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[RELEASE]GrandChase hack

Discussion on [RELEASE]GrandChase hack within the Grand Chase Hacks, Bots, Cheats & Exploits forum part of the Grand Chase category.

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Old 11/06/2009, 12:08   #721
 
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Quote:
Originally Posted by ashjayanc View Post
i was asking if it still gives u the regular loots and exp it is supposed to give...
yes definitely.
FrostBlaze is offline  
Old 11/06/2009, 12:10   #722
 
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thanks kuya!!
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Old 11/06/2009, 15:34   #723
 
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I do just hope it works well unlike the others^^ sigh
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Old 11/07/2009, 04:29   #724
 
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kua choryu

elp nman po sa mga editors ng scripts especially sa ai.kom

anung part po dun ung papalitan pra ma sudden death ung certain monster?

Example po sa Slime...

-- AI_Slime.lua

ActionList =
{
-- ´ë±â
{
ID = "WAIT",
Motion = "Slime_Wait.frm",
Func = "Slime_WaitFunc",

Trigger =
{
-- Ÿ°ÔÆÃ
{
AICheckFrame = 55,
AIFunc = "Slime_Check_Targeting",
DelayFrame = 110,
},
-- Ÿ°ÙÁö¿ò
{
AICheckFrame = 440,
AIFunc = "Slime_Check_ReleaseTarget",
DelayFrame = 880,
},
-- Ÿ°ÙÀ» ÇâÇØ ÅÏ
{
AICheckFrame = 75,
AIFunc = "Slime_Check_TurnToTarget",
DelayFrame = 75,
},
-- °È±â
{
AICheckFrame = 55,
AIFunc = "Slime_Check_Walk",
DelayFrame = 110,
},
-- ÇÏÀÌÁ¡ÇÁ
{
AICheckFrame = 75,
AIFunc = "Slime_Check_HighJump",
DelayFrame = 75,
},
-- Á¡ÇÁ´Ù¿î
{
AICheckFrame = 220,
AIFunc = "Slime_Check_JumpDown",
DelayFrame = 220,
},
-- ±ÙÁ¢°ø°Ý
{
AICheckFrame = 55,
AIFunc = "Slime_Check_Attack01",
DelayFrame = 110,
},
-- ¾î½½··´ë±â(À̵¿)
{
AICheckFrame = 55,
AIFunc = "Slime_Check_Idle",
DelayFrame = 110,
},
},
},

-- À̵¿
{
ID = "WALK",
Motion = "Slime_Walk.frm",
Func = "Slime_WalkFunc",
EnableMoveCheck = 1,
MoveFailFunc = "Slime_MoveFail",


Trigger =
{
-- Ÿ°ÔÆÃ
{
AICheckFrame = 25,
AIFunc = "Slime_Check_Targeting",
DelayFrame = 110,
},
-- Ÿ°ÙÁö¿ò
{
AICheckFrame = 440,
AIFunc = "Slime_Check_ReleaseTarget",
DelayFrame = 880,
},
-- Ÿ°ÙÀ» ÇâÇØ ÅÏ
{
AICheckFrame = 55,
AIFunc = "Slime_Check_TurnToTarget",
DelayFrame = 55,
},
-- ÇÏÀÌÁ¡ÇÁ
{
AICheckFrame = 75,
AIFunc = "Slime_Check_HighJump",
DelayFrame = 75,
},
-- Á¡ÇÁ´Ù¿î
{
AICheckFrame = 220,
AIFunc = "Slime_Check_JumpDown",
DelayFrame = 220,
},
-- ¸ØÃß±â
{
AICheckFrame = 110,
AIFunc = "Slime_Check_Stop",
DelayFrame = 220,
},
}
},

-- ¾î½½··´ë±â
{
ID = "IDLE",
Motion = "Slime_Walk.frm",
Func = "Slime_IdleFunc",
EnableMoveCheck = 1,
MoveFailFunc = "Slime_IdleMoveFail",

