diff options
-rw-r--r-- | npc/Changelog.txt | 1 | ||||
-rw-r--r-- | npc/custom/Lance/Sentry.cpp | 268 | ||||
-rw-r--r-- | npc/jobs/2-1/hunter.txt | 22 | ||||
-rw-r--r-- | npc/sample/monster_controller.cpp | 394 |
4 files changed, 344 insertions, 341 deletions
diff --git a/npc/Changelog.txt b/npc/Changelog.txt index 5a1a35454..43dd1aab8 100644 --- a/npc/Changelog.txt +++ b/npc/Changelog.txt @@ -35,6 +35,7 @@ Date Added ====== 12/11 * Some cleanup & optimization for MvM Arena [KarLaeda] + - Added missing close2 to Hunter Job Quest * Added Yuno Government Buildings warps. Thanks to $ephiroth [Lupus] - Added missing next, removed extra line to Wizard Job Quest * Fixed Rogue / Assassin exploit, thanks to El Nino diff --git a/npc/custom/Lance/Sentry.cpp b/npc/custom/Lance/Sentry.cpp index c02bb6192..f299da93f 100644 --- a/npc/custom/Lance/Sentry.cpp +++ b/npc/custom/Lance/Sentry.cpp @@ -1,135 +1,135 @@ -//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
-//( (c)2006 eAthena Development Team presents )
-//( ______ __ __ )
-//( /\ _ \/\ \__/\ \ v 1.00.00 )
-//( __\ \ \_\ \ \ ,_\ \ \___ __ ___ __ )
-//( /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ )
-//( /\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \_\.\_ )
-//( \ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ )
-//( \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ )
-//( _ _ _ _ _ _ _ _ _ _ _ _ _ )
-//( / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ )
-//( ( e | A | t | h | e | n | a ) ( S | c | r | i | p | t ) )
-//( \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ )
-//( )
-//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
-// Programmed by [Lance] ver. 1.1
-// ---------------------------------------------------------
-// [ Sentry System ]
-// - Guards main towns against aggresive monsters and bad
-// players.
-// [ Customization ]
-// - See OnInit:
-// =========================================================
-
-- script sentry_system -1,{
- function spawn_guardian {
- set .mob_id[getarg(0)], mobspawn("Guardian Sentry",1904,.mob_map$[getarg(0)],.mob_x[getarg(0)],.mob_y[getarg(0)]);
- mobattach .mob_id[getarg(0)]; // Attach events to this script.
- setmobdata .mob_id[getarg(0)], 24, 1; // Enable killer mode.
- setmobdata .mob_id[getarg(0)], 25,
- AI_ACTION_TYPE_DETECT|
- AI_ACTION_TYPE_KILL|
- AI_ACTION_TYPE_UNLOCK|
- AI_ACTION_TYPE_DEAD|
- AI_ACTION_TYPE_ATTACK; // Define engine callback routines.
- setmobdata .mob_id[getarg(0)], 26, 1; // Prevents random walking.
- setmobdata .mob_id[getarg(0)], 10, 1; // Enable AI mode 1.
- getmobdata .mob_id[getarg(0)], .@temp;
- set .@temp[9], .@temp[9]^(0x400&.@temp[9]); // Check and remove MD_CHANGECHASE mode flag.
- setmobdata .mob_id[getarg(0)], 9, .@temp[9];
- return;
- }
-
- function search_entry {
- set .@tmp, getarraysize(getarg(0));
- for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){
- if(getelementofarray(getarg(0),.@i) == getarg(1))
- break;
- }
- if(.@i == .@tmp)
- return -1;
- else
- return .@i;
- }
-
- // Script Entry Point - When an event from the script engine is received.
- if(getarraysize(.ai_action) == 4){ // Checks if the data is formatted correctly.
- set .@tmp, search_entry(.mob_id, .ai_action[AI_ACTION_SRC]);
- switch(.ai_action[AI_ACTION_TYPE]){
- case AI_ACTION_TYPE_DETECT: // We see something...
- if(.ai_busy[.@tmp] == 0){ // Not busy
- switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here.
- case AI_ACTION_TAR_TYPE_PC: // It's a player
- if(Karma > .karma){ // pkarma is higher?
