// Variables Logging:
// .mc_moblist[] - ID list of mobs
prontera,180,200,4 script Monster Controller 123,{
function display_info {
getmobdata getarg(0), .@mob_data;
set .@array_size, getarraysize(.@mob_data);
for(set .@i, 0; .@i < .@array_size; set .@i, .@i + 1){
mes .@i + " - " + .@mob_data[.@i];
}
return;
}
function remove_mob {
mobremove getarg(0);
set .@mob_size, getarraysize(.mc_moblist);
for(set .@i, 0; .@i < .@mob_size; set .@i, .@i + 1){
if(.mc_moblist[.@i] == getarg(0))
deletearray .mc_moblist[.@i], 1;
}
}
function make_menu {
set .@array_size, getarraysize(.mc_moblist);
set .@tmp_str$, "";
for(set .@i, 0; .@i < .@array_size; set .@i, .@i + 1){
set .@tmp_str$, .@tmp_str$ + .mc_moblist[.@i] + ":";
}
select .@tmp_str$;
return .mc_moblist[@menu-1];
}
function summon_mob {
set .@mob_size, getarraysize(.mc_moblist);
set .mc_moblist[.@mob_size], mobspawn("Slave - " + .@mob_size, getarg(0), "prontera", 180, 200);
mobattach .mc_moblist[.@mob_size];
setmobdata .mc_moblist[.@mob_size], 25,
AI_ACTION_TYPE_ATTACK|
AI_ACTION_TYPE_DETECT|
AI_ACTION_TYPE_DEAD|
AI_ACTION_TYPE_ASSIST|
AI_ACTION_TYPE_KILL|
AI_ACTION_TYPE_UNLOCK|
AI_ACTION_TYPE_WALKACK|
AI_ACTION_TYPE_WARPACK;
return;
}
function list_mobs {
set .@mob_size, getarraysize(.mc_moblist);
for(set .@i, 0; .@i < .@mob_size; set .@i, .@i + 1){
mes "- " + .mc_moblist[.@i];
}
return;
}
if(getarraysize(.ai_action) == 4){
mapannounce "prontera", "[Mob Control] AI Action Received from " + .ai_action[AI_ACTION_SRC] + "!",16;
switch(.ai_action[AI_ACTION_TAR_TYPE]){
case AI_ACTION_TAR_TYPE_PC:
set .@action_from$, "Player";
set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
break;
case AI_ACTION_TAR_TYPE_MOB:
set .@action_from$, "Monster";
set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
break;
case AI_ACTION_TAR_TYPE_PET:
set .@action_from$, "Pet";
set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
break;
case AI_ACTION_TAR_TYPE_HOMUN:
set .@action_from$, "Homunculus";
set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
break;
default:
set .@action_from$, "Unknown";
set .@action_name$, ""+.ai_action[AI_ACTION_TAR];
break;
}
switch(.ai_action[AI_ACTION_TYPE]){
case AI_ACTION_TYPE_ATTACK:
set .@action_type$, "Attacked by";
break;
case AI_ACTION_TYPE_DETECT:
set .@action_type$, "Detected";
break;
case AI_ACTION_TYPE_DEAD:
set .@action_type$, "Killed by";
remove_mob .ai_action[AI_ACTION_SRC];
break;
case AI_ACTION_TYPE_ASSIST:
set .@action_type$, "Assisting";
break;
case AI_ACTION_TYPE_UNLOCK:
set .@action_type$, "Unlocked target";
break;
case AI_ACTION_TYPE_KILL:
set .@action_type$, "Killed";
break;
case AI_ACTION_TYPE_WALKACK:
set .@action_type$, "Completed Walking";
break;
case AI_ACTION_TYPE_WARPACK:
set .@action_type$, "Warped";
break;
}
mapannounce "prontera", "Details - " + .@action_type$ + " [" + .@action_from$ + "] " + .@action_name$ + "!", 16;
deletearray .ai_action, 4;
end;
}
L_MainMenu:
mes "[Monster Controller]";
mes "Current active monsters:";
list_mobs;
switch(select("Summon","Remove","Information","Actions")){
case 1: // Summon
next;
mes "[Monster Controller]";
mes "Monster ID -";
input @mob_id;
next;
summon_mob @mob_id;
goto L_MainMenu;
break;
case 2: // Remove
remove_mob make_menu();
next;
goto L_MainMenu;
break;
case 3: // Information
set .@tmp, make_menu();
next;
mes "[Monster Info]";
display_info .@tmp;
next;
goto L_MainMenu;
break;
case 4: // Actions
goto L_AttackMenu;
break;
}
L_AttackMenu:
switch(select("Walk","Follow","Attack","Stop","Defend","Talk","Emote","Random Walk","Callback","Back","Sit")){
case 1: // Walk
set .@src, make_menu();
input .@x;
input .@y;
unitwalk .@src,.@x,.@y; // Mode 1: Walk to location.
break;
case 2: // Follow
set .@src, make_menu();
input .@tar;
unitwalk .@src, .@tar; // Mode 2: Walk to target.
break;
case 3: // Attack
set .@src, make_menu();
input .@tar;
unitattack .@src, .@tar;
break;
case 4: // Stop
set .@src, make_menu();
unitstop .@src;
break;
case 5: // Defend/Assist
set .@src, make_menu();
input .@tar;
mobassist .@src, .@tar;
break;
case 6: // Talk
set .@src, make_menu();
input .@text$;
unittalk .@src, .@text$;
break;
case 7: // Emote
set .@src, make_menu();
input .@emote;
unitemote .@src, .@emote;
break;
case 8:
set .@src, make_menu();
input .@flag;
setmobdata .@src, 26, .@flag;
break;
case 9:
set .@src, make_menu();
input .@flag;
setmobdata .@src, 25, .@flag;
break;
case 10:
next;
goto L_MainMenu;
}
goto L_AttackMenu;
}