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Old 07-31-2009, 07:23 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default Globals, random spawns and skeletons

Hey folks, I have a quest file that I cannot for the life of me figure out what is wrong. I need a pair of fresh eyes cause mine are crossing at this point.

Code:
my $a;
my $b;
my $c;
my $d;
my $e;
my $f;
my $g;
my $MobToSpawn;
$Night = undef;

sub EVENT_SPAWN {
if (($zonetime >= 0)&&($zonetime <= 800)){           #nighttime
	quest::setglobal(Night,1,3,F);}
elsif (($zonetime >= 2000)&&($zonetime <= 2359)){    #nighttime
	quest::setglobal(Night,1,3,F);}     
else{		#daytime
	quest::setglobal(Night,0,3,F);}}

sub EVENT_WAYPOINT {
if (($zonetime >= 0)&&($zonetime <= 800)){           #nighttime
	quest::setglobal(Night,1,3,F);}
	#	quest::say("Night Global is $Night");}     #undead are 1
elsif (($zonetime >= 2000)&&($zonetime <= 2359)){    #nighttime
	quest::setglobal(Night,1,3,F);}
	#quest::say("Night Global is $Night");}     #undead are 1
else{		#daytime
	quest::setglobal(Night,0,3,F);}}
		#quest::say("Night Global is $Night");}}
## End spawn Script

sub EVENT_SIGNAL {
if ($signal == 1){
quest::settimer("1", 10);
quest::shout("Got Signal");
quest::shout("Timer is $timer");
}
}

sub EVENT_TIMER {
if($timer eq "1"){
quest::shout("Timer Triggered!");
if(defined $qglobals{Night} && $qglobals{Night} == 1){
		my $random_result = int(rand(100));
		my $a = 1526; #npc - ##a_decaying_skeleton
		my $b = 1528; #npc - ##a_restless_skeleton
		my $c = 1530; #npc - ##a_putrid_skeleton
		my $d = 1532; #npc - ##a_dread_corpse		
		my $e = 1534; #npc - ##a_skeleton
		my $f = 4171; #npc - Varsoon
		my $g = 4147; #npc - Pyzjn
		my $MobToSpawn = quest::ChooseRandom($a,$d,$f,$a,$b,$c,$d,$e,$f,$a,$b,$c,$d,$e,$f,$g);
			if($random_result<16){
			quest::say("Spawning mariner trigger1");
			quest::spawn2($MobToSpawn,5,0,-1028.3,5120,115.2,112);
			}elsif(($random_result>=16) && ($random_result<32)){
			quest::say("Spawning skeleton trigger2");
			quest::spawn2($MobToSpawn,6,0,-877.4,4058.1,-41.3,.5);
			}elsif(($random_result>=32) && ($random_result<48)){
			quest::say("Spawning shaman trigger3");
			quest::spawn2($MobToSpawn,7,0,32.6,4695.1,2.1,190.5);
			}elsif(($random_result>=48) && ($random_result<64)){
			quest::say("Spawning skeleton trigger2");
			quest::spawn2($MobToSpawn,8,0,-464.1,4492.2,95.8,202.1);
			}elsif(($random_result>=64) && ($random_result<80)){
			quest::say("Spawning skeleton trigger2");
			quest::spawn2($MobToSpawn,8,0,-917.1,4679.2,43.4,74.9,1);
			}elsif(($random_result>=80) && ($random_result<101)){
			quest::say("Spawning skeleton trigger2");
			quest::spawn2($MobToSpawn,8,0,-917.1,4679.2,43.4,74.9,1);
			}
	} else {
		my $random_result = int(rand(100));
		my $a=1524; #npc - ##a mangy Rat
		my $b=1525; #npc - ##a_brown_bear
		my $c=1527; #npc - ##a_grizzly_bea
		my $d=1529; #npc - ##a_large_rat
		my $e=1531; #npc - ##a_fire_beetle
		my $f=1533; #npc - ##a_gray_wolf
		my $g=1535; #npc - ##a_giant_rat
		my $MobToSpawn = quest::ChooseRandom($a,$d,$f,$a,$b,$c,$d,$e,$f,$a,$b,$c,$d,$e,$f,$g);
			if($random_result<16){
			quest::say("Spawning mariner trigger1");
			quest::spawn2($MobToSpawn,5,0,-1028.3,5120,115.2,112);
			}elsif(($random_result>=16) && ($random_result<32)){
			quest::say("Spawning skeleton trigger2");
			quest::spawn2($MobToSpawn,6,0,-877.4,4058.1,-41.3,.5);
			}elsif(($random_result>=32) && ($random_result<48)){
			quest::say("Spawning shaman trigger3");
			quest::spawn2($MobToSpawn,7,0,32.6,4695.1,2.1,190.5);
			}elsif(($random_result>=48) && ($random_result<64)){
			quest::say("Spawning skeleton trigger2");
			quest::spawn2($MobToSpawn,8,0,-464.1,4492.2,95.8,202.1);
			}elsif(($random_result>=64) && ($random_result<80)){
			quest::say("Spawning skeleton trigger2");
			quest::spawn2($MobToSpawn,8,0,-917.1,4679.2,43.4,74.9,1);
			}else{(($random_result>=80) && ($random_result<101))
			quest::say("Spawning skeleton trigger2");
			quest::spawn2($MobToSpawn,8,0,-917.1,4679.2,43.4,74.9,1);
			}
	}
}
}
My timer receives the signal but does not start the timer, at all. Nothing in the timer section will fire, not even the shout.
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