Added missing close2 to Hunter Job Quest, merge it to stable
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9452 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
@@ -1,135 +1,135 @@
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//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
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//( (c)2006 eAthena Development Team presents )
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//( ______ __ __ )
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//( /\ _ \/\ \__/\ \ v 1.00.00 )
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//( __\ \ \_\ \ \ ,_\ \ \___ __ ___ __ )
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//( /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ )
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//( /\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \_\.\_ )
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//( \ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ )
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//( \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ )
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//( _ _ _ _ _ _ _ _ _ _ _ _ _ )
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//( / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ )
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//( ( e | A | t | h | e | n | a ) ( S | c | r | i | p | t ) )
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//( \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ )
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//( )
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//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
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// Programmed by [Lance] ver. 1.1
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// ---------------------------------------------------------
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// [ Sentry System ]
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// - Guards main towns against aggresive monsters and bad
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// players.
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// [ Customization ]
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// - See OnInit:
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// =========================================================
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- script sentry_system -1,{
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function spawn_guardian {
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set .mob_id[getarg(0)], mobspawn("Guardian Sentry",1904,.mob_map$[getarg(0)],.mob_x[getarg(0)],.mob_y[getarg(0)]);
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mobattach .mob_id[getarg(0)]; // Attach events to this script.
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setmobdata .mob_id[getarg(0)], 24, 1; // Enable killer mode.
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setmobdata .mob_id[getarg(0)], 25,
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AI_ACTION_TYPE_DETECT|
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AI_ACTION_TYPE_KILL|
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AI_ACTION_TYPE_UNLOCK|
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AI_ACTION_TYPE_DEAD|
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AI_ACTION_TYPE_ATTACK; // Define engine callback routines.
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setmobdata .mob_id[getarg(0)], 26, 1; // Prevents random walking.
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setmobdata .mob_id[getarg(0)], 10, 1; // Enable AI mode 1.
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getmobdata .mob_id[getarg(0)], .@temp;
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set .@temp[9], .@temp[9]^(0x400&.@temp[9]); // Check and remove MD_CHANGECHASE mode flag.
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setmobdata .mob_id[getarg(0)], 9, .@temp[9];
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return;
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}
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function search_entry {
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set .@tmp, getarraysize(getarg(0));
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for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){
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if(getelementofarray(getarg(0),.@i) == getarg(1))
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break;
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}
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if(.@i == .@tmp)
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return -1;
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else
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return .@i;
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}
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// Script Entry Point - When an event from the script engine is received.
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if(getarraysize(.ai_action) == 4){ // Checks if the data is formatted correctly.
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set .@tmp, search_entry(.mob_id, .ai_action[AI_ACTION_SRC]);
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switch(.ai_action[AI_ACTION_TYPE]){
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case AI_ACTION_TYPE_DETECT: // We see something...
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if(.ai_busy[.@tmp] == 0){ // Not busy
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switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here.
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case AI_ACTION_TAR_TYPE_PC: // It's a player
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if(Karma > .karma){ // pkarma is higher?
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unittalk .ai_action[AI_ACTION_SRC], "Who goes there!";
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unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
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unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
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// We're currently busy.
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set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR];
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}
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break;
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case AI_ACTION_TAR_TYPE_MOB: // It's a monster
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if(.ai_action[AI_ACTION_TAR] != .ai_action[AI_ACTION_SRC]){
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getmobdata .ai_action[AI_ACTION_TAR], .@temp;
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if(.@temp[9]&0x804){ // In Aggressive mode?
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unittalk .ai_action[AI_ACTION_SRC], "Protect the villagers we must!";
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unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
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unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
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// We're currently busy.
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set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR];
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}
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}
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break;
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}
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}
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break;
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case AI_ACTION_TYPE_KILL: // We eliminated the criminal
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC)
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set Karma, 0;
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case AI_ACTION_TYPE_UNLOCK: // Target lost :(
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if(.@tmp != -1){
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set .ai_busy[.@tmp], 0; // Remove him, we're free.
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}
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// Walk back to where we came from.
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unitwalk .ai_action[AI_ACTION_SRC],.mob_x[.@tmp],.mob_y[.@tmp];
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break;
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case AI_ACTION_TYPE_DEAD: // We got killed :(
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
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if(Karma < 250)
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set Karma, Karma + 5;
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else
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set Karma, 255;
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}
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sleep 10000; // 10 seconds until reinforcements arrive
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spawn_guardian .@tmp;
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break;
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case AI_ACTION_TYPE_ATTACK: // Someone attacked us
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
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if(Karma < 250)
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set Karma, Karma + 1;
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else
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set Karma, 255;
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}
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// The system's AI will auto attack any attackers. So we leave it here.