- unittalk .ai_action[AI_ACTION_SRC], "Who goes there!";
- unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
- unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
- // We're currently busy.
- set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR];
- }
- break;
- case AI_ACTION_TAR_TYPE_MOB: // It's a monster
- if(.ai_action[AI_ACTION_TAR] != .ai_action[AI_ACTION_SRC]){
- getmobdata .ai_action[AI_ACTION_TAR], .@temp;
- if(.@temp[9]&0x804){ // In Aggressive mode?
- unittalk .ai_action[AI_ACTION_SRC], "Protect the villagers we must!";
- unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
- unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
- // We're currently busy.
- set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR];
- }
- }
- break;
- }
- }
- break;
- case AI_ACTION_TYPE_KILL: // We eliminated the criminal
- if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC)
- set Karma, 0;
- case AI_ACTION_TYPE_UNLOCK: // Target lost :(
- if(.@tmp != -1){
- set .ai_busy[.@tmp], 0; // Remove him, we're free.
- }
- // Walk back to where we came from.
- unitwalk .ai_action[AI_ACTION_SRC],.mob_x[.@tmp],.mob_y[.@tmp];
- break;
- case AI_ACTION_TYPE_DEAD: // We got killed :(
- if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
- if(Karma < 250)
- set Karma, Karma + 5;
- else
- set Karma, 255;
- }
- sleep 10000; // 10 seconds until reinforcements arrive
- spawn_guardian .@tmp;
- break;
- case AI_ACTION_TYPE_ATTACK: // Someone attacked us
- if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
- if(Karma < 250)
- set Karma, Karma + 1;
- else
- set Karma, 255;
- }
- // The system's AI will auto attack any attackers. So we leave it here.
- break;
- }
- }
- deletearray .ai_action, getarraysize(.ai_action); // Cleans up and frees up memory
- end;
-
-OnInit:
- // Customization ---------------------------------------------------------------------
- setarray .mob_map$, "prt_fild08.gat", "prt_fild05.gat", "prt_fild06.gat", "prt_gld.gat";
- setarray .mob_x,176,369,29,165;
- setarray .mob_y,372,201,187,37;
- set .karma, 5;
- // -----------------------------------------------------------------------------------
- set .@tmp, getarraysize(.mob_map$);
- for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){
- spawn_guardian .@i;
- }
- debugmes "[Sentry System] Spawned " + .@i + " guardians.";
- end;
-
+//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=) +//( (c)2006 eAthena Development Team presents ) +//( ______ __ __ ) +//( /\ _ \/\ \__/\ \ v 1.00.00 ) +//( __\ \ \_\ \ \ ,_\ \ \___ __ ___ __ ) +//( /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ ) +//( /\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \_\.\_ ) +//( \ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ ) +//( \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ ) +//( _ _ _ _ _ _ _ _ _ _ _ _ _ ) +//( / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ ) +//( ( e | A | t | h | e | n | a ) ( S | c | r | i | p | t ) ) +//( \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ ) +//( ) +//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=) +// Programmed by [Lance] ver. 1.1 +// --------------------------------------------------------- +// [ Sentry System ] +// - Guards main towns against aggresive monsters and bad +// players. +// [ Customization ] +// - See OnInit: +// ========================================================= + +- script sentry_system -1,{ + function spawn_guardian { + set .mob_id[getarg(0)], mobspawn("Guardian Sentry",1904,.mob_map$[getarg(0)],.mob_x[getarg(0)],.mob_y[getarg(0)]); + mobattach .mob_id[getarg(0)]; // Attach events to this script. + setmobdata .mob_id[getarg(0)], 24, 1; // Enable killer mode. + setmobdata .mob_id[getarg(0)], 25, + AI_ACTION_TYPE_DETECT| + AI_ACTION_TYPE_KILL| + AI_ACTION_TYPE_UNLOCK| + AI_ACTION_TYPE_DEAD| + AI_ACTION_TYPE_ATTACK; // Define engine callback routines. + setmobdata .mob_id[getarg(0)], 26, 1; // Prevents random walking. + setmobdata .mob_id[getarg(0)], 10, 1; // Enable AI mode 1. + getmobdata .mob_id[getarg(0)], .@temp; + set .