diff options
Diffstat (limited to 'npc/custom/Lance')
-rw-r--r-- | npc/custom/Lance/Sentry.cpp | 268 |
1 files changed, 134 insertions, 134 deletions
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 |