
- Updated the mob skill reading code so it accepts hexadecimals in the 'val' fields. Also, it will optimize the NPC values so that when you set a mob's mode to their db mode, it will just remove the previous mode. - NPC_EMOTION_ON will now automatically move it's new mode to val2 since it should add a mode, and if this mode doesn't has the aggressive bit, it will remove it. See this "ancient" hypothesis on how NPC_EMOTION_ON should work for the details: http://www.eathena.ws/board/index.php?showtopic=63606 - Updated mob_skill_db to account for the updated mob modes on NPC_EMOTION skills. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9433 54d463be-8e91-2dee-dedb-b68131a5f0ec
86 lines
3.3 KiB
Plaintext
86 lines
3.3 KiB
Plaintext
Bit Legend:
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----------
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MD_CANMOVE | 0x0001 | 1
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MD_LOOTER | 0x0002 | 2
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MD_AGGRESSIVE | 0x0004 | 4
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MD_ASSIST | 0x0008 | 8
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MD_CASTSENSOR_IDLE | 0x0010 | 16
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MD_BOSS | 0x0020 | 32
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MD_PLANT | 0x0040 | 64
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MD_CANATTACK | 0x0080 | 128
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MD_DETECTOR | 0x0100 | 256
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MD_CASTSENSOR_CHASE | 0x0200 | 512
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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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Explanation for modes:
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---------------------
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CanMove: Enables the mob to move/chase characters.
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CanAttack: Enables the mob to attack/retaliate when you are within attack
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range. Note that this only enables them to use normal attacks, skills are
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always allowed.
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Looter: The mob will loot up nearby items on the ground when it's on idle state.
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Aggressive: normal aggressive mob, will look for a close-by player to attack.
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Assist: When a nearby mob of the same class attacks, assist types will join them.
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Cast Sensor Idle: Will go after characters who start casting on them if idle
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or walking (without a target).
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Cast Sensor Chase: Will go after characters who start casting on them if idle
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or chasing other players (they switch chase targets)
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Boss: Special flag which makes mobs inmune to certain status changes and skills.
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Plant: Always receives 1 damage from attacks.
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Detector: Enables mob to detect and attack characters who are in hiding/cloak.
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ChangeChase: Allows chasing mobs to switch targets if another player happens
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to be within attack range (handy on ranged attackers, for example)
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Angry: These mobs are "hyper-active". Apart from "chase"/"attack", they have
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the states "follow"/"angry". Once hit, they stop using these states and use
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the normal ones. The new states are used to determine a different skill-set
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for their "before attacked" and "after attacked" states. Also, when
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"following", they automatically switch to whoever character is closest.
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Change Target Melee: Enables a mob to switch targets when attacked while
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attacking someone else.
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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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Aegis Mob Types
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---------------
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What Aegis has are mob-types, where each type represents an AI behaviour that
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is mimicked by a group of eA mode bits. This is the table to convert from one
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to another:
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Aegis/eA (description)
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01: 0x0081 (passive)
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02: 0x0083 (passive looter)
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03: 0x1089 (passive, assist and change-target melee)
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04: 0x3885 (angry, change-target melee/chase)
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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 (aggro, immobile, assist, change-target melee)
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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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12: 0x2085 (aggro, change-target chase) [Guardian]
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13: 0x308D (aggro, change-target melee/chase, assist)
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17: 0x0091 (passive, cast sensor idle)
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19: 0x3095 (aggro, change-target melee/chase, cast sensor idle)
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20: 0x3295 (aggro, change-target melee/chase, cast sensor idle/chase)
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21: 0x3695 (aggro, change-target melee/chase, cast sensor idle/chase, chase-change target)
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- Note that the detector bit due to being Insect/Demon, plant and Boss mode
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bits need to be added independently of this list.
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