You last visited: Today at 21:47
Advertisement
[ASK Elsword ID]
Discussion on [ASK Elsword ID] within the Elsword forum part of the MMORPGs category.
02/19/2014, 10:47
#1
elite*gold: 0
Join Date: Jan 2014
Posts: 8
Received Thanks: 2
[ASK Elsword ID]
is that Boss Rusher/Teleport didn't work anymore?
recently i edit my data35.kom, its just work for the last sub_stage and just skip to next stage, not to what we just edit
and for, Henir, Auto Kill, Title and one hit actually its still work
02/19/2014, 17:07
#2
elite*gold: 0
Join Date: Jul 2010
Posts: 6
Received Thanks: 0
You could spend the of Henir?
02/19/2014, 18:36
#3
elite*gold: 0
Join Date: Jan 2014
Posts: 8
Received Thanks: 2
for henir just teleport stage by stage
so we just have 38 pieces for henir
02/20/2014, 00:19
#4
elite*gold: 0
Join Date: Jul 2013
Posts: 11
Received Thanks: 0
02/20/2014, 04:00
#5
elite*gold: 0
Join Date: Jan 2014
Posts: 8
Received Thanks: 2
Auto Kill pke di threads PH, ID bla bla Autokill aja gan
sama aja kok
ngupload tau sendiri kcepatan Speedy 512 ==
02/20/2014, 11:22
#6
elite*gold: 0
Join Date: Mar 2013
Posts: 123
Received Thanks: 6
Quote:
Originally Posted by
Rainerro
Auto Kill pke di threads PH, ID bla bla Autokill aja gan
sama aja kok
ngupload tau sendiri kcepatan Speedy 512 ==
Hi can you say how i can damage hack?? and auto kill hack pls ;c
02/21/2014, 15:46
#7
elite*gold: 18
Join Date: Feb 2013
Posts: 317
Received Thanks: 37
Quote:
Originally Posted by
BajBaj
Hi can you say how i can damage hack?? and auto kill hack pls ;c
Autokill !
Its very easy you editg all files in data 37 to this :
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
02/24/2014, 18:56
#8
elite*gold: 0
Join Date: Dec 2013
Posts: 1
Received Thanks: 0
gan, bisa minta nama fb nya ?
02/25/2014, 04:09
#9
elite*gold: 0
Join Date: Jul 2013
Posts: 35
Received Thanks: 7
please speak english , although Translate
respect the rules
Auto kill Elsword ID :
Sha :
3AA40751AF9ECBA8A0C4788121ACE9BB32A68B5F
02/25/2014, 05:48
#10
elite*gold: 0
Join Date: Feb 2014
Posts: 2
Received Thanks: 0
Quote:
Originally Posted by
ramzx09
please speak english , although Translate
respect the rules
Auto kill Elsword ID :
Sha :
3AA40751AF9ECBA8A0C4788121ACE9BB32A68B5F
can you teach me how to make us stoic and no CD and make secret dungeon always at luto mode ??
sorry for bad english
02/25/2014, 14:59
#11
elite*gold: 0
Join Date: Mar 2013
Posts: 17
Received Thanks: 0
Quote:
Originally Posted by
Amarushihara
can you teach me how to make us stoic and no CD and make secret dungeon always at luto mode ??
sorry for bad english
then you'll use that hack for PvP, am i right indon?
02/26/2014, 12:35
#12
elite*gold: 0
Join Date: Jan 2014
Posts: 8
Received Thanks: 2
This Thread are Closed
and for indon, indon just update *** today so i'm not yet try the hack
if it get patched, i just edit it again and again :3
Sorry for my bad english n,n
02/26/2014, 13:16
#13
elite*gold: 0
Join Date: May 2013
Posts: 6
Received Thanks: 1
gak bisa lagi deh kayanya
baru tadi ngeedit" eh pas di save jadi 0kb file nya :v
All times are GMT +2. The time now is 21:49 .