From 1ce32a605550e2e3418d2ba23948ecc832d7c76c Mon Sep 17 00:00:00 2001 From: KarLaeda Date: Mon, 11 Dec 2006 14:17:02 +0000 Subject: Added missing close2 to Hunter Job Quest, merge it to stable git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9452 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/custom/Lance/Sentry.cpp | 268 ++++++++++++++++++++++---------------------- 1 file changed, 134 insertions(+), 134 deletions(-) (limited to 'npc/custom') 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 -- cgit v1.2.3-60-g2f50