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-rw-r--r--npc/custom/Lance/Sentry.cpp29
1 files changed, 18 insertions, 11 deletions
diff --git a/npc/custom/Lance/Sentry.cpp b/npc/custom/Lance/Sentry.cpp
index e76ff18f2..1468c139b 100644
--- a/npc/custom/Lance/Sentry.cpp
+++ b/npc/custom/Lance/Sentry.cpp
@@ -13,7 +13,7 @@
//( \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ )
//( )
//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
-// Programmed by [Lance] ver. 1.0
+// Programmed by [Lance] ver. 1.1
// ---------------------------------------------------------
// [ Sentry System ]
// - Guards main towns against aggresive monsters and bad
@@ -24,10 +24,17 @@
- script sentry_system -1,{
function spawn_guardian {
- set .mob_id[getarg(0)], spawnmob("Guardian Sentry",1904,.mob_map$[getarg(0)],.mob_x[getarg(0)],.mob_y[getarg(0)]);
+ set .mob_id[getarg(0)], mobspawn("Guardian Sentry",1904,.mob_map$[getarg(0)],.mob_x[getarg(0)],.mob_y[getarg(0)]);
mobattach .mob_id[getarg(0)]; // Attach events to this script.
- mobrandomwalk .mob_id[getarg(0)], 0; // Prevents random walking.
- mobattack .mob_id[getarg(0)]; // Enable all viewing.
+ 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.
return;
}
@@ -52,9 +59,9 @@
switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here.
case AI_ACTION_TAR_TYPE_PC: // It's a player
if(getd("$pkarma_"+.ai_action[AI_ACTION_TAR]) > .karma){ // pkarma is higher?
- mobtalk .ai_action[AI_ACTION_SRC], "Who goes there!";
- mobemote .ai_action[AI_ACTION_SRC], e_gasp; // !
- mobattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
+ 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];
}
@@ -63,9 +70,9 @@
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?
- mobtalk .ai_action[AI_ACTION_SRC], "Protect the villagers we must!";
- mobemote .ai_action[AI_ACTION_SRC], e_gasp; // !
- mobattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
+ 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];
}
@@ -82,7 +89,7 @@
set .ai_busy[.@tmp], 0; // Remove him, we're free.
}
// Walk back to where we came from.
- mobwalk .ai_action[AI_ACTION_SRC],.mob_x[.@tmp],.mob_y[.@tmp];
+ 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?