@temp[9], .@temp[9]^(0x400&.@temp[9]); // Check and remove MD_CHANGECHASE mode flag. + setmobdata .mob_id[getarg(0)], 9, .@temp[9]; + return; + } + + function search_entry { + set .@tmp, getarraysize(getarg(0)); + for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){ + if(getelementofarray(getarg(0),.@i) == getarg(1)) + break; + } + if(.@i == .@tmp) + return -1; + else + return .@i; + } + + // Script Entry Point - When an event from the script engine is received. + if(getarraysize(.ai_action) == 4){ // Checks if the data is formatted correctly. + set .@tmp, search_entry(.mob_id, .ai_action[AI_ACTION_SRC]); + switch(.ai_action[AI_ACTION_TYPE]){ + case AI_ACTION_TYPE_DETECT: // We see something... + if(.ai_busy[.@tmp] == 0){ // Not busy + switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here. + case AI_ACTION_TAR_TYPE_PC: // It's a player + if(Karma > .karma){ // pkarma is higher? + unittalk .ai_action[AI_ACTION_SRC], "Who goes there!"; + unitemote .ai_action[AI_ACTION_SRC], e_gasp; // ! + unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR]; + // We're currently busy. + set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR]; + } + break; + case AI_ACTION_TAR_TYPE_MOB: // It's a monster + if(.ai_action[AI_ACTION_TAR] != .ai_action[AI_ACTION_SRC]){ + getmobdata .ai_action[AI_ACTION_TAR], .@temp; + if(.@temp[9]&0x804){ // In Aggressive mode? + unittalk .ai_action[AI_ACTION_SRC], "Protect the villagers we must!"; + unitemote .ai_action[AI_ACTION_SRC], e_gasp; // ! + unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR]; + // We're currently busy. + set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR]; + } + } + break; + } + } + break; + case AI_ACTION_TYPE_KILL: // We eliminated the criminal + if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC) + set Karma, 0; + case AI_ACTION_TYPE_UNLOCK: // Target lost :( + if(.@tmp != -1){ + set .ai_busy[.@tmp], 0; // Remove him, we're free. + } + // Walk back to where we came from. + unitwalk .ai_action[AI_ACTION_SRC],.mob_x[.@tmp],.mob_y[.@tmp]; + break; + case AI_ACTION_TYPE_DEAD: // We got killed :( + if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player? + if(Karma < 250) + set Karma, Karma + 5; + else + set Karma, 255; + } + sleep 10000; // 10 seconds until reinforcements arrive + spawn_guardian .@tmp; + break; + case AI_ACTION_TYPE_ATTACK: // Someone attacked us + if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player? + if(Karma < 250) + set Karma, Karma + 1; + else + set Karma, 255; + } + // The system's AI will auto attack any attackers. So we leave it here. + break; + } + } + deletearray .ai_action, getarraysize(.ai_action); // Cleans up and frees up memory + end; + +OnInit: + // Customization --------------------------------------------------------------------- + setarray .mob_map$, "prt_fild08.gat", "prt_fild05.gat", "prt_fild06.gat", "prt_gld.gat"; + setarray .mob_x,176,369,29,165; + setarray .mob_y,372,201,187,37; + set .karma, 5; + // ----------------------------------------------------------------------------------- + set .@tmp, getarraysize(.mob_map$); + for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){ + spawn_guardian .@i; + } + debugmes "[Sentry System] Spawned " + .@i + " guardians."; + end; + }
\ No newline at end of file diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt index c1fa0a19e..4f6c14c55 100644 --- a/npc/jobs/2-1/hunter.txt +++ b/npc/jobs/2-1/hunter.txt @@ -5,7 +5,7 @@ //= Converted by kobra_k88 //= Further bugfixed and tested by Lupus //===== Current Version: ===================================== -//= 2.3a +//= 2.4a //===== Compatible With: ===================================== //= eAthena 1.0 //===== Description: ========================================= @@ -31,7 +31,7 @@ //= 2.2 Merged JFunc, fixed missing dialogues [Lupus] //= 2.2a Fixed Sharon resetting the test2 item set [Lupus] //= 2.3a 7 official sets of Demon Hunter,thx to Dr.Evil [Lupus] -//= 2.4 Added missing next;, missing NPC names [Lupus] +//= 2.4a Added missing next;, missing NPC names [Lupus] //============================================================ //<====================================== Job Changer ========================================>\\ @@ -132,7 +132,7 @@ L_Start: mes "[Hunter Sharon]"; mes "If you trained hard enough, you shouldn't have any problems becoming a Hunter."; close; - + M_End: mes "[Hunter Sharon]"; mes "Ok, I'll see you later."; @@ -158,7 +158,7 @@ L_Start: set @score, @score + 10; M_1b: - + mes "[Hunter Sharon]"; mes "Okay, so you picked your hunting spot! You plan to go to the Sograt Desert to hunt Hodes."; next; @@ -344,11 +344,11 @@ L_Change: close; sL_NotRdy: mes "[Hunter Sharon]"; - mes "Hmmm, I received news of your success.... But you don't seem to have the ^5533FFNecklace of Wisdom^000000 as proof."; + mes "Hmmm, I received news of your success.... But you don't seem to have the ^5533FFNecklace of Wisdom^000000 as proof."; emotion e_hmm; next; mes "[Hunter Sharon]"; - mes "You will need the Necklace of Wisdom to become a Hunter. If you don't have it you will have to start the test over."; + mes "You will need the Necklace of Wisdom to become a Hunter. If you don't have it you will have to start the test over."; next; menu "Um... I've got it.... somewhere....",-, "Heh heh.... I must have misplaced it.....",sM_ReStart; @@ -362,7 +362,7 @@ L_Change: emotion e_pif; set HNTR_Q, 0; set HNTR_Q2, 0; - close; + close; } @@ -467,11 +467,12 @@ L_Start: mes "Stop playing around "+strcharinfo(0)+", that's your name, right?"; next; menu "Yes",M_Yes, "Uhhh no",sM_End; - + sM_End: mes "[Demon Hunter]"; mes "DON'T you mess around with me! If you're gonna fool around then LEAVE!"; emotion e_pif; + close2; warp "hugel.gat", 207, 222; end; @@ -609,7 +610,7 @@ L_Start: if (countitem(1751) <= 5 && @HNTR_QA==0) callsub sF_GetArrows; mes "[Guild Master]"; mes "Good luck, I'll send you to the test room now."; - next; + close2; set HNTR_Q2, 1; set @HNTR_QA,0; savepoint "payon_in02.gat", 16, 26; @@ -619,7 +620,7 @@ L_Start: sF_GetArrows: mes "[Guild Master]"; mes "This is where your hard work in the 2nd test payed off. Here are some arrows, made with the items you collected."; - getitem 1751, 200; + getitem 1751, 200; set @HNTR_QA,1; next; return; @@ -684,6 +685,7 @@ L_Start: M_End: mes "[Test Guide]"; mes "Alright, I'll send you back to Payon. Hopefully I'll see you again later. Don't forget to save!"; + close2; warp "payon_in02.gat", 16, 26; end; diff --git a/npc/sample/monster_controller.cpp b/npc/sample/monster_controller.cpp index 76ba7ade3..686766cbc 100644 --- a/npc/sample/monster_controller.cpp +++ b/npc/sample/monster_controller.cpp @@ -1,198 +1,198 @@ -// Variables Logging:
-// .mc_moblist[] - ID list of mobs
-prontera.gat,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 {
- removemob 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$;
- return .mc_moblist[@menu-1];
- }
-
- function summon_mob {
- set .@mob_size, getarraysize(.mc_moblist);
- set .mc_moblist[.@mob_size], spawnmob("Slave - " + .@mob_size, getarg(0), "prontera.gat", 180, 200);
- mobattach .mc_moblist[.@mob_size];
- setmobdata .mc_moblist[.@mob_size], 25,
- AI_ACTION_TYPE_ATTACK|
- AI_ACTION_TYPE_DETECT|
- AI_ACTION_TYPE_DEAD|
- AI_ACTION_TYPE_ASSIST|
- AI_ACTION_TYPE_KILL|
- AI_ACTION_TYPE_UNLOCK|
- AI_ACTION_TYPE_WALKACK|
- AI_ACTION_TYPE_WARPACK;
- return;
- }
-
- function list_mobs {
- set .@mob_size, getarraysize(.mc_moblist);
- for(set .@i, 0; .@i < .@mob_size; set .@i, .@i + 1){
- mes "- " + .mc_moblist[.@i];
- }
- return;
- }
-
- if(getarraysize(.ai_action) == 4){
- mapannounce "prontera.gat", "[Mob Control] AI Action Received from " + .ai_action[AI_ACTION_SRC] + "!",16;
- switch(.ai_action[AI_ACTION_TAR_TYPE]){
- case AI_ACTION_TAR_TYPE_PC:
- set .@action_from$, "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$, "Warped";
- break;
- }
-
- mapannounce "prontera.gat", "Details - " + .@action_type$ + " [" + .@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")){
- case 1: // Walk
- set .@src, make_menu();
- input .@x;
- input .@y;
- mobwalk .@src,.@x,.@y; // Mode 1: Walk to location.
