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Lycan Efekti Official Yapmak Client/Game/Pyhton

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HERAKLES Otomatik Avlı kalıcı sunucu. 19 Haziran'da açılıyor. Atius & Wizard güvencesiyle hemen kayıt ol, ön kayıt ödülleri aktif. HEMEN TIKLA!

Arkadaşlar forumdaki bir çok lycanlı altyapı fileste efektler tr ile official çalışmıyor bende bunu gördüm ve paylaşmaya karar verdim



yapanlar kanıt atarlarsa konuya eklerim :)

hazır skill proto:
skill proto için virüs totale gerek duymadım

kendi sunucumdan resim

W0jR9N.png
 
Son düzenleme:

En Çok Reaksiyon Alan Mesajlar

Arkadaşlar forumdaki bir çok lycanlı altyapı fileste efektler tr ile official çalışmıyor bende bunu gördüm ve paylaşmaya karar verdim

I have RED_POSSESION and BLUE_POSSESION
In game,
affect.h
AFFECT_RED_POSSESION = 174,
AFFECT_BLUE_POSSESION = 175,

AFF_RED_POSSESION,
AFF_BLUE_POSSESION,
In binary,
InstanceBase.h
AFFECT_BLEEDING, // 42
AFFECT_RED_POSSESION, // 43
AFFECT_BLUE_POSSESION, // 44
PythonCharacterModule.cpp
PyModule_AddIntConstant(poModule, "AFFECT_RED_POSSESION", CInstanceBase::AFFECT_RED_POSSESION);
PyModule_AddIntConstant(poModule, "AFFECT_BLUE_POSSESION", CInstanceBase::AFFECT_BLUE_POSSESION);

PythonPlayer.cpp
m_kMap_dwAffectIndexToSkillIndex.insert(make_pair(int(CInstanceBase::AFFECT_RED_POSSESION), 174));
m_kMap_dwAffectIndexToSkillIndex.insert(make_pair(int(CInstanceBase::AFFECT_BLUE_POSSESION), 175));
In client
playersettingmodule.py
def __LoadGameWolfmanEx(race, path):
chrmgr.SelectRace(race)

#General
SetGeneralMotionsForWolfman(chr.MOTION_MODE_GENERAL, path + "general/")
chrmgr.SetMotionRandomWeight(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, 0, 70)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_WAIT, "wait1.msa", 30)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack1.msa", 50)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_COMBO_ATTACK_1, "attack2.msa", 50)

#Combo
chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, 6)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_1)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_1)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_1)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_1)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_6, chr.MOTION_COMBO_ATTACK_1)

#Skill
chrmgr.SetPathName(path + "skill/")
for i in xrange(skill.SKILL_EFFECT_COUNT):
END_STRING = ""
if i != 0: END_STRING = "_%d" % (i)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+1, "split_slash" + END_STRING + ".msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+2, "wind_death" + END_STRING + ".msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+3, "reef_attack" + END_STRING + ".msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+4, "wreckage" + END_STRING + ".msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+5, "red_possession" + END_STRING + ".msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, chr.MOTION_SKILL+(i*skill.SKILL_GRADEGAP)+6, "blue_possession" + END_STRING + ".msa")

chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLOOD, "guild_yongsinuipi.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONBLESS, "guild_yongsinuichukbok.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_BLESSARMOR, "guild_seonghwigap.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_SPPEDUP, "guild_gasokhwa.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_DRAGONWRATH, "guild_yongsinuibunno.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_GENERAL, GUILD_SKILL_MAGICUP, "guild_jumunsul.msa")

chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, 1)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_GENERAL, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)

#Emoticon
emotion.RegisterEmotionAnis(path)

#Claw weapon
chrmgr.SetPathName(path + "claw/")
chrmgr.RegisterMotionMode(chr.MOTION_MODE_CLAW)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WAIT, "wait.msa", 50)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WAIT, "wait1.msa", 50)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_WALK, "walk.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_RUN, "run.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE, "front_damage.msa", 50)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE, "back_damage.msa", 50)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE_BACK, "back_damage.msa", 50)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_DAMAGE_BACK, "back_damage.msa", 50)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_1, "combo_01.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_2, "combo_02.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_3, "combo_03.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_4, "combo_04.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_5, "combo_05.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_6, "combo_06.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_CLAW, chr.MOTION_COMBO_ATTACK_7, "combo_07.msa")

# Combo
## Type 1
chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, 4)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_1, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_4)
## Type 2
chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, 5)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_2, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_7)
## Type 3
chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, 6)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_4, chr.MOTION_COMBO_ATTACK_5)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_5, chr.MOTION_COMBO_ATTACK_6)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_CLAW, COMBO_TYPE_3, COMBO_INDEX_6, chr.MOTION_COMBO_ATTACK_4)

## Horse
chrmgr.SetPathName(path + "horse/")
chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT, "wait.msa", 90)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT, "wait1.msa", 9)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WAIT, "wait2.msa", 1)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_WALK, "walk.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_RUN, "run.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE, "front_damage.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DAMAGE_BACK, "front_damage.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, chr.MOTION_DEAD, "dead.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE, HORSE_SKILL_CHARGE, "skill_charge.msa")

