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FrostBlaze 11/06/2009 12:08

Quote:

Originally Posted by ashjayanc (Post 3386781)
i was asking if it still gives u the regular loots and exp it is supposed to give...

yes definitely.

janemyl 11/06/2009 12:10

thanks kuya!!

Lelouch636 11/06/2009 15:34

I do just hope it works well unlike the others^^ sigh

foxyfafz 11/07/2009 04:29

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

mhe0909 11/07/2009 05:19

1hit ba yan??

FrostBlaze 11/07/2009 06:37

Quote:

Originally Posted by foxyfafz (Post 3393633)
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!!!

iminsane02 11/07/2009 06:51

u rox!

skbrence 11/07/2009 09:14

Quote:

Originally Posted by FrostBlaze (Post 3393906)
remove ur post!!!

i agree!

foxyfafz 11/07/2009 09:16

Quote:

Originally Posted by FrostBlaze (Post 3393906)
remove ur post!!!

Quote:

Originally Posted by skbrence (Post 3394273)
i agree!

tell me 1st what to change too make the mob suddenly die be4 i remuv the post.

FrostBlaze 11/07/2009 11:47

Quote:

Originally Posted by foxyfafz (Post 3394279)
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.

foxyfafz 11/07/2009 11:53

Quote:

Originally Posted by FrostBlaze (Post 3395102)
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.

zack_zi 11/07/2009 11:53

... wew... i can't even understand anything lolz...

FrostBlaze 11/07/2009 11:55

Quote:

Originally Posted by foxyfafz (Post 3395140)
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

foxyfafz 11/07/2009 11:59

Quote:

Originally Posted by FrostBlaze (Post 3395158)
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

FrostBlaze 11/07/2009 12:00

Quote:

Originally Posted by foxyfafz (Post 3395189)
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.

foxyfafz 11/07/2009 12:03

Quote:

Originally Posted by FrostBlaze (Post 3395210)
lolz such an ambitious plot. do u think ur the only one that posted this site in GCPH? did u check the lobbies? the parks? ur pathetic!

lols

haha

eto pa nga ung IGN mo o: [Only registered and activated users can see links. Click Here To Register...]

FrostBlaze 11/07/2009 12:06

u definitely need professional help. anyway reported. case closed. i wont be spamming anymore, sorry TS and mods.

sprakinayt 11/07/2009 12:33

Quote:

Originally Posted by foxyfafz (Post 3395140)
para ituro lang ehhhhh

kung ayw nyo turo

ok

siguro widin this wik post ko yung website na to sa gcboards.

whew.. blackmailing.. what a childish act.. report if you want but if you don't know how to use your common sense and work your brain out.. i guess i can say "sorry for you"

i'll give you a clue to the answer you want.. "EDIT"

sorry mods and TS

sOulimperfect 11/07/2009 16:49

Quote:

Originally Posted by foxyfafz (Post 3394279)
tell me 1st what to change too make the mob suddenly die be4 i remuv the post.

if you really want to learn then dont ask.learning is a lot different than understanding.give some respect to other people.if you can get rid of us hackers
then you can never get rid of the seed we planted.


by the way...don't you ever talk to frostblaze that way.!
give some respect kid.

genesisimo 11/08/2009 00:15

nc ..

skbrence 11/08/2009 03:13

Quote:

Originally Posted by foxyfafz (Post 3395140)
para ituro lang ehhhhh

kung ayw nyo turo

ok

siguro widin this wik post ko yung website na to sa gcboards.

Hahaha... Senseless creature~ xD

omega77 11/08/2009 04:05

Quote:

Originally Posted by foxyfafz (Post 3395230)
lols

haha

eto pa nga ung IGN mo o: [Only registered and activated users can see links. Click Here To Register...]

certified frustrated.

ha ha ha haha...

choryutretz 11/08/2009 06:29

Alright guys.. Enough.. Stop spamming.. Just ignore him. thx

@foxyfafs

If you really want to learn.. Don't just ask, use your eyes in reading/observing.. Of course use your mind and think how and why did those people know editing..(why and how did they know it and you did not?)

kebrao 11/09/2009 13:51

YOU ROCK DUDE!

GMSaviour 11/09/2009 15:09

TLGA NAG DROP AMY QUEST PERO GUMAGANA BA E2 NGAYUN PANG NOV 10? GWA NMAN KAYU NEED KO NA AMY RAWR!!!!!!!!!!!!!!!!!!!!!

PS: SA ibang site LHAT NG HACK DUN WLANG DROP AT EXP BULLSHET REPLY AGAD

kamoteque0789 11/10/2009 02:08

gumagana po to kasama n Exp after dungeon.... nakuha ko si amy ng 2 days...... saludo ako kay kuya brian at choryu... kuya magpost k po kung nadedetect n po 2 ng GC... salamat po at tinuruan mo ko alisin ung hack

denden28 11/10/2009 05:43

wuhuhu..tnx a lot

xkiel07 11/10/2009 05:47

hmm maintenance na im sure your hack will not work any longer

forsakenxiii 11/10/2009 05:51

this hack worked on me! i've got my AMY! hehehe thnxxx

VenusPhantom 11/10/2009 06:38

ask? po pwede na ba sa amy yan uhmm..i mean sa kerrie beach di mag error? di stupid ang questions ko ^^

charlzxy 11/10/2009 06:52

tnxz aLot!!! It really works and i've finished my quest especially Amy mission... Nice work dude!!! :)

jervis 11/10/2009 07:06

wah! update plss!!!^^

bimbows 11/10/2009 07:12

@jervis

pwede magtanong? nagana pa ba? nagpapatch pa ko eh

kokoko222 11/10/2009 07:19

[Release]Gaikoz Early Boss. For 3rd job quest
For GC PH. I dont know if it is working for GCUS cause i dont have GCUS.


This hack is like Soulimperfect's Orc temple hack..
Just put the attached file in the Fan_map folder..
And play Gaikoz Castle 3* and you will see that the boss is on the first stage.
And the next stage is a jump area where you get yourself killed if you have the quest item.

fan_map.kom


Virus Scan:
[Only registered and activated users can see links. Click Here To Register...]

If it works for You Don't say thanks press thanks.

ako123 11/10/2009 07:21

Meron ng Bago

jervis 11/10/2009 07:33

Quote:

Originally Posted by bimbows (Post 3415771)
@jervis

pwede magtanong? nagana pa ba? nagpapatch pa ko eh

d na wew! w8 nalng tayu!^^

gulberg19 11/10/2009 07:41

Nov. 10, 2009
SD wont work but 1 pet hit kill works.
use your pet for now
Patiently w8 for new script
Dont the editors feeling just like Brain.

choryutretz 11/10/2009 07:48

@all

Just wait for the updates.. And be patient... thanks ;)

Still patching...

jervis 11/10/2009 07:51

Quote:

Originally Posted by choryutretz (Post 3415861)
@all

Just wait for the updates.. And be patient... thanks ;)

Still patching...

k thanks!

HlRYU25 11/10/2009 07:53

k ate hehehe
mapa 60 pa ako ng lire ko hehehehe
but thx a lot sa 1 hit


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