diff options
Diffstat (limited to 'npc/custom')
-rw-r--r-- | npc/custom/Lance/Sentry.cpp | 135 |
1 files changed, 0 insertions, 135 deletions
diff --git a/npc/custom/Lance/Sentry.cpp b/npc/custom/Lance/Sentry.cpp deleted file mode 100644 index 9e6eeb4dd..000000000 --- a/npc/custom/Lance/Sentry.cpp +++ /dev/null @@ -1,135 +0,0 @@ -//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=) -//( (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", "prt_fild05", "prt_fild06", "prt_gld"; - 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; - -}
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