Well, EVENT_SPAWN doesn't work for summoned pets because the script runs before the pet is actually popped so it still looks like the original pet model even though #showstats has the correct id's for race etc. I set a timer in EVENT_SPAWN for 0 and in EVENT_TIMER did the quest::npcrace() stuff and that worked but it was kind of ugly with the original model spawning and then changing.
So it would require almost 40 perl files with 8 lines of code each and 54 database entries in the blocked_spells table to accomplish what 12 lines of C++ code can do, and does better without the spawn glitch. I don't see the perl way as a win, even if it makes the EQemulator more generic.
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