Trigger =
{
-- Ÿ°ÔÆÃ
{
AICheckFrame = 45,
AIFunc = "Slime_Check_Targeting",
DelayFrame = 110,
},
-- ¾î½½··´ë±â(¸ØÃã)
{
AICheckFrame = 440,
AIFunc = "Slime_Check_Idle_Stop",
DelayFrame = 440,
},
}
},

-- ±ÙÁ¢°ø°Ý01
{
ID = "ATTACK01",
Motion = "Slime_Attack01.frm",
Func = "Slime_Attack01Func",
},

-- Á¡ÇÁ
{
ID = "JUMP",
Motion = "Slime_Jump.frm",
Func = "Slime_JumpFunc",
},

-- µ¥¹ÌÁö
{
ID = "DAMAGE",
Motion = "Slime_Damage.frm",
Func = "Slime_DamageFunc",
},

-- ´Ù¿î »ó
{
ID = "DOWN_UP01",
Motion = "Slime_Downup01.frm",
Func = "Slime_Downup01Func",
},

-- ´Ù¿î »ó ÂøÁö
{
ID = "DOWN_LANDING",
Motion = "Slime_Downlanding.frm",
Func = "Slime_DownupLandingFunc",
IsFallDownMotion = TRUE,

Trigger =
{
{
AICheckFrame = 5,
AIFunc = "Slime_CheckStandup",
DelayFrame = 0,
},
}
},

-- ´Ù¿î
{
ID = "DOWN",
Motion = "Slime_Down.frm",
Func = "Slime_DownFunc",
IsFallDownMotion = TRUE,

Trigger =
{
{
AICheckFrame = 5,
AIFunc = "Slime_CheckStandup",
DelayFrame = 0,
},
}
},

-- ´Ù¿î ÇÏ
{
ID = "DOWN_DOWN",
Motion = "Slime_Downlanding.frm",
Func = "Slime_DownFunc",
IsFallDownMotion = TRUE,

Trigger =
{
{
AICheckFrame = 5,
AIFunc = "Slime_CheckStandup",
DelayFrame = 0,
},
}
},

-- ÀϾî¼*±â
{
ID = "STANDUP",
Motion = "Slime_standup.frm",
Func = "Slime_StandupFunc",
},

-- Á×±â
{
ID = "DIE",
Motion = "Slime_Down.frm",
Func = "Slime_DieFunc",
},

-- Á×±â
{
ID = "DIE02",
Motion = "Slime_Die.frm",
Func = "Slime_Die02Func",
},

-- ½ºÅæÄ¿½º
{
ID = "STONECURSE",
Motion = "Slime_Stone.frm",
Func = "Slime_StoneCurseFunc",
},

-- ºù°á»óÅÂ
{
ID = "ICECURSE",
Motion = "Slime_Stone.frm",
Func = "Slime_IceCurseFunc",
},
-- Ȧµå»óÅÂ
{
ID = "HOLD",
Motion = "Slime_Stone.frm",
Func = "Slime_HoldFunc",
},
}

CallBack =
{
Land = "OnSlime_Land",
Die = "OnSlime_Die",
Damage = "OnSlime_Damage",
}

-----------------------------------------------------------------------
-- ÃʱâÈ* ÇÔ¼ö
-----------------------------------------------------------------------

function InitSlime( iMonsterIndex )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

pMonster:RegistReaction( ATTACKTYPE_HOLD, ATTACKDIR_NORMAL, "HOLD" )
pMonster:RegistReaction( ATTACKTYPE_NORMAL, ATTACKDIR_UP, "DAMAGE" )
pMonster:RegistReaction( ATTACKTYPE_NORMAL, ATTACKDIR_MIDDLE, "DAMAGE" )
pMonster:RegistReaction( ATTACKTYPE_NORMAL, ATTACKDIR_DOWN, "DAMAGE" )

pMonster:RegistReaction( ATTACKTYPE_DOWN, ATTACKDIR_UP, "DOWN_UP01" )
pMonster:RegistReaction( ATTACKTYPE_DOWN, ATTACKDIR_MIDDLE, "DOWN" )
pMonster:RegistReaction( ATTACKTYPE_DOWN, ATTACKDIR_DOWN, "DOWN_DOWN" )
pMonster:RegistReaction( ATTACKTYPE_DOWN, ATTACKDIR_NORMAL, "DOWN" )

pMonster:RegistReaction( ATTACKTYPE_STONECURSE, ATTACKDIR_NORMAL, "STONECURSE" )
pMonster:RegistReaction( ATTACKTYPE_ICECURSE, ATTACKDIR_NORMAL, "ICECURSE" )

end

-----------------------------------------------------------------------
-- °¢ Stateº° ½ÇÇàµÇ´Â ÇÔ¼öµé..
-----------------------------------------------------------------------

