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);
};
}
}
But 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?
Question
Humble_Bee
So I've gotten monsters to attack players on missed attacks by coding:
But 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?
0 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.