- Added mob mode 0x4000, MD_TARGETWEAK: It makes aggro monsters only chase characters whose level is no higher than the monster's +5.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13867 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -27,7 +27,7 @@ MD_CHANGECHASE | 0x0400 | 1024
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MD_ANGRY | 0x0800 | 2048
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MD_CHANGETARGET_MELEE | 0x1000 | 4096
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MD_CHANGETARGET_CHASE | 0x2000 | 8192
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MD_TARGETWEAK | 0x4000 | 126384
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Explanation for modes:
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-------------------------------------------------------------------------------
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@ -70,6 +70,9 @@ Change Target Melee: Enables a mob to switch targets when attacked while
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Change Target Chase: Enables a mob to switch targets when attacked while
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chasing another character.
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Target Weak: Allows aggressive monsters to only be aggressive against
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characters that aren't five or more levels above the monster's.
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Aegis Mob Types:
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-------------------------------------------------------------------------------
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@ -85,6 +88,7 @@ Aegis/eA (description)
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05: 0x2085 (aggro, change-target chase)
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06: 0x0000 (passive, immobile, can't attack) [plants]
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07: 0x108B (passive, looter, assist, change-target melee)
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08: 0x6085 (aggro, change-target chase, target weak enemies)
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09: 0x3095 (aggro, change-target melee/chase, cast sensor idle) [Guardian]
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10: 0x0084 (aggro, immobile)
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11: 0x0084 (aggro, immobile) [Guardian]
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@ -955,16 +955,21 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
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{
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struct mob_data *md;
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struct block_list **target;
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int mode;
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int dist;
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nullpo_retr(0, bl);
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md=va_arg(ap,struct mob_data *);
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target= va_arg(ap,struct block_list**);
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mode= va_arg(ap,int);
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//If can't seek yet, not an enemy, or you can't attack it, skip.
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if ((*target) == bl || !status_check_skilluse(&md->bl, bl, 0, 0))
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return 0;
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if ((mode&MD_TARGETWEAK) && status_get_lv(bl) >= md->level+5)
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return 0;
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if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
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return 0;
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@ -1414,7 +1419,7 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
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if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW)
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{
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map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl);
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map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode);
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}
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else
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if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW))
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@ -668,6 +668,7 @@ extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% suc
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#define MD_ANGRY 0x0800
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#define MD_CHANGETARGET_MELEE 0x1000
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#define MD_CHANGETARGET_CHASE 0x2000
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#define MD_TARGETWEAK 0x4000
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#define MD_MASK 0xFFFF
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//Status change option definitions (options are what makes status changes visible to chars
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