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break;
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}
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}
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deletearray .ai_action, getarraysize(.ai_action); // Cleans up and frees up memory
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end;
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OnInit:
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// Customization ---------------------------------------------------------------------
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setarray .mob_map$, "prt_fild08.gat", "prt_fild05.gat", "prt_fild06.gat", "prt_gld.gat";
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setarray .mob_x,176,369,29,165;
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setarray .mob_y,372,201,187,37;
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set .karma, 5;
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// -----------------------------------------------------------------------------------
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set .@tmp, getarraysize(.mob_map$);
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for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){
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spawn_guardian .@i;
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}
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debugmes "[Sentry System] Spawned " + .@i + " guardians.";
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end;
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//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
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//( (c)2006 eAthena Development Team presents )
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//( ______ __ __ )
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//( /\ _ \/\ \__/\ \ v 1.00.00 )
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//( __\ \ \_\ \ \ ,_\ \ \___ __ ___ __ )
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//( /'__`\ \ __ \ \ \/\ \ _ `\ /'__`\/' _ `\ /'__`\ )
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//( /\ __/\ \ \/\ \ \ \_\ \ \ \ \/\ __//\ \/\ \/\ \_\.\_ )
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//( \ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ )
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//( \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ )
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//( _ _ _ _ _ _ _ _ _ _ _ _ _ )
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//( / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ )
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//( ( e | A | t | h | e | n | a ) ( S | c | r | i | p | t ) )
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//( \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ )
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//( )
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//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
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// Programmed by [Lance] ver. 1.1
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// ---------------------------------------------------------
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// [ Sentry System ]
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// - Guards main towns against aggresive monsters and bad
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// players.
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// [ Customization ]
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// - See OnInit:
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// =========================================================
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- script sentry_system -1,{
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function spawn_guardian {
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set .mob_id[getarg(0)], mobspawn("Guardian Sentry",1904,.mob_map$[getarg(0)],.mob_x[getarg(0)],.mob_y[getarg(0)]);
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mobattach .mob_id[getarg(0)]; // Attach events to this script.
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setmobdata .mob_id[getarg(0)], 24, 1; // Enable killer mode.
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setmobdata .mob_id[getarg(0)], 25,
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AI_ACTION_TYPE_DETECT|
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AI_ACTION_TYPE_KILL|
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AI_ACTION_TYPE_UNLOCK|
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AI_ACTION_TYPE_DEAD|
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AI_ACTION_TYPE_ATTACK; // Define engine callback routines.
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setmobdata .mob_id[getarg(0)], 26, 1; // Prevents random walking.
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setmobdata .mob_id[getarg(0)], 10, 1; // Enable AI mode 1.
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getmobdata .mob_id[getarg(0)], .@temp;
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set .@temp[9], .@temp[9]^(0x400&.@temp[9]); // Check and remove MD_CHANGECHASE mode flag.
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setmobdata .mob_id[getarg(0)], 9, .@temp[9];
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return;
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}
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function search_entry {
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set .@tmp, getarraysize(getarg(0));
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for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){
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if(getelementofarray(getarg(0),.@i) == getarg(1))
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break;
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}
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if(.@i == .@tmp)
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return -1;
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else
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return .@i;
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}
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// Script Entry Point - When an event from the script engine is received.
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if(getarraysize(.ai_action) == 4){ // Checks if the data is formatted correctly.
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set .@tmp, search_entry(.mob_id, .ai_action[AI_ACTION_SRC]);
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switch(.ai_action[AI_ACTION_TYPE]){
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case AI_ACTION_TYPE_DETECT: // We see something...
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if(.ai_busy[.@tmp] == 0){ // Not busy
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switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here.
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case AI_ACTION_TAR_TYPE_PC: // It's a player
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if(Karma > .karma){ // pkarma is higher?
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unittalk .ai_action[AI_ACTION_SRC], "Who goes there!";
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unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
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unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
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// We're currently busy.
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set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR];
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}
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break;
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case AI_ACTION_TAR_TYPE_MOB: // It's a monster
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if(.ai_action[AI_ACTION_TAR] != .ai_action[AI_ACTION_SRC]){
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getmobdata .ai_action[AI_ACTION_TAR], .@temp;
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if(.@temp[9]&0x804){ // In Aggressive mode?
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unittalk .ai_action[AI_ACTION_SRC], "Protect the villagers we must!";
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unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
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unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
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// We're currently busy.
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set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR];
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}
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}
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break;
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}
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}
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break;
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case AI_ACTION_TYPE_KILL: // We eliminated the criminal
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC)
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set Karma, 0;
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case AI_ACTION_TYPE_UNLOCK: // Target lost :(
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if(.@tmp != -1){
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set .ai_busy[.@tmp], 0; // Remove him, we're free.
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}
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// Walk back to where we came from.
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unitwalk .ai_action[AI_ACTION_SRC],.mob_x[.@tmp],.mob_y[.@tmp];
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break;
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case AI_ACTION_TYPE_DEAD: // We got killed :(
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
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if(Karma < 250)
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set Karma, Karma + 5;
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else
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set Karma, 255;
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}
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sleep 10000; // 10 seconds until reinforcements arrive
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spawn_guardian .@tmp;
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break;
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case AI_ACTION_TYPE_ATTACK: // Someone attacked us
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if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
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if(Karma < 250)
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set Karma, Karma + 1;
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else
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set Karma, 255;
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}
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// The system's AI will auto attack any attackers. So we leave it here.
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break;
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}
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}
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deletearray .ai_action, getarraysize(.ai_action); // Cleans up and frees up memory
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end;
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OnInit:
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// Customization ---------------------------------------------------------------------
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setarray .mob_map$, "prt_fild08.gat", "prt_fild05.gat", "prt_fild06.gat", "prt_gld.gat";
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setarray .mob_x,176,369,29,165;
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setarray .mob_y,372,201,187,37;
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set .karma, 5;
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// -----------------------------------------------------------------------------------
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set .@tmp, getarraysize(.mob_map$);
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for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){
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spawn_guardian .@i;
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}
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debugmes "[Sentry System] Spawned " + .@i + " guardians.";
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end;
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}
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