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  #1  
Old 07-11-2007, 07:57 PM
bouzi567
Fire Beetle
 
Join Date: Jun 2004
Location: massachusetts
Posts: 14
Default

Thnx,didnt look into the agro yet but you jus saved me future hassles lol,he does now spawn both of them but the first time is jus keld second time is keld and hanvar.any way or code to make it clear kelds after he spawns so he doesnt spawn again during hanvars trigger?again thnx i been reading and tryin to figure out how to do this for like 2 weeks now on n off with no progress ur a lifesaver =p (o yea forgot to mention i got hanvar to spawn with ur code minus one of the "}" after kelds code)
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  #2  
Old 07-20-2007, 01:35 PM
Striat
Sarnak
 
Join Date: Aug 2006
Posts: 60
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Bleh, double post

Last edited by Striat; 07-20-2007 at 09:38 PM..
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  #3  
Old 07-20-2007, 01:37 PM
Striat
Sarnak
 
Join Date: Aug 2006
Posts: 60
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Well, there are several ways to address this. One would be simply to switch the spawn limit to 1 of each of those npc types. That way only one npc would be up at a time. In my opinion, this would not be the most optimal choice, because the event will still go off and the npc will still shout. Just only one npc.

My recommendation for now would be to use == instead of >=. And adding this to the npc:

Code:
sub EVENT_AGGRO {
	quest::stoptimer(1);
	}

sub EVENT_SLAY {
	quest::settimer(1,10);
	}

sub EVENT_TIMER {
	if ($timer == 1) {
	quest::signalwith(317004,1,0000);
             quest::signalwith(317005,1,0000);
             quest::depop();
	quest::stoptimer(1);
	}
}
And this to the npcs he spawns:

Code:
sub EVENT_SIGNAL {
	if ($signal == 1) {
	quest::depop();
	}
}
This would make it so that if he kills a player, he starts a timer. If 10 second passes with no aggro, he sends a signal to the npcs to depop.

I do think I can propose a perhaps better solution, I just am not able to give a test run right this second.
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