#Horse claw
chrmgr.SetPathName(path + "horse_claw/")
chrmgr.RegisterMotionMode(chr.MOTION_MODE_HORSE_CLAW)
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_1, "combo_01.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_2, "combo_02.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, chr.MOTION_COMBO_ATTACK_3, "combo_03.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, HORSE_SKILL_WILDATTACK, "skill_wildattack.msa")
chrmgr.RegisterCacheMotionData(chr.MOTION_MODE_HORSE_CLAW, HORSE_SKILL_SPLASH, "skill_splash.msa")
chrmgr.ReserveComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, 3)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_1, chr.MOTION_COMBO_ATTACK_1)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_2, chr.MOTION_COMBO_ATTACK_2)
chrmgr.RegisterComboAttackNew(chr.MOTION_MODE_HORSE_CLAW, COMBO_TYPE_1, COMBO_INDEX_3, chr.MOTION_COMBO_ATTACK_3)

## Bone
chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON, "equip_right_weapon")
chrmgr.RegisterAttachingBoneName(chr.PART_WEAPON_LEFT, "equip_left_weapon")
And
chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+42, "Bip01", "d:/ymir work/effect/hit/blow_poison/bleeding_loop.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+43, "Bip01", "d:/ymir work/effect/hit/blow_flame/flame_loop_w.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_AFFECT+44, "", "d:/ymir work/pc3/common/effect/gyeokgongjang_loop_w.mse")
uiaffectshower.py
42 : ("Bleeding", "d:/ymir work/ui/skill/common/affect/poison.sub"),
43 : ("Red Possession", "d:/ymir work/ui/skill/wolfman/red_possession_03.sub"),
44 : ("Blue Possession", "d:/ymir work/ui/skill/wolfman/blue_possession_03.sub"),

