Quick question, Damaging an NPC via Signal when another mob is killed
You can send a signal from one npc to another correct?
If so am I using $npc->SetHP correctly here? Can you have a -# inside the brackets or do you have to do that a different way? Code:
#azog mon Code:
#hand |
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plugin::MobHealPoints(-100000); Will achieve the same effect. And usually a good way to go about using signals is to lace them with an ID using signalwith so that you can use different signals that do different things throughout an event. For example: quest::signalwith(int npc_id, int signal_id, int wait_ms); Code:
#hand Code:
#azog mon |
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You may notice its a little similar to your one mob, not on purpose of course, its hard coming up with a bunch of different unique boss fight scripts. Did one with totems that heal the boss, this one, i need 5 more hehehe |
My one mob? Oh yeah that one mob!
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Along these same lines what is the best way to self kill or depop a NPC so that the respawn timer is fired?
using quest::depop{}; does not cause the respawn timer to kick in so as soon as the dymanic zone shuts down and starts up again the NPC will be back up. using $npc->Damage(.........); does do it since the mob "dies" |
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