--------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------- --------> B_CrackerHumar.lua <-------- --------> 1.0 - 09-05-2015 <-------- --------> * Added AI to Malephar (Normal) for chest spawn <-------- --------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------- ReturnAI = {} ReturnAI.END = 1 ReturnAI.CPP = 2 MemBlock = {} RewardInfo = { Position = { X = 3274, Y = 3771, Radius = 1000 }, BoxData = { { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "Box_Malephar" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, { Index = "Box_Malephar", ItemDropMobIndex = "B_CrackerKeeper" }, } } function B_CrackerHumar(Handle, MapIndex) cExecCheck ( "B_CrackerHumar" ) local Var = MemBlock[Handle] if Var == nil then if MapIndex ~= "B_Cracker" then return ReturnAI.CPP end MemBlock[Handle] = {} Var = MemBlock[Handle] Var.Handle = Handle Var.MapIndex = MapIndex cAIScriptFunc( Var.Handle, "ObjectDied", "Malephar_Dead" ) end return ReturnAI.CPP end function Malephar_Dead( MapIndex, KillerHandle, DeadHandle ) cExecCheck( "Malephar_Dead" ) if MapIndex == nil then cAIScriptSet( DeadHandle ) return end if DeadHandle == nil then cAIScriptSet( DeadHandle ) return end local Var = MemBlock[DeadHandle] if Var == nil then cAIScriptSet( DeadHandle ) return end SpawnChest( Var ) cAIScriptSet( DeadHandle ) MemBlock[DeadHandle] = nil return ReturnAI.CPP end function SpawnChest( Var ) cExecCheck( "SpawnChest" ) for i = 1, #RewardInfo.BoxData do local BoxHandle = cMobRegen_Circle( Var.MapIndex, RewardInfo.BoxData[i].Index, RewardInfo.Position.X, RewardInfo.Position.Y, RewardInfo.Position.Radius ) if BoxHandle ~= nil then cSetItemDropMobID( BoxHandle, RewardInfo.BoxData[i].ItemDropMobIndex ) end end end