Quote:
Originally Posted by blackdragonsdg
The change to EVENT_DEATH_COMPLETE fixed the problem across multiple zones. Thanks for the help.
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I've learned my lesson on that one as well. Using EVENT_DEATH on any npc
seemed to wreak all sorts of havoc. In one case, trying to spawn one simple
mob on death, it started generating an endless spawning of the npc, like a
spaceage production of clones. (chuckle) Looked like a good idea for a raid
though. (grin)
After I started using EVENT_DEATH_COMPLETE on everything, it all smoothed
out.