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mob_list = {}
mob = {}
Class(mob, function(mob_id, tilex, tiley, respawn, respawn_delay)
local obj = mobs[mob_id]
self.mob_id = mob_id
self.tilex = tilex
self.tiley = tiley
self.respawn = respawn or false
self.respawn_delay = (respawn_delay) and respawn_delay * 1000 or 10 * 1000
self.x = misc.tile_to_pixel(tilex)
self.y = misc.tile_to_pixel(tiley)
self.name = obj.name
self.level = obj.level
self.exp = obj.exp
self.hit_sound = obj.hit_sound
self.die_sound = obj.die_sound
self.attack_sounds = obj.attack_sounds
self.wiggle = obj.wiggle
self.width = obj.size[1]
self.height = obj.size[2]
self.health = obj.health
self.max_health = obj.health
self.dmg = obj.dmg
self.defense = obj.def
self.speed = obj.speed
self.view_dis = obj.view_dis
self.attack_range = obj.attack_range
self.attack_speed = obj.attack_speed * 10
self.attack_cooldown = 0
self.spawn_distance = obj.spawn_distance
self.spawn_points = {tilex, tiley}
self.target = false
self.target_cooldown = 0
self.max_target_cooldown = 5 * 10
self.back = false
self.free_move = obj.free_move
self.max_free_move_cooldown = 5 * 10
self.free_move_cooldown = self.max_free_move_cooldown
self.free_move_x = false
self.free_move_y = false
self.shadow = image(DIR_GFX .. "shadow.bmp<a>", self.x, self.y, 0)
imagescale(self.shadow, 1.5, 1.5)
imagecolor(self.shadow, 0, 0, 0)
imagealpha(self.shadow, 0.7)
self.mob = image(obj.path, self.x, self.y, 0)
imagehitzone(self.mob, obj.blood_type + 100, -self.width / 2, -self.height / 2, self.width, self.height)
imagescale(self.mob, 1, 1)
imagealpha(self.shadow, 0)
imagealpha(self.mob, 0)
tween_alpha(self.shadow, 1000, 0.7)
tween_alpha(self.mob, 1000, 1)
table.insert(mob_list, self)
end)
function mob:delete()
freeimage(self.shadow)
freeimage(self.mob)
table.removeValue(mob_list, self)
self = nil
end
function mob:die(user, no_effect)
if self.die_sound then
sv_soundpos(self.die_sound, self.x, self.y, 0)
end
local respawn_func = function()
mob.new(self.mob_id, self.tilex, self.tiley, true, self.respawn_delay / 1000)
end
if self.respawn then timerEx(self.respawn_delay, respawn_func, 1) end
if user then
user.stats:giveExp(self.exp)
if not no_effect then
for i = 0, 3 do
spawnprojectile(user.id, 86, self.x, self.y, 32, math.random(0, 359))
end
end
quest.killMob(user, self.mob_id)
end
self:delete()
end
function mob:update()
self.x = object(self.mob, "x")
self.y = object(self.mob, "y")
self.rot = object(self.mob, "rot"); self.rot = (self.rot < -90) and self.rot + 360 or self.rot
if self.back then
local spawn_tilex = self.spawn_points[1]
local spawn_tiley = self.spawn_points[2]
local spawn_x = misc.tile_to_pixel(spawn_tilex)
local spawn_y = misc.tile_to_pixel(spawn_tiley)
self:go(spawn_x, spawn_y)
if spawn_tilex == misc.pixel_to_tile(self.x) and spawn_tiley == misc.pixel_to_tile(self.y) then
self.back = false
self.free_move_cooldown = self.max_free_move_cooldown
self.free_move_x, self.free_move_y = false, false
end
return
end
if self.target_cooldown == 0 then
self.target = self:closestPlayer()
if self.target then
self.target_cooldown = self.max_target_cooldown
end
end
if self.target then
local x, y = player(self.target, "x"), player(self.target, "y")
local dis = misc.point_distance(self.x, self.y, x, y)
local rot = misc.point_direction(x, y, self.x, self.y)
if self.attack_range < dis then
x, y = misc.pos_trigger(x, y, rot, self.attack_range - 1)
self:go(x, y, rot)
else
self:attack(self.target, rot)
end
elseif self.free_move then
if self.free_move_cooldown == 0 then
local spawn_x = misc.tile_to_pixel(self.spawn_points[1])
