2,ItemSetIndex_3,ItemSetDropRatio _3,ItemSetIndex_4,ItemSetDropRatio_4,ItemSetIndex_ 5,ItemSetDropRatio_5,ItemSetIndex_6,
ItemSetDropRatio_6,ItemSetIndex_7,ItemSetDropRatio _7,ItemSetIndex_8,ItemSetDropRatio_8,ItemSetIndex_ 9,ItemSetDropRatio_9,ItemSetIndex_10,
ItemSetDropRatio_10,ItemSetIndex_11,ItemSetDropRat io_11,ItemSetIndex_12,ItemSetDropRatio_12,ItemSetI ndex_13,ItemSetDropRatio_13,ItemSetIndex_14,
ItemSetDropRatio_14,ItemSetIndex_15,ItemSetDropRat io_15,Width

please pined for me.whish is the code for that 2 key

302,òáòæÕ½Ê¿,0,18,18,2214,0,88,126,15,50,2,0,0,0,0 ,0,0,0,0,1.3,3.6,1,1,
lizardmanknight,???,197,27,37,35000,5,1,1,100,65,8 5,85,2,18,3,190,238,8,19,
2,2300,1000101,0,0,0,0,0,0,0,0,0,0,8,19,0,0,0,0,0, 0,0,0,0,0,0,0,0,8,19,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,701,600,0,0,7,
645,8,645,9,538,10,323,102,574,103,574,104,478,104 ,287,502,4,400,72,201,
1032,450,168,0,0,0
you know how to count the numbers , start working , dont put others do the thing for you, its like wtf , your so lazy?
02/25/2008 13:18 asdfewq#3
Quote:
Originally Posted by vorsakend View Post
you know how to count the numbers , start working , dont put others do the thing for you, its like wtf , your so lazy?
exactly wat i was thinking lol
02/25/2008 14:37 capcom#4
man.....playtz.com i did change it and all run well..now this is the mydk2.com client files. and not same with playtz.cn hex key that show.
02/25/2008 15:42 KenDark#5
Quote:
Originally Posted by capcom View Post
man.....playtz.com i did change it and all run well..now this is the mydk2.com client files. and not same with playtz.com hex key that show.

is there a reason to post that ''playtz.com'' site? lol im intersted to know what use r those sites lol...