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thanks kuya!!
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I do just hope it works well unlike the others^^ sigh
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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»óÅ { ID = "ICECURSE", Motion = "Slime_Stone.frm", Func = "Slime_IceCurseFunc", }, -- Ȧµå»óÅ { 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 »óÅ 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 »óÅ 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 »óÅ 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״»óÅ 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 »óÅ 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 »óÅ 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 |
1hit ba yan??
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u rox!
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kung ayw nyo turo ok siguro widin this wik post ko yung website na to sa gcboards. |
... wew... i can't even understand anything lolz...
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lols and u say u know my IGN? ahahahaha |
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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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haha eto pa nga ung IGN mo o: [Only registered and activated users can see links. Click Here To Register...] |
u definitely need professional help. anyway reported. case closed. i wont be spamming anymore, sorry TS and mods.
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i'll give you a clue to the answer you want.. "EDIT" sorry mods and TS |
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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. |
nc ..
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ha ha ha haha... |
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?) |
YOU ROCK DUDE!
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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 |
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
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wuhuhu..tnx a lot
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hmm maintenance na im sure your hack will not work any longer
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this hack worked on me! i've got my AMY! hehehe thnxxx
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ask? po pwede na ba sa amy yan uhmm..i mean sa kerrie beach di mag error? di stupid ang questions ko ^^
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tnxz aLot!!! It really works and i've finished my quest especially Amy mission... Nice work dude!!! :)
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wah! update plss!!!^^
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@jervis
pwede magtanong? nagana pa ba? nagpapatch pa ko eh |
[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. |
Meron ng Bago
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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. |
@all
Just wait for the updates.. And be patient... thanks ;) Still patching... |
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k ate hehehe
mapa 60 pa ako ng lire ko hehehehe but thx a lot sa 1 hit |
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