Lord Ganja Posted November 28, 2015 Group: Members Topic Count: 141 Topics Per Day: 0.03 Content Count: 444 Reputation: 22 Joined: 06/18/12 Last Seen: August 11, 2018 Share Posted November 28, 2015 Can anyone explain to me what are these parameters for? and how to use it? Idk how to use them since there's not further explanation on the script commands doc. Thanks in advance! UMOB_MASTERAID UMOB_AI UMOB_SCOPTION UMOB_SLAVECPYMSTRMD UMOB_DMGIMMUNE Quote Link to comment Share on other sites More sharing options...
0 AnnieRuru Posted December 4, 2015 Group: Members Topic Count: 18 Topics Per Day: 0.00 Content Count: 2044 Reputation: 682 Joined: 10/09/12 Last Seen: December 20, 2020 Share Posted December 4, 2015 don't know why, but I feel the urge to answer this particular topic... hmph ... some of them actually rip off my source code actually...1st thing that you need to know is, this rathena unit controller script command is based on mob controller script commandswhich you can find them here case UMOB_MASTERAID: md->master_id = value; break; the master GID of the monsterthe original mob controller system has *mobattach script command, which is missing in rathenameans, yes, if you attach a monster to a player, you can use this constant to check this particular monster belongs to which playerfor example, in that script I link the to, pet vs pet systemif AI_ACTION_TYPE_ATTACK is triggered, that mob controller system doesn't have a RID attachedso have to check the target it was killed with AI_ACTION_TAR, which push the GID of the unit it killedthen we can use UMOB_MASTERAID of the AI_ACTION_TAR to know the winner of the duelif you don't understand, don't worry, I haven't code mobevent script command yetonce I did it, rathena will going to have it anyway, so you can play with it laterso, this is currently useless until I make the mobevent script command case UMOB_AI: md->special_state.ai = (enum mob_ai)value; break; the special_state ai is defined, in rathena, herehttps://github.com/rathena/rathena/blob/master/src/map/map.h#L385... seriously this should go inside mob.h ...from the PM you talk to me earlier, you should be able to read the source code to understand how to search these AI_ constants ... case UMOB_SCOPTION: md->sc.option = (unsigned short)value; break; similar to player's setoptionhttps://github.com/rathena/rathena/blob/master/doc/script_commands.txt#L3451in theory, if you setoption it with OPTION_HIDE, the monster will hide permanently until it dead(unsigned short) .. ? LOL this is funny XD case UMOB_SLAVECPYMSTRMD: md->state.copy_master_mode = value > 0 ? 1 : 0; if (value > 0) { TBL_MOB *md2 = map_id2md(md->master_id); md->status.mode = md2->status.mode; } break; this is currently useless, mobattach script command can attach to the player, and can also attach to another mobyes, attach to another mob, then copy the master's mode, which is master's UMOB_MODEwithout mobattach script command, this is useless case UMOB_DMGIMMUNE: md->ud.immune_attack = (bool)value > 0 ? 1 : 0; break; immune attack should be self explainyou can find the responsible line herehttps://github.com/rathena/rathena/blob/master/src/map/battle.c#L7413if the battle_check_target function return 0; you know what it means right ? 1 Quote Link to comment Share on other sites More sharing options...
0 Lord Ganja Posted December 6, 2015 Group: Members Topic Count: 141 Topics Per Day: 0.03 Content Count: 444 Reputation: 22 Joined: 06/18/12 Last Seen: August 11, 2018 Author Share Posted December 6, 2015 Thank you for the explanation, glad that you somehow answer a question posted in rathena. LOL Guess I'll just have to wait for your mobevent patch to be released in hercules. Hope it wouldn't be a plugin. xD I also found it useful since the script im working on requires lot of mob tweaks. Quote Link to comment Share on other sites More sharing options...
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Lord Ganja
Can anyone explain to me what are these parameters for? and how to use it?
Idk how to use them since there's not further explanation on the script commands doc.
Thanks in advance!
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