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  1. 11-20-2013, 09:45 AM
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    The New Guy

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    Exclamation Elsword Kom Editing Hacks for PH and other Server

    THINGS YOU WILL NEE

    * Brain
    *
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    im using .net2 framework
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    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

     
    Drag down the data036 to KOM Packer/Unpacker App and wait until it turns green


    * 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√????????????√???????????√??????????√?????????√????????√???????√??????√?????√????√???√??√?¬Ę?√????????????√???????????√??????????√?????????√????????√???????√??????√?????√????√???√??√?¬°]],
      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√????????????√???????????√??????????√?????????√????????√???????√??????√?????√????√???√??√?¬Ę?√????????????√???????????√??????????√?????????√????????√???????√??????√?????√????√???√??√?¬°]],
      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
    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
    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
    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
    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
    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
    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
    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
    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

    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)

    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
    BUFF_BELSSING_OF_SERAPHIM

    *
    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
    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:
    [Dear Visitor, you're restricted from viewing links until you are registered & logged on.
    Click Here To Register Today



    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!~
    Last edited by herohenson; 12-02-2013 at 07:51 AM.
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  2. The Following 23 Users Say Thank You to herohenson For This Useful Post:

    + Show/Hide list of the thanked

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  3. 12-08-2013, 09:17 PM
    #21

    The New Guy

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Quote Originally Posted by Himea
    [Dear Visitor, you're restricted from viewing links until you are registered & logged on.
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    what did you do to get ban?
    PVP Amusement hehe
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  4. 12-08-2013, 09:19 PM
    #22

    Informed Hacker

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Quote Originally Posted by herohenson
    [Dear Visitor, you're restricted from viewing links until you are registered & logged on.
    Click Here To Register Today
    PVP Amusement hehe
    how many days did it take before you get ban?
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  5. 12-12-2013, 09:02 PM
    #23

    The Scrub

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    @TS

    You should update the guide regarding the BattlefieldBuffFactor, after the eve patch [PH server] the format of its content had changed.. Thanks!..
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  6. 12-12-2013, 09:27 PM
    #24

    Fanatic Hacker

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Keke i got it working =3
    Quote Originally Posted by Judal View Post
    ain't no party like a vasto party because a vasto party go's off topic......


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  7. 12-12-2013, 11:32 PM
    #25

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Quote Originally Posted by herohenson
    [Dear Visitor, you're restricted from viewing links until you are registered & logged on.
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    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.
    What happened to duping stamina potion? Don't think its possible man. Items are serverside.
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  8. 12-13-2013, 12:21 AM
    #26

    Veteran Hacker

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    doesn't work
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  9. 12-13-2013, 07:54 AM
    #27

    The New Guy

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Quote Originally Posted by k3npin
    [Dear Visitor, you're restricted from viewing links until you are registered & logged on.
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    doesn't work
    work for me :p
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  10. 12-13-2013, 12:02 PM
    #28

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Quote Originally Posted by arkan
    [Dear Visitor, you're restricted from viewing links until you are registered & logged on.
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    work for me :p
    What type of hack is this? And how can I install it?
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  11. 12-14-2013, 09:11 AM
    #29

    Super Noob

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    It does nothing when i locate the file useing (Lua Editor) from the folder .
    just blank page .
    what should i do ?
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  12. 12-14-2013, 09:27 AM
    #30

    ♢♥♧♠I'm a Magician♠♡♦♤

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Great guide buddy, props!

    Anyways, you do realized that Power rate doesn't do jack, right?
    Status: Retired Elsword Hacker
    LF> Animes PM me pl0x

    Quote Originally Posted by Mosha View Post
    Given I'll most likely be bombarded with queries from members about LostSaga's account. The USER has now been PERM banned. We won't be seeing him around any longer.
    Quote Originally Posted by CapitolGMAN View Post
    There is a God!
    --------------------------------------------------------------------
    "es laek wA 2 stronk srs eyem laek gon die c0z eye cnt utterstand dis engrish." - Me
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  13. 12-18-2013, 11:28 AM
    #31

    Leecher

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    my client always gets stuck at updating client.. data\x2.exe whenever i use fiddler2 + patchinfo & checkkom
    Last edited by anolythe; 12-18-2013 at 11:32 AM.
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  14. 12-19-2013, 12:10 AM
    #32

    Moderator

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Please post the most up to date virus scan.
    Currently moving, excuse my brief inactivity.
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  15. 12-20-2013, 04:44 AM
    #33

    Leecher

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    stage skipping doesnt work anymore on els UK?? i tried all method but seems it doesnt work at all
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  16. 12-20-2013, 12:21 PM
    #34

    The New Guy

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    anyone knows how to get the patchinfo.xml? I followed everything but I still can't find the pachinfo.xml in my fiddler after i logged in to the town? The only thing that showed was checkkom.xml and patchdat? Ty so much for the help
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  17. 12-20-2013, 12:38 PM
    #35

    The Scrub

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Quote Originally Posted by aldz89
    [Dear Visitor, you're restricted from viewing links until you are registered & logged on.
    Click Here To Register Today
    stage skipping doesnt work anymore on els UK?? i tried all method but seems it doesnt work at all
    It's already server-sided unless someone can jailbreak it
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  18. 12-20-2013, 01:39 PM
    #36

    The New Guy

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    I need to force ludo as I can do?
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  19. 12-20-2013, 01:41 PM
    #37

    The Scrub

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Quote Originally Posted by jahirvillano
    [Dear Visitor, you're restricted from viewing links until you are registered & logged on.
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    I need to force ludo as I can do?
    All things on data035 are now server-sided(i tried luto mode, won't work anymore)
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  20. 12-20-2013, 06:09 PM
    #38

    Leecher

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Anyone have some editor where I can edit all lua files in the same time?, edit file per file is so slowly and boring ... sorry for the bad english
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  21. 12-21-2013, 07:10 PM
    #39

    Leecher

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Quote Originally Posted by zerox41
    [Dear Visitor, you're restricted from viewing links until you are registered & logged on.
    Click Here To Register Today
    All things on data035 are now server-sided(i tried luto mode, won't work anymore)
    so we can't use edited data035 now? ._. i tried to make a skip to boss at altera core, but it won't work

    but i still often see a people use henir hack (solo at henir challange with only 1-4 minutes)

    sorry for my bad eng I play elsword ID btw
    Last edited by ankunality; 12-21-2013 at 07:18 PM.
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  22. 12-21-2013, 08:16 PM
    #40

    ♢♥♧♠I'm a Magician♠♡♦♤

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    Default Re: Elsword Kom Editing Hacks for PH and other Server

    Quote Originally Posted by ankunality
    [Dear Visitor, you're restricted from viewing links until you are registered & logged on.
    Click Here To Register Today
    so we can't use edited data035 now? ._. i tried to make a skip to boss at altera core, but it won't work

    but i still often see a people use henir hack (solo at henir challange with only 1-4 minutes)

    sorry for my bad eng I play elsword ID btw
    That is because they have a dmg hax.
    Status: Retired Elsword Hacker
    LF> Animes PM me pl0x

    Quote Originally Posted by Mosha View Post
    Given I'll most likely be bombarded with queries from members about LostSaga's account. The USER has now been PERM banned. We won't be seeing him around any longer.
    Quote Originally Posted by CapitolGMAN View Post
    There is a God!
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    "es laek wA 2 stronk srs eyem laek gon die c0z eye cnt utterstand dis engrish." - Me
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