- break;
- case 2: // Follow
- set .@src, make_menu();
- input .@tar;
- mobwalk .@src, .@tar; // Mode 2: Walk to target.
- break;
- case 3: // Attack
- set .@src, make_menu();
- input .@tar;
- mobattack .@src, .@tar;
- break;
- case 4: // Stop
- set .@src, make_menu();
- mobstop .@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$;
- mobtalk .@src, .@text$;
- break;
- case 7: // Emote
- set .@src, make_menu();
- input .@emote;
- mobemote .@src, .@emote;
- break;
- case 8:
- set .@src, make_menu();
- input .@flag;
- mobrandomwalk .@src, .@flag;
- break;
- case 9:
- set .@src, make_menu();
- input .@flag;
- setmobdata .@src, 25, .@flag;
- break;
- case 9:
- next;
- goto L_MainMenu;
- }
- goto L_AttackMenu;
+// Variables Logging: +// .mc_moblist[] - ID list of mobs +prontera.gat,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 { + removemob 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$; + return .mc_moblist[@menu-1]; + } + + function summon_mob { + set .@mob_size, getarraysize(.mc_moblist); + set .mc_moblist[.@mob_size], spawnmob("Slave - " + .@mob_size, getarg(0), "prontera.gat", 180, 200); + mobattach .mc_moblist[.@mob_size]; + setmobdata .mc_moblist[.@mob_size], 25, + AI_ACTION_TYPE_ATTACK| + AI_ACTION_TYPE_DETECT| + AI_ACTION_TYPE_DEAD| + AI_ACTION_TYPE_ASSIST| + AI_ACTION_TYPE_KILL| + AI_ACTION_TYPE_UNLOCK| + AI_ACTION_TYPE_WALKACK| + AI_ACTION_TYPE_WARPACK; + return; + } + + function list_mobs { + set .@mob_size, getarraysize(.mc_moblist); + for(set .@i, 0; .@i < .@mob_size; set .@i, .@i + 1){ + mes "- " + .mc_moblist[.@i]; + } + return; + } + + if(getarraysize(.ai_action) == 4){ + mapannounce "prontera.gat", "[Mob Control] AI Action Received from " + .ai_action[AI_ACTION_SRC] + "!",16; + switch(.ai_action[AI_ACTION_TAR_TYPE]){ + case AI_ACTION_TAR_TYPE_PC: + set .@action_from$, "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$, "Warped"; + break; + } + + mapannounce "prontera.gat", "Details - " + .@action_type$ + " [" + .@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")){ + case 1: // Walk + set .@src, make_menu(); + input .@x; + input .@y; + mobwalk .@src,.@x,.@y; // Mode 1: Walk to location. + break; + case 2: // Follow + set .@src, make_menu(); + input .@tar; + mobwalk .@src, .@tar; // Mode 2: Walk to target. + break; + case 3: // Attack + set .@src, make_menu(); + input .@tar; + mobattack .@src, .@tar; + break; + case 4: // Stop + set .@src, make_menu(); + mobstop .@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$; + mobtalk .@src, .@text$; + break; + case 7: // Emote + set .@src, make_menu(); + input .@emote; + mobemote .@src, .@emote; + break; + case 8: + set .@src, make_menu(); + input .@flag; + mobrandomwalk .@src, .@flag; + break; + case 9: + set .@src, make_menu(); + input .@flag; + setmobdata .@src, 25, .@flag; + break; + case 9: + next; + goto L_MainMenu; + } + goto L_AttackMenu; }
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