-- ´ë±â »óÅÂ
function Slime_WaitFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetHP( 0 )
monster:EndMonster()
end
end

-- °È±â »óÅÂ
function Slime_WalkFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame > 20 and iFrame < 41 ) then
pMonster:SetSpeedX( pMonster:GetWalkSpeed() * 1.2 )
pMonster:PlaySound(208)
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetHP( 0 )
monster:EndMonster()
end
end

-- ¾î½½··´ë±â »óÅÂ
function Slime_IdleFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame > 20 and iFrame < 41 ) then
pMonster:SetSpeedX( pMonster:GetWalkSpeed() )
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetHP( 0 )
monster:EndMonster()
end
end

-- Á״»óÅÂ
function Slime_Die02Func( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame <= 1) then
pMonster:AddParticle( "SlimDie", -0.01, 0.07 )
pMonster:ToggleRender( false )
pMonster:SetInvincible( true )
pMonster:PlaySound(217)
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:EndMonster()
pMonster:SetFrameLock( true )
end
end

-- µ¥¹ÌÁö ÀÔÀº°Å
function Slime_DamageFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetHP( 0 )
monster:EndMonster()
pMonster:PlaySound(216)
end
end

-- ´Ù¿î »ó
function Slime_Downup01Func( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame <= 1 ) then
pMonster:SetPushCheck( false )
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetFrameLock( true )
end
end

-- ´Ù¿î »ó ÂøÁö
function Slime_DownupLandingFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame <= 1 ) then
pMonster:SetSuperArmor( true )
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetFrameLock( true )
end
end

-- ´Ù¿î
function Slime_DownFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame <= 1) then
pMonster:SetSuperArmor( true )
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetFrameLock( true )

if( pMonster:GetHP() <= 0 ) then
pMonster:SetState( "DIE02" )
end
end
end

-- Á×±â
function Slime_DieFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame <= 1) then
pMonster:SetInvincibleFrame( pMonster:GetLastFrame() + 10 )
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetState( "DIE02" )
end
end


-- ÀϾ±â
function Slime_StandupFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame <= 1) then
pMonster:SetPushCheck( true )
pMonster:SetInvincibleFrame( pMonster:GetLastFrame() + 20 )
elseif( iFrame == 16 ) then
pMonster:SetSpeedX( pMonster:GetWalkSpeed() * 2.0 )
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetState( "WAIT" )
end
end

-- ±ÙÁ¢°ø°Ý »óÅÂ
function Slime_Attack01Func( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame == 11 ) then
pMonster:SetSpeedX( pMonster:GetWalkSpeed() * 4.0 )
pMonster:SetNoCheckContact(5)
pMonster:SetSpeedY( 0.02 )
pMonster:PlaySound(363)
elseif( iFrame == 16 ) then
pMonster:StartAttack( 15, PAR_DOWN, 0.0 )
elseif( iFrame == 36 ) then
pMonster:EndAttack()
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetState( "WAIT" )
end
end

-- Á¡ÇÁ »óÅÂ
function Slime_JumpFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetFrameLock( true )
end
end

