diff options
-rw-r--r-- | Changelog-Trunk.txt | 5 | ||||
-rw-r--r-- | doc/mob_db_mode_list.txt | 31 | ||||
-rw-r--r-- | src/map/status.c | 4 | ||||
-rw-r--r-- | src/map/status.h | 2 | ||||
-rw-r--r-- | src/map/unit.c | 9 |
5 files changed, 41 insertions, 10 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt index 15ffe34db..6059c9d5a 100644 --- a/Changelog-Trunk.txt +++ b/Changelog-Trunk.txt @@ -4,6 +4,11 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. 2004/12/06 + * Renamed the mob mode Cast-Sensor Melee to Cast-Sensor idle since these + mobs really should only be cast-sensing when they are not after another + target. [Skotlex] + * Added a Aegis Mob Type -> eA Mode table conversion to the mob modes doc. + [Skotlex] * Updated sql-files [Playtester] * Gave a minimum think time to the dummy mob and to clones. [Skotlex] * Moved setting a mob's chase/attack states from the mob_ai to unit_attack diff --git a/doc/mob_db_mode_list.txt b/doc/mob_db_mode_list.txt index 7b2974c41..f5c5e8fa4 100644 --- a/doc/mob_db_mode_list.txt +++ b/doc/mob_db_mode_list.txt @@ -4,7 +4,7 @@ MD_CANMOVE | 0x0001 | 1 MD_LOOTER | 0x0002 | 2 MD_AGGRESSIVE | 0x0004 | 4 MD_ASSIST | 0x0008 | 8 -MD_CASTSENSOR_MELEE | 0x0010 | 16 +MD_CASTSENSOR_IDLE | 0x0010 | 16 MD_BOSS | 0x0020 | 32 MD_PLANT | 0x0040 | 64 MD_CANATTACK | 0x0080 | 128 @@ -30,8 +30,8 @@ Aggressive: normal aggressive mob, will look for a close-by player to attack. Assist: When a nearby mob of the same class attacks, assist types will join them. -Cast Sensor Melee: Will go after characters who start casting on them if idle - or during melee attacks (they will leave their current target alone) +Cast Sensor Idle: Will go after characters who start casting on them if idle + or walking (without a target). Cast Sensor Chase: Will go after characters who start casting on them if idle or chasing other players (they switch chase targets) @@ -56,3 +56,28 @@ Change Target Melee: Enables a mob to switch targets when attacked while Change Target Chase: Enables a mob to switch targets when attacked while chasing another character. + +Aegis Mob Types +--------------- +What Aegis has are mob-types, where each type represents an AI behaviour that +is mimicked by a group of eA mode bits. This is the table to convert from one +to another: + +Aegis/eA (description) +01: 0x0081 (passive) +02: 0x0083 (passive looter) +03: 0x1089 (passive, assist and change-target melee) +04: 0x3885 (angry, change-target melee/chase) +05: 0x2085 (aggro, change-target chase) +06: 0x0000 (plants) +07: 0x108B (aggro, immobile, assist, change-target melee) +10: 0x0084 (aggro, immobile) +12: 0x0085 (aggro) +13: 0x018D (aggro, assist, detector) +17: 0x0091 (passive, cast sensor idle) +19: 0x3095 (aggro, change-target melee/chase, cast sensor idle) +20: 0x3295 (aggro, change-target melee/chase, cast sensor idle/chase) +21: 0x3695 (aggro, change-target melee/chase, cast sensor idle/chase, chase-change target) + +- Note that the detector bit due to being Insect/Demon and Boss mode bits need to + be added independently of this list. diff --git a/src/map/status.c b/src/map/status.c index 397319d72..802a16473 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1633,7 +1633,9 @@ int status_calc_pc(struct map_session_data* sd,int first) //FIXME: Most of these stuff should be calculated once, but how do I fix the malloc_set above to do that? [Skotlex] status->speed = DEFAULT_WALK_SPEED; - status->mode = MD_CANMOVE|MD_CANATTACK|MD_LOOTER|MD_ASSIST|MD_AGGRESSIVE|MD_CASTSENSOR_MELEE|MD_CASTSENSOR_CHASE; + //Give them all modes except these (useful for clones) + status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY); + status->size = (sd->class_&JOBL_BABY)?0:1; if (battle_config.character_size && pc_isriding(sd)) { //[Lupus] if (sd->class_&JOBL_BABY) { diff --git a/src/map/status.h b/src/map/status.h index 9986ad9a0..fd73b98af 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -412,7 +412,7 @@ extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% suc #define MD_LOOTER 0x0002 #define MD_AGGRESSIVE 0x0004 #define MD_ASSIST 0x0008 -#define MD_CASTSENSOR_MELEE 0x0010 +#define MD_CASTSENSOR_IDLE 0x0010 #define MD_BOSS 0x0020 #define MD_PLANT 0x0040 #define MD_CANATTACK 0x0080 diff --git a/src/map/unit.c b/src/map/unit.c index ef60579b6..f48f4a951 100644 --- a/src/map/unit.c +++ b/src/map/unit.c @@ -951,7 +951,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int TBL_MOB *md = (TBL_MOB*)target; mobskill_event(md, src, tick, -1); //Cast targetted skill event. //temp: used to store mob's mode now. - if (tstatus->mode&(MD_CASTSENSOR_MELEE|MD_CASTSENSOR_CHASE) && + if (tstatus->mode&(MD_CASTSENSOR_IDLE|MD_CASTSENSOR_CHASE) && battle_check_target(target, src, BCT_ENEMY) > 0) { switch (md->state.skillstate) { @@ -963,15 +963,14 @@ int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int md->state.aggressive = (temp&MD_ANGRY)?1:0; md->min_chase = md->db->range3; break; - case MSS_ANGRY: - case MSS_BERSERK: - if (!(tstatus->mode&MD_CASTSENSOR_MELEE)) - break; case MSS_IDLE: case MSS_WALK: + if (!(tstatus->mode&MD_CASTSENSOR_IDLE)) + break; md->target_id = src->id; md->state.aggressive = (temp&MD_ANGRY)?1:0; md->min_chase = md->db->range3; + break; } } } |