- Mobs now by default are "everyone's" enemy, so mobs are able to hit each another.

- Added monster_ai&0x400 to use the previous 'smart' criteria that prevents mobs from fighting each another.
- Moved "unsetting" the angry mode from the mob_ai to the mob_damage function, where it'll work regardless of who hits the mob.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9481 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
skotlex 2006-12-12 21:38:34 +00:00
parent eb8761b56b
commit 6d6615b687
5 changed files with 35 additions and 21 deletions

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@ -4,6 +4,9 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2006/12/12
* Mobs now by default are "everyone's" enemy, so mobs are able to hit each another.
* Moved "unsetting" the angry mode from the mob_ai to the mob_damage
function, where it'll work regardless of who hits the mob.
* Modifed a bit the clif_change_look function, it should fix crashes with
the Xmas sprite when changing maps.
* Fixed skills displaying a 32k damage when used while disguised. [Skotlex]

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@ -1,5 +1,9 @@
Date Added
2006/12/12
* Added monster_ai&0x400 to use the previous 'smart' criteria that prevents
mobs from fighting each another, since now they are all natural enemies
of each another. [Skotlex]
2006/11/29
* Added Rachel Santuary to nomemo mapflags [Playtester]
2006/11/22

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@ -69,6 +69,8 @@ monster_max_aspd: 199
// the same skill, instead of only that particular entry (eg: Mob has heal
// on six lines for different conditions, when set, whenever one of the six
// trigger, all of them will share the delay)
// 0x400: When set, mobs of the same AI type are allied (by default all mobs are
// enemies of each other).
// Example: 0x140 -> Chase players through warps + use skills in random order.
monster_ai: 0

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@ -3254,11 +3254,23 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
case BL_MOB:
{
TBL_MOB *md = (TBL_MOB*)t_bl;
if(md->state.killer) //Enable retaliation
state |= BCT_ENEMY;
if (!agit_flag && md->guardian_data && md->guardian_data->guild_id)
return 0; //Disable guardians/emperiums owned by Guilds on non-woe times.
if(md->state.killer || !(battle_config.mob_ai&0x400))
state |= BCT_ENEMY; //By default everyone hates mobs.
else
{ //Smart enemy criteria.
if (!md->special_state.ai) { //Normal mobs.
if (s_bl->type == BL_MOB && !((TBL_MOB*)s_bl)->special_state.ai)
state |= BCT_PARTY; //Normal mobs with no ai are friends.
else
state |= BCT_ENEMY; //However, all else are enemies.
} else {
if (s_bl->type == BL_MOB && !((TBL_MOB*)s_bl)->special_state.ai)
state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
}
}
break;
}
}
@ -3335,15 +3347,6 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
if(md->state.killer) // Is on a rampage too :D
state |= BCT_ENEMY;
else if (!md->special_state.ai) { //Normal mobs.
if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
state |= BCT_PARTY; //Normal mobs with no ai are friends.
else
state |= BCT_ENEMY; //However, all else are enemies.
} else {
if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)
state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
}
break;
}
default:

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@ -1162,14 +1162,6 @@ static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
}
}
}
if (md->state.aggressive && md->attacked_id == md->target_id)
{ //No longer aggressive, change to retaliate AI.
md->state.aggressive = 0;
if(md->state.skillstate== MSS_ANGRY)
md->state.skillstate = MSS_BERSERK;
if(md->state.skillstate== MSS_FOLLOW)
md->state.skillstate = MSS_RUSH;
}
//Clear it since it's been checked for already.
md->attacked_id = 0;
}
@ -1582,8 +1574,18 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage)
{
int char_id = 0, flag = 0;
if (damage > 0) //Store total damage...
if (damage > 0)
{ //Store total damage...
md->tdmg+=damage;
if (md->state.aggressive)
{ //No longer aggressive, change to retaliate AI.
md->state.aggressive = 0;
if(md->state.skillstate== MSS_ANGRY)
md->state.skillstate = MSS_BERSERK;
if(md->state.skillstate== MSS_FOLLOW)
md->state.skillstate = MSS_RUSH;
}
}
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) // guardian hp update [Valaris] (updated by [Skotlex])
md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp;