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:
@@ -1,198 +1,198 @@
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// Variables Logging:
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// .mc_moblist[] - ID list of mobs
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prontera.gat,180,200,4 script Monster Controller 123,{
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function display_info {
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getmobdata getarg(0), .@mob_data;
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set .@array_size, getarraysize(.@mob_data);
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for(set .@i, 0; .@i < .@array_size; set .@i, .@i + 1){
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mes .@i + " - " + .@mob_data[.@i];
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}
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return;
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}
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function remove_mob {
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removemob getarg(0);
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set .@mob_size, getarraysize(.mc_moblist);
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for(set .@i, 0; .@i < .@mob_size; set .@i, .@i + 1){
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if(.mc_moblist[.@i] == getarg(0))
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deletearray .mc_moblist[.@i], 1;
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}
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}
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function make_menu {
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set .@array_size, getarraysize(.mc_moblist);
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set .@tmp_str$, "";
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for(set .@i, 0; .@i < .@array_size; set .@i, .@i + 1){
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set .@tmp_str$, .@tmp_str$ + .mc_moblist[.@i] + ":";
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}
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select .@tmp_str$;
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return .mc_moblist[@menu-1];
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}
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function summon_mob {
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set .@mob_size, getarraysize(.mc_moblist);
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set .mc_moblist[.@mob_size], spawnmob("Slave - " + .@mob_size, getarg(0), "prontera.gat", 180, 200);
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mobattach .mc_moblist[.@mob_size];
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setmobdata .mc_moblist[.@mob_size], 25,
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AI_ACTION_TYPE_ATTACK|
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AI_ACTION_TYPE_DETECT|
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AI_ACTION_TYPE_DEAD|
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AI_ACTION_TYPE_ASSIST|
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AI_ACTION_TYPE_KILL|
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AI_ACTION_TYPE_UNLOCK|
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AI_ACTION_TYPE_WALKACK|
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AI_ACTION_TYPE_WARPACK;
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return;
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}
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function list_mobs {
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set .@mob_size, getarraysize(.mc_moblist);
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for(set .@i, 0; .@i < .@mob_size; set .@i, .@i + 1){
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mes "- " + .mc_moblist[.@i];
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}
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return;
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}
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if(getarraysize(.ai_action) == 4){
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mapannounce "prontera.gat", "[Mob Control] AI Action Received from " + .ai_action[AI_ACTION_SRC] + "!",16;
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switch(.ai_action[AI_ACTION_TAR_TYPE]){
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case AI_ACTION_TAR_TYPE_PC:
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set .@action_from$, "Player";
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set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
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break;
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case AI_ACTION_TAR_TYPE_MOB:
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set .@action_from$, "Monster";
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set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
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break;
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case AI_ACTION_TAR_TYPE_PET:
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set .@action_from$, "Pet";
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set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
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break;
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case AI_ACTION_TAR_TYPE_HOMUN:
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set .@action_from$, "Homunculus";
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set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
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break;
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default:
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set .@action_from$, "Unknown";
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set .@action_name$, ""+.ai_action[AI_ACTION_TAR];
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break;
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}
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switch(.ai_action[AI_ACTION_TYPE]){
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case AI_ACTION_TYPE_ATTACK:
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set .@action_type$, "Attacked by";
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break;
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case AI_ACTION_TYPE_DETECT:
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set .@action_type$, "Detected";
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break;
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case AI_ACTION_TYPE_DEAD:
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set .@action_type$, "Killed by";
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remove_mob .ai_action[AI_ACTION_SRC];
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break;
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case AI_ACTION_TYPE_ASSIST:
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set .@action_type$, "Assisting";
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break;
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case AI_ACTION_TYPE_UNLOCK:
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set .@action_type$, "Unlocked target";
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break;
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case AI_ACTION_TYPE_KILL:
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set .@action_type$, "Killed";
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break;
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case AI_ACTION_TYPE_WALKACK:
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set .@action_type$, "Completed Walking";
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break;
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case AI_ACTION_TYPE_WARPACK:
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set .@action_type$, "Warped";
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break;
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}
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mapannounce "prontera.gat", "Details - " + .@action_type$ + " [" + .@action_from$ + "] " + .@action_name$ + "!", 16;
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deletearray .ai_action, 4;
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end;
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}
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L_MainMenu:
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mes "[Monster Controller]";
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mes "Current active monsters:";
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list_mobs;
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switch(select("Summon","Remove","Information","Actions")){
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case 1: // Summon
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next;
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mes "[Monster Controller]";
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mes "Monster ID -";
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input @mob_id;
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next;
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summon_mob @mob_id;
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goto L_MainMenu;
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break;
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case 2: // Remove
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remove_mob make_menu();
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next;
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goto L_MainMenu;
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break;
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case 3: // Information
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set .@tmp, make_menu();
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next;
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mes "[Monster Info]";
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display_info .@tmp;
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next;
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goto L_MainMenu;
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break;
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case 4: // Actions
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goto L_AttackMenu;
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break;
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}
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L_AttackMenu:
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switch(select("Walk","Follow","Attack","Stop","Defend","Talk","Emote","Random Walk","Callback","Back")){
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case 1: // Walk
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set .@src, make_menu();
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input .@x;
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input .@y;
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mobwalk .@src,.@x,.@y; // Mode 1: Walk to location.
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break;
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case 2: // Follow
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set .@src, make_menu();
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input .@tar;
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mobwalk .@src, .@tar; // Mode 2: Walk to target.
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break;
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case 3: // Attack
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set .@src, make_menu();
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input .@tar;
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mobattack .@src, .@tar;
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break;
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case 4: // Stop
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set .@src, make_menu();
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mobstop .@src;
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break;
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case 5: // Defend/Assist
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set .@src, make_menu();
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input .@tar;
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mobassist .@src, .@tar;
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break;
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case 6: // Talk
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set .@src, make_menu();
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input .@text$;
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mobtalk .@src, .@text$;
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break;
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case 7: // Emote
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set .@src, make_menu();
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input .@emote;
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mobemote .@src, .@emote;
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break;
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case 8:
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set .@src, make_menu();
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input .@flag;
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mobrandomwalk .@src, .@flag;
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break;
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case 9:
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set .@src, make_menu();
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input .@flag;
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setmobdata .@src, 25, .@flag;
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break;
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case 9:
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next;
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goto L_MainMenu;
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}
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goto L_AttackMenu;
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// Variables Logging:
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// .mc_moblist[] - ID list of mobs
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prontera.gat,180,200,4 script Monster Controller 123,{
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function display_info {
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getmobdata getarg(0), .@mob_data;
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set .@array_size, getarraysize(.@mob_data);
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for(set .@i, 0; .@i < .@array_size; set .@i, .@i + 1){
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mes .@i + " - " + .@mob_data[.@i];
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}
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return;
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}
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function remove_mob {
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removemob getarg(0);
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set .@mob_size, getarraysize(.mc_moblist);
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for(set .@i, 0; .@i < .@mob_size; set .@i, .@i + 1){
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if(.mc_moblist[.@i] == getarg(0))
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deletearray .mc_moblist[.@i], 1;
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}
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}
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function make_menu {
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set .@array_size, getarraysize(.mc_moblist);
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set .@tmp_str$, "";
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for(set .@i, 0; .@i < .@array_size; set .@i, .@i + 1){
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set .@tmp_str$, .@tmp_str$ + .mc_moblist[.@i] + ":";
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}
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select .@tmp_str$;
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return .mc_moblist[@menu-1];
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}
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function summon_mob {
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set .@mob_size, getarraysize(.mc_moblist);
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set .mc_moblist[.@mob_size], spawnmob("Slave - " + .@mob_size, getarg(0), "prontera.gat", 180, 200);
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mobattach .mc_moblist[.@mob_size];
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setmobdata .mc_moblist[.@mob_size], 25,
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AI_ACTION_TYPE_ATTACK|
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AI_ACTION_TYPE_DETECT|
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AI_ACTION_TYPE_DEAD|
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AI_ACTION_TYPE_ASSIST|
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AI_ACTION_TYPE_KILL|
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AI_ACTION_TYPE_UNLOCK|
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AI_ACTION_TYPE_WALKACK|
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AI_ACTION_TYPE_WARPACK;
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return;
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}
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function list_mobs {
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set .@mob_size, getarraysize(.mc_moblist);
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for(set .@i, 0; .@i < .@mob_size; set .@i, .@i + 1){
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mes "- " + .mc_moblist[.@i];
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}
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return;
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}
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if(getarraysize(.ai_action) == 4){
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mapannounce "prontera.gat", "[Mob Control] AI Action Received from " + .ai_action[AI_ACTION_SRC] + "!",16;
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switch(.ai_action[AI_ACTION_TAR_TYPE]){
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case AI_ACTION_TAR_TYPE_PC:
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set .@action_from$, "Player";
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set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
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break;
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case AI_ACTION_TAR_TYPE_MOB:
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set .@action_from$, "Monster";
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set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
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break;
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case AI_ACTION_TAR_TYPE_PET:
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set .@action_from$, "Pet";
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set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
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break;
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case AI_ACTION_TAR_TYPE_HOMUN:
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set .@action_from$, "Homunculus";
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set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
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break;
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default:
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set .@action_from$, "Unknown";
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set .@action_name$, ""+.ai_action[AI_ACTION_TAR];
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break;
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}
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switch(.ai_action[AI_ACTION_TYPE]){
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case AI_ACTION_TYPE_ATTACK:
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set .@action_type$, "Attacked by";
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break;
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case AI_ACTION_TYPE_DETECT:
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set .@action_type$, "Detected";
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break;
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case AI_ACTION_TYPE_DEAD:
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set .@action_type$, "Killed by";
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remove_mob .ai_action[AI_ACTION_SRC];
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break;
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case AI_ACTION_TYPE_ASSIST:
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set .@action_type$, "Assisting";
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break;
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case AI_ACTION_TYPE_UNLOCK:
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set .@action_type$, "Unlocked target";
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break;
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case AI_ACTION_TYPE_KILL:
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set .@action_type$, "Killed";
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break;
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case AI_ACTION_TYPE_WALKACK:
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set .@action_type$, "Completed Walking";
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break;
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case AI_ACTION_TYPE_WARPACK:
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set .@action_type$, "Warped";
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break;
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}
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mapannounce "prontera.gat", "Details - " + .@action_type$ + " [" + .@action_from$ + "] " + .@action_name$ + "!", 16;
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deletearray .ai_action, 4;
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end;
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}
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L_MainMenu:
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mes "[Monster Controller]";
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mes "Current active monsters:";
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list_mobs;
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switch(select("Summon","Remove","Information","Actions")){
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case 1: // Summon
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next;
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mes "[Monster Controller]";
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mes "Monster ID -";
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input @mob_id;
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next;
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summon_mob @mob_id;
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goto L_MainMenu;
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break;
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case 2: // Remove
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remove_mob make_menu();
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next;
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goto L_MainMenu;
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break;
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case 3: // Information
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set .@tmp, make_menu();
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next;
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mes "[Monster Info]";
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display_info .@tmp;
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next;
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goto L_MainMenu;
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break;
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case 4: // Actions
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goto L_AttackMenu;
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break;
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}
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L_AttackMenu:
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switch(select("Walk","Follow","Attack","Stop","Defend","Talk","Emote","Random Walk","Callback","Back")){
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case 1: // Walk
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set .@src, make_menu();
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input .@x;
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input .@y;
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mobwalk .@src,.@x,.@y; // Mode 1: Walk to location.
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break;
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case 2: // Follow
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set .@src, make_menu();
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input .@tar;
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mobwalk .@src, .@tar; // Mode 2: Walk to target.
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break;
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case 3: // Attack
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set .@src, make_menu();
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input .@tar;
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mobattack .@src, .@tar;
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break;
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case 4: // Stop
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set .@src, make_menu();
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mobstop .@src;
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break;
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case 5: // Defend/Assist
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set .@src, make_menu();
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input .@tar;
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mobassist .@src, .@tar;
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break;
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case 6: // Talk
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set .@src, make_menu();
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input .@text$;
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mobtalk .@src, .@text$;
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break;
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case 7: // Emote
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set .@src, make_menu();
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input .@emote;
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mobemote .@src, .@emote;
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break;
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case 8:
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set .@src, make_menu();
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input .@flag;
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mobrandomwalk .@src, .@flag;
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break;
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case 9:
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set .@src, make_menu();
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input .@flag;
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setmobdata .@src, 25, .@flag;
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break;
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case 9:
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next;
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goto L_MainMenu;
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}
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goto L_AttackMenu;
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}
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Reference in New Issue
Block a user