1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
|
//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
//( (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$[getarg(0)],.mob_x[getarg(0)],.mob_y[getarg(0)]);
mobattach .mob_id[getarg(0)]; // Attach events to this script.
setmobdata .mob_id[getarg(0)], 24, 1; // Enable killer mode.
setmobdata .mob_id[getarg(0)], 25,
AI_ACTION_TYPE_DETECT|
AI_ACTION_TYPE_KILL|
AI_ACTION_TYPE_UNLOCK|
AI_ACTION_TYPE_DEAD|
AI_ACTION_TYPE_ATTACK; // Define engine callback routines.
setmobdata .mob_id[getarg(0)], 26, 1; // Prevents random walking.
setmobdata .mob_id[getarg(0)], 10, 1; // Enable AI mode 1.
getmobdata .ai_action[getarg(0)], .@temp;
set .@temp[9], .@temp[9]^(0x400&.@temp[9]); // Check and remove MD_CHANGECHASE mode flag.
setmobdata .mob_id[getarg(0)], 9, .@temp[9];
return;
}
function search_entry {
set .@tmp, getarraysize(getarg(0));
for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){
if(getelementofarray(getarg(0),.@i) == getarg(1))
break;
}
if(.@i == .@tmp)
return -1;
else
return .@i;
}
// Script Entry Point - When an event from the script engine is received.
if(getarraysize(.ai_action) == 4){ // Checks if the data is formatted correctly.
set .@tmp, search_entry(.mob_id, .ai_action[AI_ACTION_SRC]);
switch(.ai_action[AI_ACTION_TYPE]){
case AI_ACTION_TYPE_DETECT: // We see something...
if(.ai_busy[.@tmp] == 0){ // Not busy
switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here.
case AI_ACTION_TAR_TYPE_PC: // It's a player
if(getd("$pkarma_"+.ai_action[AI_ACTION_TAR]) > .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)
setd "$pkarma_"+.ai_action[AI_ACTION_TAR], 0;
case AI_ACTION_TYPE_UNLOCK: // Target lost :(
if(.@tmp != -1){
set .ai_busy[.@tmp], 0; // Remove him, we're free.
}
// Walk back to where we came from.
unitwalk .ai_action[AI_ACTION_SRC],.mob_x[.@tmp],.mob_y[.@tmp];
break;
case AI_ACTION_TYPE_DEAD: // We got killed :(
if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
setd "$pkarma_"+.ai_action[AI_ACTION_TAR], getd("$pkarma_"+.ai_action[AI_ACTION_TAR]) + 5;
}
sleep 10000; // 10 seconds until reinforcements arrive
spawn_guardian .@tmp;
break;
case AI_ACTION_TYPE_ATTACK: // Someone attacked us
if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
setd "$pkarma_"+.ai_action[AI_ACTION_TAR], getd("$pkarma_"+.ai_action[AI_ACTION_TAR]) + 1;
}
// The system's AI will auto attack any attackers. So we leave it here.
break;
}
}
deletearray .ai_action, getarraysize(.ai_action); // Cleans up and frees up memory
end;
OnInit:
// Customization ---------------------------------------------------------------------
setarray .mob_map$, "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;
}
|