Boss Script, activate mobs during
Hola,
I'm making a boss fight where I want to have 4 inactive mobs in the room become active at certain percentages during the fight. Is there a way to call on a separate mob to become active, or, would the easiest way be for me to just have it spawn another version of it on the placeholder? |
You'd need to change the special attacks flags for the NPC
https://code.google.com/p/projecteqq...nxa_Karnkvi.pl Here is an example of doing that. Basically this mob at 75% goes inactive and spawns 3 mobs, when these 3 mobs die, the mob goes active again. https://github.com/EQEmu/Server/blob.../npc.cpp#L1402 You can find what the letters mean there |
theres a few options for this. Lets say you want it every 25%, you could do:
on the boss: Code:
sub EVENT_HP { Code:
sub EVENT_SIGNAL { Something ive been playing with alot recently has been using perl to set the bodytype of mobs when they spawn, and then using signals or events to change it to a targetable body type - $npc->SetBodyType(#); (i think) |
So, I started playing with it while waiting for a reply and this is what I've thrown in so far:
Code:
sub EVENT_SPAWN { "quest::modifynpcstat("special_attacks","AAAA" );" to turn the new npc on aswell. Seems like this is a pretty easy option? EDIT: Looking at your example a second time, Dungeon, your second line: "quest::depop();" ... In that specific instance would you have a separate mob created for every "placeholder" position, or just use the same npc and have it statically spawn without being targetable etc etc then use a modifynpcstat to "turn it on" when you respawn it? Actually .. it just occurred to me that modifynpcstat is going to modify the BOSS'S special attack's, not the add I'm trying to activate. So, would the best way be to have placeholders for each position then spawn another version that actually fights? |
That, or have the boss signal the mob to do stuff (as in modify the special attacks)
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Quote:
How exactly do the signals work? Do you know of any good walk-through for them? I haven't used any signals yet. Would I set the signal in the bosses .pl file and then create another .pl folder for the individual mob and that signal calls on the other file? |
Okay, got it down to a very simple script. I have inactive versions of my mobs that are placeholders, and then I created the mobs that will spawn during the event. Simple quest that depops the placeholder and spawns the active version.
Code:
Thanks for the help! |
The best thing to do is to do it all from the boss mobs and access the other mobs from there using the entity list.
Look at the Keledrix or Noquifel scripts and controllers in Inktuta. |
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