git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7280 54d463be-8e91-2dee-dedb-b68131a5f0ec

This commit is contained in:
Lance 2006-06-21 15:46:09 +00:00
parent fbaefcb412
commit 2d3e99c59c

View File

@ -13,7 +13,7 @@
//( \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ ) //( \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ )
//( ) //( )
//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=) //(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
// Programmed by [Lance] ver. 1.0 // Programmed by [Lance] ver. 1.1
// --------------------------------------------------------- // ---------------------------------------------------------
// [ Sentry System ] // [ Sentry System ]
// - Guards main towns against aggresive monsters and bad // - Guards main towns against aggresive monsters and bad
@ -24,10 +24,17 @@
- script sentry_system -1,{ - script sentry_system -1,{
function spawn_guardian { 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. mobattach .mob_id[getarg(0)]; // Attach events to this script.
mobrandomwalk .mob_id[getarg(0)], 0; // Prevents random walking. setmobdata .mob_id[getarg(0)], 24, 1; // Enable killer mode.
mobattack .mob_id[getarg(0)]; // Enable all viewing. 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; return;
} }
@ -52,9 +59,9 @@
switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here. switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here.
case AI_ACTION_TAR_TYPE_PC: // It's a player case AI_ACTION_TAR_TYPE_PC: // It's a player
if(getd("$pkarma_"+.ai_action[AI_ACTION_TAR]) > .karma){ // pkarma is higher? if(getd("$pkarma_"+.ai_action[AI_ACTION_TAR]) > .karma){ // pkarma is higher?
mobtalk .ai_action[AI_ACTION_SRC], "Who goes there!"; unittalk .ai_action[AI_ACTION_SRC], "Who goes there!";
mobemote .ai_action[AI_ACTION_SRC], e_gasp; // ! unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
mobattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR]; unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
// We're currently busy. // We're currently busy.
set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR]; set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR];
} }
@ -63,9 +70,9 @@
if(.ai_action[AI_ACTION_TAR] != .ai_action[AI_ACTION_SRC]){ if(.ai_action[AI_ACTION_TAR] != .ai_action[AI_ACTION_SRC]){
getmobdata .ai_action[AI_ACTION_TAR], .@temp; getmobdata .ai_action[AI_ACTION_TAR], .@temp;
if(.@temp[9]&0x804){ // In Aggressive mode? if(.@temp[9]&0x804){ // In Aggressive mode?
mobtalk .ai_action[AI_ACTION_SRC], "Protect the villagers we must!"; unittalk .ai_action[AI_ACTION_SRC], "Protect the villagers we must!";
mobemote .ai_action[AI_ACTION_SRC], e_gasp; // ! unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
mobattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR]; unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
// We're currently busy. // We're currently busy.
set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR]; set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR];
} }
@ -82,7 +89,7 @@
set .ai_busy[.@tmp], 0; // Remove him, we're free. set .ai_busy[.@tmp], 0; // Remove him, we're free.
} }
// Walk back to where we came from. // 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; break;
case AI_ACTION_TYPE_DEAD: // We got killed :( 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(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?