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      | Quests::Q&A This is the quest support section |  
	
	
		
	
	
 
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				05-12-2009, 08:57 PM
			
			
			
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			| Dragon |  | 
					Join Date: Dec 2007 
						Posts: 658
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				 Multiple Kills spawns boss 
 I want to do something similar to the Rathe thing in PoEarthB where after all of the councilmen are killed, it spawns the boss. I don't really know how to code this, so I just looked at the quest for that event. 
	Code: sub EVENT_SPAWN { 
   quest::spawn_condition(poearthb,1,0); #Make sure we aren't up yet.
 if (defined $qglobals{poeb_rathe}){
   quest::settimer("rathe",1); #waiting for the global to expire to pop rathe
   }
 if (!defined $qglobals{poeb_rathe}) { 
   quest::spawn_condition($zonesn,1,1); #Rathe pop 
   quest::settimer("avatar",1); 
   } 
} 
sub EVENT_SIGNAL {
  quest::settimer("rathe",1);
}
sub EVENT_TIMER { 
  if ($timer eq "rathe" && !defined $qglobals{poeb_rathe}) {
      quest::stoptimer("rathe");
      quest::spawn_condition($zonesn,1,1); #Rathe pop 
      quest::settimer("avatar",1); #waiting for rathe to go down to pop avatar
  }
  if ($timer eq "avatar" && !defined $qglobals{poeb_rathe}) { 
      $boss = 0; 
      $check_boss = $entity_list->GetMobByNpcTypeID(222008); 
         if($check_boss) { 
            $boss = 1; 
         } 
      $check_boss = $entity_list->GetMobByNpcTypeID(222013); 
         if($check_boss) { 
            $boss = 1; 
         } 
      if($boss == 0) { 
         quest::stoptimer("avatar"); 
         quest::spawn_condition($zonesn,1,0); #Rathe depop 
         quest::spawn2(222014,0,0,2051.1,407.7,-219.2,0); #Avatar of Earth pop 
      } 
   } 
} If I wanted to customize this for my own purposes, what would be the main things I would need to change?
			
			
			
			
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				05-12-2009, 09:46 PM
			
			
			
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			|  | Developer |  | 
					Join Date: Aug 2006 Location: USA 
						Posts: 5,946
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 I posted a different way to handle that same event with a bit different results.  This might be easier for you to figure out how to apply for your own setup:http://www.eqemulator.net/forums/showthread.php?t=24869 
At least you might be able to get some ideas from that.  I am sure it could have been done better, but actually works pretty well as it is. |  
	
		
	
	
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				05-13-2009, 11:46 AM
			
			
			
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			| Hill Giant |  | 
					Join Date: Dec 2007 
						Posts: 182
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 Also, see the azarack code and the key master in sky. |  
	
		
	
	
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				05-15-2009, 08:35 AM
			
			
			
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			| Sarnak |  | 
					Join Date: Jun 2007 Location: Finland 
						Posts: 65
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 You can either "count" the mobs that die if you are sure they will not die simultaneously, or if you have a lot of mobs that might die at the same time, this method works better: 
	Code: sub EVENT_SIGNAL {
    if ($signal == "blargdeath") { # Signalled when something dies. Diediediedie. Die.
        $mobcheck = $entity_list->GetMobByNpcTypeID(xxxxxx); # Mob id xxxxxx that must 'not' be up
        if(!defined($mobcheck)){ # You sank my battleship.
            quest::spawn2(xxxxxx,0,0,$x,$y,$z-10,69); # Spawn something else
        }
} And in each of your mobs that is meant to die, the trigger code:
 
	Code: sub EVENT_DEATH {
	quest::signalwith(xxxxxx,"blargdeath",0); #Signal mob id xxxxxx that we died
} |  
	
		
	
	
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				05-15-2009, 08:49 AM
			
			
			
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			| Dragon |  | 
					Join Date: May 2006 Location: Cincinnati, OH 
						Posts: 689
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 Damn do I love your comments. Keep up the great scripting =) |  
	
		
	
	
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				05-23-2009, 09:29 PM
			
			
			
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			| Dragon |  | 
					Join Date: Dec 2007 
						Posts: 658
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 Ok i tried  to make my own thing like this, but it's not working. I have a quest that goes on the mobs that get killed, and then one on a trigger monster that will spawn the boss. 
	Code: sub EVENT_DEATH {
quest::signalwith(1322,1,1);
} thats for the monsters that are killed.
 
	Code: my $counter;
sub EVENT_SPAWN{
 $counter =0;
}
sub EVENT_SIGNAL{
 if($signal ==1){
  $counter+=1;
 if ($counter ==9);
 quest::spawn2(1323,0,0,251, -682.6, -27.2);
 }
} I want it to spawn the boss after the 9 mobs are killed |  
	
		
	
	
	
	
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