- 0
Adding amotion delay to monster's attacks after player missed attack
Asked by
Humble_Bee
-
Recently Browsing 0 members
- No registered users viewing this page.
Asked by
Humble_Bee
By using this site, you agree to our Terms of Use and Privacy Policy.
So I've gotten monsters to attack players on missed attacks by coding:
// check if we're landing a hit if(!is_attack_hitting(&wd, src, target, skill_id, skill_lv, true)){ wd.dmg_lv = ATK_FLEE; if (target->type == BL_MOB){ struct mob_data *md = (struct mob_data *)target; if (md->attacked_id != src->id){ sc_start4(target,target, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, wd.amotion); }; } }
Edited by Humble_BeeBut my problem is- there is no amotion delay. A player might not even finish firing an arrow and a monster is already on top of him. Is there any easy way to make the mode change happen after the weapon animation has happened?
Link to comment
Share on other sites