-- ½ºÅæÄ¿½º °É·ÈÀ½
function Slime_StoneCurseFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame <= 1) then
pMonster:SetSuperArmor( true )
pMonster:AddTraceParticle( "StoneCurse_small", 3 )
pMonster:AddParticle( "StoneCurse_small_smog01", 0.0, 0.0 )
pMonster:AddParticle( "StoneCurse_small_tick", 0.0, 0.0 )
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:AddParticle( "StoneCurse_small_smog01", 0.0, 0.0 )
pMonster:AddParticle( "StoneCurse_small_tick", 0.0, 0.0 )
pMonster:SetSuperArmor( false )
pMonster:SetState( "WAIT" )

if( pMonster:GetHP() <= 0 ) then
pMonster:SetState( "DOWN" )
end
end
end

-- ¾ÆÀ̽ºÄ¿½º °É·ÈÀ½
function Slime_IceCurseFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame <= 1) then
pMonster:SetSuperArmor( true )
pMonster:AddTraceParticle( "IceCurse_small", 3 )
pMonster:AddParticle( "IceCurse_small_smog01", 0.0, 0.0 )
pMonster:AddParticle( "IceCurse_small_tick", 0.0, 0.0 )
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:AddParticle( "IceCurse_small_smog01", 0.0, 0.0 )
pMonster:AddParticle( "IceCurse_small_tick", 0.0, 0.0 )
pMonster:SetSuperArmor( false )
pMonster:SetState( "WAIT" )

if( pMonster:GetHP() <= 0 ) then
pMonster:SetState( "DOWN" )
end
end
end


-- Ȧµå °É·ÈÀ½(ÀÌÆåÆ®)
function Slime_HoldFunc( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( iFrame <= 1 ) then
pMonster:SetSuperArmor(true)
pMonster:AddParticle( "Arme01_Hold_Beam_effect_01_Small", 0.0, 0.12 )
pMonster:AddParticle( "Arme01_Hold_Beam_effect_02_Small", 0.0, 0.12 )
pMonster:AddParticle( "Arme01_Hold_Beam_effect_03_Small", 0.0, 0.12 )
pMonster:AddParticle( "Arme01_Hold_Beam_effect_04_Small", 0.0, 0.12 )
elseif( iFrame >= pMonster:GetLastFrame() ) then
pMonster:SetSuperArmor( false )
pMonster:SetState( "WAIT" )

if( pMonster:GetHP() <= 0 ) then
pMonster:SetState( "DIE" )
end
end
end

-----------------------------------------------------------------------
-- ÄÁµð¼Çüũ
-----------------------------------------------------------------------

function Slime_Check_Targeting( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:SetTarget( 50, -300, 240, 300, -200 ) == true ) then
pMonster:TurnToTarget()

if( pMonster:CheckState( "IDLE" ) == true ) then
pMonster:SetState( "WAIT" )
end

pMonster:ResetDelay()
end
end

function Slime_Check_ReleaseTarget( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:CheckTargetInRange( 200, -600, 400, 600, -300 ) == false ) then
pMonster:ReleaseTarget()
pMonster:ResetDelay()
end
end

function Slime_Check_TurnToTarget( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:IsTarget() == true ) then
pMonster:TurnToTarget()
pMonster:ResetDelay()
end
end

function Slime_Check_Walk( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:CheckTargetInRange( 600, -500, 500, 500, -500 ) == true ) then
pMonster:TurnToTarget()
pMonster:SetState( "WALK" )
pMonster:ResetDelay()
end
end

function Slime_Check_Stop( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:CheckTargetInRange( 150, -160, 240, 160, -240 ) == true ) then
pMonster:SetSpeedX( 0.0 )
pMonster:SetState( "WAIT" )
pMonster:ResetDelay()
end
end

function Slime_Check_Attack01( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:CheckTargetInRange( 100, -90, 100, 90, -100 ) == true ) then
pMonster:SetState( "ATTACK01" )
pMonster:ResetDelay()
end
end

function Slime_Check_HighJump( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:CheckTargetInRange( 100, -100, 300, 100, 100 ) == true and pMonster:GetIsContact() == true and pMonster:GetTargetIsContact() == true ) then
Slime_Jump( iMonsterIndex )
pMonster:SetState( "JUMP" )
pMonster:ResetDelay()
end
end

function Slime_Check_JumpDown( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:CheckTargetInRange( 60, -100, -40, 100, -240 ) == true ) then
pMonster:SetNoCheckContact(15)
pMonster:SetIgnoreFHCheck(true)
pMonster:SetState( "JUMP" )
pMonster:ResetDelay()
end
end

function Slime_CheckStandup( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:GetHP() > 0 and pMonster:GetDownDelay() == 0 ) then
pMonster:SetState( "STANDUP" )
end
end