local spawn_y = misc.tile_to_pixel(self.spawn_points[2])
local dis = misc.point_distance(self.x, self.y, spawn_x, spawn_y)
if dis > self.spawn_distance then
self.back = true
return
end
if not self.free_move_x and not self.free_move_y then
local rot = math.random(0, 359)
self.free_move_x, self.free_move_y = misc.pos_trigger(self.x, self.y, rot, math.random(32, 96))
end
self:go(self.free_move_x, self.free_move_y)
if misc.pixel_to_tile(self.free_move_x) == misc.pixel_to_tile(self.x) and misc.pixel_to_tile(self.free_move_y) == misc.pixel_to_tile(self.y) then
self.free_move_cooldown = self.max_free_move_cooldown
self.free_move_x, self.free_move_y = false, false
end
end
end
end
function mob:addHP(hp, user)
return self:setHP(self.health + hp, user)
end
function mob:setHP(hp, user)
self.health = (hp == "max") and self.max_health or hp
self.health = (self.health > self.max_health) and self.max_health or self.health
if self.health <= 0 then
self:die(user)
end
return self.health
end
function mob:hit(user, dmg)
dmg = dmg or -item.calcDmg(user.stats.attack, self.defense)
if not user.horse:canAttack() then return end
if self.hit_sound then
sv_soundpos(self.hit_sound[math.random(1, #self.hit_sound)], self.x, self.y, 0)
end
self.target = user.id
self.target_cooldown = self.max_target_cooldown
self.back = false
if self:addHP(dmg, user) > 0 then
user.huds:showMobHP(self)
else
user.huds:hideMobHP(self)
end
end
function mob:attack(target, rot)
local user = users[target]
local x, y = player(self.target, "x"), player(self.target, "y")
local rot = rot or misc.point_direction(x, y, self.x, self.y)
if player(target, "health") <= 0 then
self.target = false
self.back = true
return
end
if self.attack_cooldown == 0 then
self.attack_cooldown = self.attack_speed
if self.wiggle then
tween_rotate(self.mob, 100, rot - 40)
end
if #self.attack_sounds > 0 then
sv_soundpos(self.attack_sounds[math.random(1, #self.attack_sounds)], self.x, self.y, 0)
end
user:hit("mob", self, self.dmg)
self.target_cooldown = self.max_target_cooldown
else
tween_rotate(self.mob, 100, rot)
end
end
function mob:go(x, y, rot)
local rot = rot or misc.point_direction(x, y, self.x, self.y)
x = self.x - misc.lengthdir_x(rot, self.speed + 20)
y = self.y - misc.lengthdir_y(rot, self.speed + 20)
tween_move(self.shadow, 100, x, y, 0)
tween_move(self.mob, 100, x, y, rot)
end
function mob:closestPlayer()
return misc.closestPlayer(self.x, self.y, self.view_dis)
end
function mob.closestMob(sx, sy, max_dist)
local closest_id = nil
local closest_dist = max_dist
local pl = player(0,"tableliving")
local i = 0
while (i < #pl) do
i = i + 1
local temp_id = pl[i]
local dist = misc.point_distance(sx,sy,player(temp_id,"x"),player(temp_id,"y"))
if (dist <= closest_dist) then
closest_id = temp_id
closest_dist = dist
end
end
return closest_id
end
function mob.closestMob(x, y, max_dist)
local closest_mob = nil
local closest_dist = max_dist
for _, i in pairs(mob_list) do
local dist = misc.point_distance(x, y, i.x, i.y)
if dist <= closest_dist then
closest_mob = i
closest_dist = dist
end
end
return closest_mob
end
function mob.draw()
for _, i in pairs(mob_list) do
if misc.closestPlayer(i.x, i.y, 400, player(0, "table")) then
i:update()
end
if i.attack_cooldown > 0 then
i.attack_cooldown = i.attack_cooldown - 1
end
if i.target_cooldown > 0 then
i.target_cooldown = i.target_cooldown - 1
if i.target_cooldown == 0 then
i.target = false
i.back = true
end
end
if i.free_move_cooldown > 0 then
i.free_move_cooldown = i.free_move_cooldown - 1
end
end
end
addAction("ms100", mob.draw)