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Elsword Autokill [ID] 12-26-13
Discussion on Elsword Autokill [ID] 12-26-13 within the Elsword forum part of the MMORPGs category.
12/26/2013, 07:24
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#1
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elite*gold: 0
Join Date: Apr 2010
Posts: 21
Received Thanks: 9
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Elsword ID & PH Autokill [12-27-13]
How's it going every one
It's been a long time i registered in this forum. i think it's time for me to start active
Today i gonna share this autokill. But only for ID's Elsword.
Because i only play that.
If you want me to make autokill for your country you can post your data037.kom here (don't PM me )
SHA1 : "EAE7876035FF28CCADC17765191DD065CF957250"
ID :
PH (Not tested but i think it's work) :
COBA BLOCK DIBAWAH INI !!
pass : notforpvp
Credit : herohenson (thx for your tutorial), logan2107
PS : I don't give the bypass. Your can find them by yourself
if you think this is useful. please press thanks
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12/26/2013, 09:22
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#2
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elite*gold: 0
Join Date: Jun 2013
Posts: 34
Received Thanks: 6
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Quote:
Originally Posted by sayacopo
How's it going every one
It's been a long time i registered in this forum. i think it's time for me to start active
Today i gonna share this autokill. But only for ID's Elsword.
Because i only play that.
If you want me to make autokill for your country you can post your data037.kom here (don't PM me )
SHA1 : "EAE7876035FF28CCADC17765191DD065CF957250"
Credit : herohenson (thx for your tutorial)
PS : I don't give the bypass. Your can find them by yourself
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You mean this Professor, let the people know...wht are yu doing...brrruaahh.. too late :
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_ST ART"
},
{
STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_BACK",
LUA_STATE_START_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_STATE_ST ART"
},
{
STATE_NAME = "MUSHROOM_WOODEN_NO_ATTACK_DYING_SKY",
LUA_STATE_START_FUNC = "MUSHROOM_WOODEN_NO_ATTACK_DYING_LAND_STATE_ST ART"
},
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(pKTD XApp, 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(pKTDXA pp, 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_M OVE(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():UpDownCrashCamer aNoReset(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(p KTDXApp, 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
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12/26/2013, 10:38
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#3
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elite*gold: 0
Join Date: Apr 2010
Posts: 21
Received Thanks: 9
|
@^
but. i think people will get lazy for renaming all the whole files right ?
hey. edit your post. use spoilers
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12/26/2013, 11:02
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#4
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elite*gold: 0
Join Date: Jun 2013
Posts: 34
Received Thanks: 6
|
Quote:
Originally Posted by sayacopo
@^
but. i think people will get lazy for renaming all the whole files right ?
hey. edit your post. use spoilers
|
i just give an little clue...what.. wht's the problem .-.
ease up..man chill..chill
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12/26/2013, 11:07
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#5
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elite*gold: 0
Join Date: Jul 2013
Posts: 57
Received Thanks: 8
|
what's the password?
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12/26/2013, 12:07
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#6
|
elite*gold: 0
Join Date: Apr 2010
Posts: 21
Received Thanks: 9
|
Quote:
Originally Posted by MFA001
what's the password?
|
the password is right there.
talk more do less.
Quote:
Originally Posted by Cyberproxy
i just give an little clue...what.. wht's the problem .-.
ease up..man chill..chill
|
lol.. calm down bro.
i'm not like that
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12/26/2013, 13:43
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#7
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elite*gold: 0
Join Date: Jul 2013
Posts: 57
Received Thanks: 8
|
where is the password?
disebelah mana om, ga keliatan
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12/26/2013, 17:31
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#8
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elite*gold: 0
Join Date: Aug 2013
Posts: 13
Received Thanks: 1
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what is the pass ??
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12/26/2013, 19:34
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#9
|
elite*gold: 0
Join Date: Apr 2010
Posts: 21
Received Thanks: 9
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oh *** why you're so lazy.
clue pass ctrl+a
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12/26/2013, 19:35
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#10
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elite*gold: 0
Join Date: Aug 2013
Posts: 50
Received Thanks: 3
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Are u guys ******* blind?
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12/27/2013, 03:56
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#11
|
elite*gold: 0
Join Date: Apr 2010
Posts: 21
Received Thanks: 9
|
Quote:
Originally Posted by Gangbangerkanacke
Are u guys ******* blind?
|
they aren't blind. but they can't see.
lol.
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12/27/2013, 04:01
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#12
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elite*gold: 0
Join Date: Jul 2013
Posts: 57
Received Thanks: 8
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12/27/2013, 06:59
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#13
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elite*gold: 0
Join Date: Apr 2010
Posts: 21
Received Thanks: 9
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i have given the clue. but in indonesian
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12/27/2013, 11:01
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#14
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elite*gold: 0
Join Date: Jul 2013
Posts: 57
Received Thanks: 8
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i found it, thanks
wkwkwk gak keliatan gila lu gan
out from game when choosing a character
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12/27/2013, 13:13
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#15
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elite*gold: 0
Join Date: Jul 2013
Posts: 1
Received Thanks: 0
|
zz
Quote:
Originally Posted by sayacopo
the password is right there.
talk more do less.
lol.. calm down bro.
i'm not like that
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:r olleyes:
Notforpvp
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