-- ¾î½½··´ë±â..
function Slime_Check_Idle( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:IsTarget() == false ) then
pMonster:SetState( "IDLE" )
pMonster:ResetDelay()
end
end

-- ¾î½½··´ë´Â Áß.. ¸ØÃß±â
function Slime_Check_Idle_Stop( iMonsterIndex, iFrame )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:IsTarget() == false ) then

pMonster:SetState( "WAIT" )
pMonster:ResetDelay()
end
end

-----------------------------------------------------------------------
-- Äݹé ÇÔ¼ö
-----------------------------------------------------------------------
function OnSlime_Land( iMonsterIndex )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

pMonster:SetSpeedX( pMonster:GetSpeedX() * (2.0 / 3.0) )

if( pMonster:CheckState( "JUMP" ) == true ) then
pMonster:TurnToTarget()
pMonster:SetState( "WAIT" )
elseif( pMonster:CheckState( "DOWN_UP01" ) == true ) then
pMonster:SetDownDelay( 80 + (pMonster:FloatRand() * 50) )
pMonster:SetState( "DOWN_LANDING" )

end
end

function OnSlime_Die( iMonsterIndex )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:CheckState( "STONECURSE" ) == false and pMonster:CheckState( "ICECURSE" ) == false and pMonster:CheckState( "HOLD" ) == false ) then
pMonster:TurnToTarget()
pMonster:SetSpeedX( pMonster:GetWalkSpeed() * -2.0 )
pMonster:SetState( "DOWN" )
end
end

function OnSlime_Damage( iMonsterIndex )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

pMonster:SetPushCheck( true )
pMonster:SetNoCheckContact( 0 )

if( pMonster:CheckState( "DOWN" ) == true ) then
pMonster:SetDownDelay( 40 + (pMonster:FloatRand() * 80) )
end

if( pMonster:CheckPreState( "DOWN_UP01" ) == true or pMonster:CheckPreState( "DOWN_UP02") == true ) then
pMonster:SetNoCheckContact( 25 )
--pMonster:SetSpeedX( pMonster:GetSpeedX() / 2 )
if( pMonster:CheckState( "DAMAGE_UP" ) or pMonster:CheckState( "DOWN_UP01" )) then
pMonster:SetSpeedY( 0.03 )
pMonster:SetState( "DOWN_UP01" )
elseif( pMonster:CheckState( "DAMAGE" ) or pMonster:CheckState( "DOWN" )) then
pMonster:SetSpeedX( pMonster:GetSpeedX() / 2 )
pMonster:SetSpeedY( 0.02 )
pMonster:SetState( "DOWN_UP01" )
elseif( pMonster:CheckState( "DOWN_DOWN" )) then
if( pMonster:GetIsRight() == true) then
pMonster:SetSpeedX( -0.03 )
else
pMonster:SetSpeedX( 0.03 )
end
pMonster:SetSpeedY( -0.04 )
pMonster:SetState( "DOWN_DOWN" )
pMonster:SetDownDelay( 40 + (pMonster:FloatRand() * 80) )
end
end

--pMonster:SetSpeedX( (pMonster:GetSpeedX() * 2.0) / 3.0 )
--pMonster:SetSpeedY( (pMonster:GetSpeedY() * 2.0) / 3.0 )
end

function Slime_Jump( iMonsterIndex )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

local fTargetX = pMonster:GetTargetX()
local fTargetY = pMonster:GetTargetY()

local fMonX = pMonster:GetX()
local fMonY = pMonster:GetY()

fSpeedX = ( fTargetX - fMonX ) * 1.5
fSpeedY = ((fTargetY - fMonY) / ((fTargetY - fMonY) / 4.0)) + (((fTargetY - fMonY) * 1.5) + pMonster:FloatAbs((fSpeedX / 3.1)))

