• 0
OverLord

PvP Monsters

Question

Have one way in Party vs Party i get friendly monster for each party and this monster attack only monster from other party and players from party?

Share this post


Link to post
Share on other sites

4 answers to this question

  • 0
13 hours ago, OverLord said:

Have one way in Party vs Party i get friendly monster for each party and this monster attack only monster from other party and players from party?

using @summon command. but this i'm creating for rathena.

not test yet for hercules.

screenrAthena028.thumb.jpg.c549571064b848b64ec561fff10c2af2.jpg

Share this post


Link to post
Share on other sites
  • 0

Posted (edited)

4 hours ago, hendra814 said:

using @summon command. but this i'm creating for rathena.

not test yet for hercules.

screenrAthena028.thumb.jpg.c549571064b848b64ec561fff10c2af2.jpg

 

But i need make a script with a two parts have yours summon monster, have any way i make the script summon using party id or lead party id? @Dastgir

Edited by OverLord

Share this post


Link to post
Share on other sites
  • 0
14 hours ago, OverLord said:

 

But i need make a script with a two parts have yours summon monster, have any way i make the script summon using party id or lead party id? @Dastgir

Not yet, I guess you need to check BG guardians and make plugin something like that

Share this post


Link to post
Share on other sites
  • 0

Posted (edited)

edit : I thought @summon type mobs would work like how you say but if not heres another thing : 

 

i added a custom mob ai for having monsters that will be aggressive towards monsters and other players

battle.c

case BL_MOB:
        {
            const struct mob_data *md = BL_UCCAST(BL_MOB, s_bl);
            if( !((map->agit_flag || map->agit2_flag) && map->list[m].flag.gvg_castle)
                && md->guardian_data && (md->guardian_data->g || md->guardian_data->castle->guild_id) )
                return 0; // Disable guardians/emperium owned by Guilds on non-woe times.
            if (md->special_state.ai == AI_PAHSSVIE) {
                //Normal mobs
                const struct mob_data *target_md = BL_CCAST(BL_MOB, target);
                if ((target_md != NULL && t_bl->type == BL_PC && target_md->special_state.ai != AI_ZANZOU && target_md->special_state.ai != AI_ATTACK)
                 || (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE))
                    state |= BCT_NEUTRAL; //Normal mobs with no ai are friends.
                else
                    state |= BCT_ENEMY; //However, all else are enemies.
            } else {
                if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE)
                    state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs.
            }

AI_PAHSSIVE

Quote

if (md->special_state.ai == AI_PAHSSVIE) {
                //Normal mobs
                const struct mob_data *target_md = BL_CCAST(BL_MOB, target);
                if ((target_md != NULL && t_bl->type == BL_PC && target_md->special_state.ai != AI_ZANZOU && target_md->special_state.ai != AI_ATTACK)
                 || (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE))
                    state |= BCT_NEUTRAL; //Normal mobs with no ai are friends.
                else
                    state |= BCT_ENEMY; //However, all else are enemies.

 

 

using this you can easily achieve what you want, cant help with you with cleaning up the code or whatever but if you look you will see. 

 

Im trying to make an AI that has monsters that are aggressive to monsters and are neutral to players that attack when attacked . . . probably just play around a lil more

Edited by lllaaazzz

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now