/quests/ssratemple/#cursed_controller.pl
Code:
my $check;
sub EVENT_SPAWN
{
quest::settimer("cursed",60);
}
sub EVENT_TIMER
{
$check = 0;
if($timer eq "cursed")
{
foreach my $boss_to_check (162270,162271,162272,162273,162274,162275,162276,162277,162278,162279)
{
if ($entity_list->GetMobByNpcTypeID($boss_to_check))
{
$check = 1;
last;
}
}
if ($check == 0)
{
if (quest::get_data("glyphed_dead"))
{
quest::spawn2(162253,0,0,-51,-9,-218.1,63); ## runed
} else {
quest::spawn2(162261,0,0,-51,-9,-218.1,63); ## glyphed
}
quest::stoptimer("cursed");
quest::stoptimer("one");
quest::settimer("one",21600);
}
}
if ($timer eq "one" && (not quest::get_data("cursed_dead")))
{
quest::stoptimer("one");
quest::depop(162206);
quest::depop(162232);
quest::depop(162214);
quest::depop(162261);
quest::depop(162253);
quest::depop_withtimer();
}
}
sub EVENT_SIGNAL
{
if ($signal == 1)
{
if (quest::get_data("exiled_dead"))
{
quest::spawn2(162214,0,0,-51,-9,-218.1,63); ## Banished
} else {
quest::spawn2(162232,0,0,-51,-9,-218.1,63); ## Exiled
}
}
elsif ($signal == 2 && (quest::get_data("cursed_dead")))
{
quest::spawn2(162206,0,0,-51,-9,-218.1,63); ## Cursed
}
elsif ($signal == 3)
{
quest::set_data("cursed_dead", 1, (4320 + quest::ChooseRandom(0..600)));
quest::stoptimer("one");
quest::depop_withtimer();
}
}
/quests/ssratemple/#a_glyph_covered_serpent.pl
Code:
sub EVENT_DEATH_COMPLETE
{
quest::signalwith(162255,1,0);
quest::set_data("glyphed_dead", 1, 259200); ## 86400 seconds (in a day) x 3 days
}
/quests/ssratemple/#Vyzh-dra_the_Exiled.pl
Code:
sub EVENT_DEATH_COMPLETE
{
quest::signalwith(162255,2,0);
quest::set_data("exiled_dead", 1, 259200); ## 86400 seconds (in a day) x 3 days
}
Qglobals is dated, buggy and slow(er) than data buckets, hence the reason Akka implemented them (buckets). The above is code to go from qglobals to buckets, cleaned up a little, though could likely be even more efficient, being unfamiliar with how the stock cycle went anymore, I minimized alterations.