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[Question] sa mga editors ng script

Discussion on [Question] sa mga editors ng script within the Grand Chase Philippines forum part of the Grand Chase category.

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Old   #1
 
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[Question] sa mga editors ng script

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?
foxyfafz is offline  
Old 11/07/2009, 04:27   #2
 
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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  
Closed Thread


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wHat a biG thankS foR da SCRIPT ediTors...
11/02/2009 - Grand Chase Philippines - 4 Replies
(tagalog mahirap mag english) Maraming salamat sa mga script editors jan lalong lalo na kay brian kung alam nio lng na 5months aq tumigil maglaro dahil sa dami ng cheaters jan... at ayaw man lng i share saken^^ kya nga nag sf(special force) nLng aq... Tapos, mga after a months nakita q ung mga thread ng gc hacks... ayun... bumalik aq sa pag ggc tinamad kasi aq magmula ng kumalat na aq maraming hackerz... Ngayon, e2 aq... nag ggc na uLet... kasi sa sF uala na rin e......



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