pMonster:SetNoCheckContact(26 + (fSpeedY * 5.0))
pMonster:TurnToTarget()
pMonster:SetSpeedX( fSpeedX * 0.01 )
pMonster:SetSpeedY( fSpeedY * 0.01 )
end

function Slime_MoveFail( iMonsterIndex )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:GetIsContact() == true )then
if( pMonster:GetY() - (0) < pMonster:GetTargetY() )then
pMonster:SetNoCheckContact(27)
pMonster:SetState( "JUMP" )
pMonster:SetSpeedX( pMonster:GetWalkSpeed() * 1.2 )
pMonster:SetSpeedY( 0.038 )
else
pMonster:SetNoCheckContact(15)
pMonster:SetState( "JUMP" )
pMonster:SetSpeedX( pMonster:GetWalkSpeed() * 1.2 )
pMonster:SetSpeedY( 0.019 )
end
end
end

function Slime_IdleMoveFail( iMonsterIndex )
local pMonster = g_MyD3D:GetMonster( iMonsterIndex )

if( pMonster:GetIsContact() == true )then
if( pMonster:GetIsRight() == true ) then
pMonster:SetIsRight( false )
pMonster:SetSpeedX( -0.005 )
else
pMonster:SetIsRight( true )
pMonster:SetSpeedX( 0.005 )
end

pMonster:SetState( "IDLE" )
end
end


Aling part po jan ung papalitan pra ma sudden death ung slime?

Samamat
foxyfafz is offline  
Old 11/07/2009, 05:19   #725
 
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Join Date: Jun 2009
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1hit ba yan??
mhe0909 is offline  
Old 11/07/2009, 06:37   #726
 
elite*gold: 20
Join Date: Sep 2009
Posts: 1,043
Received Thanks: 793
Quote:
Originally Posted by foxyfafz View Post
kua choryu

elp nman po sa mga editors ng scripts especially sa ai.kom

anung part po dun ung papalitan pra ma sudden death ung certain monster?
Aling part po jan ung papalitan pra ma sudden death ung slime?

Samamat
remove ur post!!!
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Old 11/07/2009, 06:51   #727
 
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u rox!
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Old 11/07/2009, 09:14   #728
 
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Quote:
Originally Posted by FrostBlaze View Post
remove ur post!!!
i agree!
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Old 11/07/2009, 09:16   #729
 
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Originally Posted by FrostBlaze View Post
remove ur post!!!
Quote:
Originally Posted by skbrence View Post
i agree!
tell me 1st what to change too make the mob suddenly die be4 i remuv the post.
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Old 11/07/2009, 11:47   #730
 
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tell me 1st what to change too make the mob suddenly die be4 i remuv the post.
u are in no position to be demanding anything from us. go ahead and lose every working hack posted.
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Old 11/07/2009, 11:53   #731
 
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u are in no position to be demanding anything from us. go ahead and lose every working hack posted.
para ituro lang ehhhhh

kung ayw nyo turo

ok

siguro widin this wik post ko yung website na to sa gcboards.
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Old 11/07/2009, 11:53   #732
 
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... wew... i can't even understand anything lolz...
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Old 11/07/2009, 11:55   #733
 
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para ituro lang ehhhhh

kung ayw nyo turo

ok

siguro widin this wik post ko yung website na to sa gcboards.
lolz dont u think they dont know about this forum? of course they do. that just shows how much u know. pft.

lols and u say u know my IGN? ahahahaha
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Old 11/07/2009, 11:59   #734
 
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lolz dont u think they dont know about this forum? of course they do. that just shows how much u know. pft.

lols and u say u know my IGN? ahahahaha
lols

alam ko na alam na ng gcph tong syt na to pero yung iba players hinde

mgpopost ako pra malaman ng mga inosenteng players yung mga hacks para lahat haker na tpos sarado na gcph

hahahaha
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Old 11/07/2009, 12:00   #735
 
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lols

alam ko na alam na ng gcph tong syt na to pero yung iba players hinde

mgpopost ako pra malaman ng mga inosenteng players yung mga hacks para lahat haker na tpos sarado na gcph

hahahaha
lolz such an ambitious plot.
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