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goddameit

Another 1v1 KoE

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Preview:



Info:
Just like what video show you, winner is who can own EMP when time out,
so Attacker need to break EMP to be a new owner,
Defender need to protect EMP until time out.

Setting:
.sett_totaltime = 180; // total gaming time
.sett_waitenemydelay = 10; // wait for enemy
.sett_opendelay = 10; // wait for game map open
.sett_startdelay = 10; // wait for game start, defender can enter now
.sett_restartdelay = 60; // when EMP is down, how long that setting will restart
.sett_respawnHEARTdelay = 60; // respawn time for obstacle
.sett_respawnBOMBdelay = 60; // respawn time for bomber
.sett_reBOMBdelay = 60; // cd for bomber

Script:
Another 1v1 KoE .txt

db:
mob_avail.txt

2414,1288
2415,1908
2416,1906

mob_db.txt

2414,FAKE_EMP,FAKE_EMP,FAKE_EMP,1,20,0,0,0,1,1,2,100,99,0,0,0,0,0,90,7,12,0,3,26,0x40,2000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,02415,FAKE_HEART_STONE,FAKE_HEART_STONE,FAKE_HEART_STONE,1,20,0,0,0,1,1,2,100,99,0,0,0,0,0,90,7,12,0,3,26,0x40,2000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,02416,FAKE_DEF_STONE,FAKE_DEF_STONE,FAKE_DEF_STONE,1,20,0,0,0,1,1,2,100,99,0,0,0,0,0,90,7,12,0,3,26,0x40,2000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
Edited by goddameit

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Preview:

 

Info:

Just like what video show you, winner is who can own EMP when time out,

so Attacker need to break EMP to be a new owner,

Defender need to protect EMP until time out.

 

Setting:

.sett_totaltime = 180; // total gaming time.sett_waitenemydelay = 10; // wait for enemy.sett_opendelay = 10; // wait for game map open.sett_startdelay = 10; // wait for game start, defender can enter now.sett_restartdelay = 60; // when EMP is down, how long that setting will restart.sett_respawnHEARTdelay = 60; // respawn time for obstacle.sett_respawnBOMBdelay = 60; // respawn time for bomber.sett_reBOMBdelay = 60; // cd for bomber

 

Script:

attachicon.gifAnother 1v1 KoE .txt

 

db:

mob_avail.txt

2414,12882415,19082416,1906

mob_db.txt

2414,FAKE_EMP,FAKE_EMP,FAKE_EMP,1,20,0,0,0,1,1,2,100,99,0,0,0,0,0,90,7,12,0,3,26,0x40,2000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,02415,FAKE_HEART_STONE,FAKE_HEART_STONE,FAKE_HEART_STONE,1,20,0,0,0,1,1,2,100,99,0,0,0,0,0,90,7,12,0,3,26,0x40,2000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,02416,FAKE_DEF_STONE,FAKE_DEF_STONE,FAKE_DEF_STONE,1,20,0,0,0,1,1,2,100,99,0,0,0,0,0,90,7,12,0,3,26,0x40,2000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

 

 

Preview:

 

Info:

Just like what video show you, winner is who can own EMP when time out,

so Attacker need to break EMP to be a new owner,

Defender need to protect EMP until time out.

 

Setting:

.sett_totaltime = 180; // total gaming time.sett_waitenemydelay = 10; // wait for enemy.sett_opendelay = 10; // wait for game map open.sett_startdelay = 10; // wait for game start, defender can enter now.sett_restartdelay = 60; // when EMP is down, how long that setting will restart.sett_respawnHEARTdelay = 60; // respawn time for obstacle.sett_respawnBOMBdelay = 60; // respawn time for bomber.sett_reBOMBdelay = 60; // cd for bomber

 

Script:

attachicon.gifAnother 1v1 KoE .txt

 

db:

mob_avail.txt

2414,12882415,19082416,1906

mob_db.txt

2414,FAKE_EMP,FAKE_EMP,FAKE_EMP,1,20,0,0,0,1,1,2,100,99,0,0,0,0,0,90,7,12,0,3,26,0x40,2000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,02415,FAKE_HEART_STONE,FAKE_HEART_STONE,FAKE_HEART_STONE,1,20,0,0,0,1,1,2,100,99,0,0,0,0,0,90,7,12,0,3,26,0x40,2000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,02416,FAKE_DEF_STONE,FAKE_DEF_STONE,FAKE_DEF_STONE,1,20,0,0,0,1,1,2,100,99,0,0,0,0,0,90,7,12,0,3,26,0x40,2000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

how to give reward?

i cant find in script..

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mob_db.txt update for the new structure of mob data

 

// KoE
{
	Id: 2414 
	SpriteName: "FAKE_EMP"
	Name: "FAKE_EMP"
	JName: "FAKE_EMP"
	Lv: 1
	Hp: 20
	Sp: 0
	Exp: 0
	JExp: 0
	AttackRange: 1
	Attack: [1, 2]
	Def: 100
	Mdef: 99
	Stats: {
		Str: 0
		Agi: 0
		Vit: 0
		Int: 0
		Dex: 0
		Luk: 90
	}
	ViewRange: 7
	ChaseRange: 12
	Size: "Size_Small"
	Race: "RC_Angel"
	Element: ("Ele_Holy", 1)
	Mode: {
		CanMove: false
	}
},

{
	Id: 2415 
	SpriteName: "FAKE_HEART_STONE"
	Name: "FAKE_HEART_STONE"
	JName: "FAKE_HEART_STONE"
	Lv: 1
	Hp: 20
	Sp: 0
	Exp: 0
	JExp: 0
	AttackRange: 1
	Attack: [1, 2]
	Def: 100
	Mdef: 99
	Stats: {
		Str: 0
		Agi: 0
		Vit: 0
		Int: 0
		Dex: 0
		Luk: 90
	}
	ViewRange: 7
	ChaseRange: 12
	Size: "Size_Large"
	Race: "RC_Formless"
	Element: ("Ele_Neutral", 1)
	Mode: {
		CanMove: false
	}
},

{
	Id: 2416 
	SpriteName: "FAKE_DEF_STONE"
	Name: "FAKE_DEF_STONE"
	JName: "FAKE_DEF_STONE"
	Lv: 1
	Hp: 20
	Sp: 0
	Exp: 0
	JExp: 0
	AttackRange: 1
	Attack: [1, 2]
	Def: 100
	Mdef: 99
	Stats: {
		Str: 0
		Agi: 0
		Vit: 0
		Int: 0
		Dex: 0
		Luk: 90
	}
	ViewRange: 7
	ChaseRange: 12
	Size: "Size_Large"
	Race: "RC_Formless"
	Element: ("Ele_Neutral", 1)
	Mode: {
		CanMove: false
	}
},

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