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@@ -13,7 +13,7 @@
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//( \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ )
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//( )
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//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
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-// Programmed by [Lance] ver. 1.0
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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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@@ -24,10 +24,17 @@
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- script sentry_system -1,{
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function spawn_guardian {
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- set .mob_id[getarg(0)], spawnmob("Guardian Sentry",1904,.mob_map$[getarg(0)],.mob_x[getarg(0)],.mob_y[getarg(0)]);
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+ set .mob_id[getarg(0)], mobspawn("Guardian Sentry",1904,.mob_map$[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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- mobrandomwalk .mob_id[getarg(0)], 0; // Prevents random walking.
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- mobattack .mob_id[getarg(0)]; // Enable all viewing.
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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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return;
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}
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@@ -52,9 +59,9 @@
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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(getd("$pkarma_"+.ai_action[AI_ACTION_TAR]) > .karma){ // pkarma is higher?
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- mobtalk .ai_action[AI_ACTION_SRC], "Who goes there!";
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- mobemote .ai_action[AI_ACTION_SRC], e_gasp; // !
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- mobattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
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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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@@ -63,9 +70,9 @@
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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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- mobtalk .ai_action[AI_ACTION_SRC], "Protect the villagers we must!";
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- mobemote .ai_action[AI_ACTION_SRC], e_gasp; // !
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- mobattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
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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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@@ -82,7 +89,7 @@
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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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- mobwalk .ai_action[AI_ACTION_SRC],.mob_x[.@tmp],.mob_y[.@tmp];
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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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