um einen dungeon sofort zu clearen macht ihr dies überall wo sachen wie KILL_ALL_ACTIVE_NPC daraus macht ihr --> CLEAR_TYPE.CT_GAME oder ---> CLEAR_TYPE.CT_STAGE fertig
SUB_STAGE0 = {
START_LINE_SET = -1,
MAIN_LINE_SET = 0,
END_LINE_SET = 1,
GO_TYPE = GO_TYPE.GT_RIGHT,
CLEAR_COND0 = {
CLEAR_TYPE.CT_GAME,
NEXT_STAGE0 = {
CLEAR_TYPE.CT_GAME,
0,
1,
100
ihr könnt aber auch folgendes machen
SUB_STAGE0 = {
START_LINE_SET = -1,
MAIN_LINE_SET = 0,
END_LINE_SET = 1,
GO_TYPE = GO_TYPE.GT_RIGHT,
CLEAR_COND0 = {
CLEAR_TYPE.CT_STAGE,
NEXT_STAGE0 = {
CLEAR_TYPE.CT_STAGE,
0,
1,
100
CLEAR_TYPE.CT_GAME = Sofort Clear (Ohne Drops EXP ETC)
CLEAR_TYPE.CT_STAGE = Überspringt alle Stages Z.b. Henir
ihr könnt natürlich auch CHAT_TYPE.CT_KILL verwenden das funktioniert auch ;)
oder Player Kill ;)
so ihr lieben der one hit geht wieder kopiert einfach meinen code in eure SocketOptionForm.lua kopieren =)
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 * (-0.4 * result + 1.32) - 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 * 0.01 + 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 * 0.01 + 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) * 0.02 + 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 = (-0.4 * intermediateValue + 1.32) * 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
local fFinalPower = 1.5 * math.pow(fSumValue, 0.65)
fFinalPower = fFinalPower * 9999999
return AdditionalDamagePerLevel * fFinalPower
end
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
end
if intermediateValue < 0 then
intermediateValue = 1
else
intermediateValue = math.min(intermediateValue, 1)
end
local AdditionalDamagePerLevel = 300
AdditionalDamagePerLevel = AdditionalDamagePerLevel * intermediateValue
return AdditionalDamagePerLevel
end