And in db, skill_proto
INSERT INTO `player`.`skill_proto` (`dwVnum`, `szName`, `bType`, `bLevelStep`, `bMaxLevel`, `bLevelLimit`, `szPointOn`, `szPointPoly`, `szSPCostPoly`, `szDurationPoly`, `szDurationSPCostPoly`, `szCooldownPoly`, `szMasterBonusPoly`, `szAttackGradePoly`, `setFlag`, `setAffectFlag`, `szPointOn2`, `szPointPoly2`, `szDurationPoly2`, `setAffectFlag2`, `szPointOn3`, `szPointPoly3`, `szDurationPoly3`, `szGrandMasterAddSPCostPoly`, `prerequisiteSkillVnum`, `prerequisiteSkillLevel`, `eSkillType`, `iMaxHit`, `szSplashAroundDamageAdjustPoly`, `dwTargetRange`, `dwSplashRange`) VALUES ('170', '����', '7', '1', '1', '0', 'HP', '-(1.1*atk+(0.3*atk+1.5*str)*k)', '40+100*k', '', '', '15', '-(1.1*atk+(0.3*atk+1.5*str)*k)', '', 'ATTACK,USE_MELEE_DAMAGE,SPLASH', '', 'NONE', '', '', '', '', '', '', '50+130*k', '0', '0', 'MELEE', '12', '1', '0', '200');
INSERT INTO `player`.`skill_proto` (`dwVnum`, `szName`, `bType`, `bLevelStep`, `bMaxLevel`, `bLevelLimit`, `szPointOn`, `szPointPoly`, `szSPCostPoly`, `szDurationPoly`, `szDurationSPCostPoly`, `szCooldownPoly`, `szMasterBonusPoly`, `szAttackGradePoly`, `setFlag`, `setAffectFlag`, `szPointOn2`, `szPointPoly2`, `szDurationPoly2`, `setAffectFlag2`, `szPointOn3`, `szPointPoly3`, `szDurationPoly3`, `szGrandMasterAddSPCostPoly`, `prerequisiteSkillVnum`, `prerequisiteSkillLevel`, `eSkillType`, `iMaxHit`, `szSplashAroundDamageAdjustPoly`, `dwTargetRange`, `dwSplashRange`) VALUES ('171', '��dz', '7', '1', '1', '0', 'HP', '-(2*atk+(atk+dex*3+str*5+con)*k)', '40+100*k', '', '', '15', '-(2*atk+(atk+dex*3+str*5+con)*k)', '', 'ATTACK,USE_MELEE_DAMAGE,SPLASH', '', 'NONE', '', '', '', '', '', '', '50+130*k', '0', '0', 'MELEE', '12', '1', '0', '200');
INSERT INTO `player`.`skill_proto` (`dwVnum`, `szName`, `bType`, `bLevelStep`, `bMaxLevel`, `bLevelLimit`, `szPointOn`, `szPointPoly`, `szSPCostPoly`, `szDurationPoly`, `szDurationSPCostPoly`, `szCooldownPoly`, `szMasterBonusPoly`, `szAttackGradePoly`, `setFlag`, `setAffectFlag`, `szPointOn2`, `szPointPoly2`, `szDurationPoly2`, `setAffectFlag2`, `szPointOn3`, `szPointPoly3`, `szDurationPoly3`, `szGrandMasterAddSPCostPoly`, `prerequisiteSkillVnum`, `prerequisiteSkillLevel`, `eSkillType`, `iMaxHit`, `szSplashAroundDamageAdjustPoly`, `dwTargetRange`, `dwSplashRange`) VALUES ('172', '������', '7', '1', '1', '0', 'HP', '-(atk+(1.6*atk+200+dex*7+str*7)*k)', '40+100*k', '', '', '15', '-(atk+(1.6*atk+200+dex*7+str*7)*k)', '', 'ATTACK,USE_MELEE_DAMAGE,SPLASH', '', 'NONE', '', '', '', '', '', '', '50+130*k', '0', '0', 'MELEE', '12', '1', '0', '200');
INSERT INTO `player`.`skill_proto` (`dwVnum`, `szName`, `bType`, `bLevelStep`, `bMaxLevel`, `bLevelLimit`, `szPointOn`, `szPointPoly`, `szSPCostPoly`, `szDurationPoly`, `szDurationSPCostPoly`, `szCooldownPoly`, `szMasterBonusPoly`, `szAttackGradePoly`, `setFlag`, `setAffectFlag`, `szPointOn2`, `szPointPoly2`, `szDurationPoly2`, `setAffectFlag2`, `szPointOn3`, `szPointPoly3`, `szDurationPoly3`, `szGrandMasterAddSPCostPoly`, `prerequisiteSkillVnum`, `prerequisiteSkillLevel`, `eSkillType`, `iMaxHit`, `szSplashAroundDamageAdjustPoly`, `dwTargetRange`, `dwSplashRange`) VALUES ('173', '�ļ�', '7', '1', '1', '0', 'HP', '-(3*atk+(0.8*atk+str*6+dex*2+con)*k)', '40+100*k', '', '', '15', '-(3*atk+(0.8*atk+str*6+dex*2+con)*k)', '', 'ATTACK,USE_MELEE_DAMAGE', '', 'NONE', '', '', '', '', '', '', '50+130*k', '0', '0', 'MELEE', '12', '1', '0', '200');
INSERT INTO `player`.`skill_proto` (`dwVnum`, `szName`, `bType`, `bLevelStep`, `bMaxLevel`, `bLevelLimit`, `szPointOn`, `szPointPoly`, `szSPCostPoly`, `szDurationPoly`, `szDurationSPCostPoly`, `szCooldownPoly`, `szMasterBonusPoly`, `szAttackGradePoly`, `setFlag`, `setAffectFlag`, `szPointOn2`, `szPointPoly2`, `szDurationPoly2`, `setAffectFlag2`, `szPointOn3`, `szPointPoly3`, `szDurationPoly3`, `szGrandMasterAddSPCostPoly`, `prerequisiteSkillVnum`, `prerequisiteSkillLevel`, `eSkillType`, `iMaxHit`, `szSplashAroundDamageAdjustPoly`, `dwTargetRange`, `dwSplashRange`) VALUES ('174', '��������', '7', '1', '1', '0', 'ATT_GRADE', '7+(5*iq+13)*k', '20+240*k', '50+100*k', '2+23*k', '0', '7+(5*iq+13)*k', '', 'SELFONLY,TOGGLE', 'RED_POSSESION', 'DEF_GRADE', '-30*k', '50+100*k', '', '', '', '', '100+200*k', '0', '0', 'NORMAL', '1', '1', '0', '0');
INSERT INTO `player`.`skill_proto` (`dwVnum`, `szName`, `bType`, `bLevelStep`, `bMaxLevel`, `bLevelLimit`, `szPointOn`, `szPointPoly`, `szSPCostPoly`, `szDurationPoly`, `szDurationSPCostPoly`, `szCooldownPoly`, `szMasterBonusPoly`, `szAttackGradePoly`, `setFlag`, `setAffectFlag`, `szPointOn2`, `szPointPoly2`, `szDurationPoly2`, `setAffectFlag2`, `szPointOn3`, `szPointPoly3`, `szDurationPoly3`, `szGrandMasterAddSPCostPoly`, `prerequisiteSkillVnum`, `prerequisiteSkillLevel`, `eSkillType`, `iMaxHit`, `szSplashAroundDamageAdjustPoly`, `dwTargetRange`, `dwSplashRange`) VALUES ('175', 'û¶ûºùÀÇ', '7', '1', '1', '0', 'ATT_SPEED', '20*k', '20+240*k', '50+100*k', '', '63+90*k', '20*k', '', 'PARTY', 'BLUE_POSSESION', 'DODGE', '1+10*k', '50+100*k', '', '', '', '', '40+100*k', '0', '0', 'NORMAL', '1', '1', '1000', '0');

yapanlar kanıt atarlarsa konuya eklerim :)

Kardeşim Türkçeleştir ne yapılacağını ekle sonra paste'ye ekle bunları.
 
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