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| Development::Feature Requests Post suggestions/feature requests here. |

08-06-2007, 09:13 AM
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Hill Giant
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Join Date: Oct 2006
Posts: 248
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yes EVENT_HP will do this quite well. some points to note:
1) the spawned mobs will need to be tuned for aggro. if they spawn and are green to the players they might just stand there and watch their overlord get spanked. (set aggro appropriately similar to how undead ignore level for aggro).
2) add in a "despawn" timer or "upper minion limit" so that if the players attempt the mob several times, they dont end up having to fight several waves of the same minions.
3) add in some form of quest::shout or quest::say so that the players get some clue as to whats happened, otherwise they might assume the server screwed them with a spurious spawn.
have fun
== sfisque
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08-06-2007, 10:00 AM
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Sarnak
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Join Date: Jul 2007
Posts: 79
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ok cool thanks I'll play around with that. How would I Set the HP check though? I can't seem to find anything in the checks that would be like quest::hp or something of that sort. What's the check? SOmething like quest::health or such?
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08-06-2007, 10:39 AM
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Sarnak
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Join Date: Jul 2007
Posts: 79
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Ok i found the quest::setnexthpevent but I'm not sure how to set the correct percentage. I tried quest::setnexthpevent(80) for 80% and also tried quest::setnexthpevent(1480200) because thats 80% of his max health and neither worked. Heres the .pl file right now.
sub EVENT_DEATH
{
quest::spawn(2700027,0,0,-532.4,-1920.9,15.6);
}
sub EVENT_HP
{
quest::setnexthpevent(1480200){
quest::spawn(2700036,0,0,-532.4,-1920.9,15.6);
quest::spawn(2700036,0,0,-540.8,-1902.8,15.6);
quest::spawn(2700036,0,0,-569.5,-1895.7,15.6);
quest::spawn(2700036,0,0,-582.0,-1913.3,16.5);
}
}
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08-06-2007, 01:35 PM
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Sarnak
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Join Date: Aug 2006
Posts: 60
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Quote:
Originally Posted by lanileb
Ok i found the quest::setnexthpevent but I'm not sure how to set the correct percentage. I tried quest::setnexthpevent(80) for 80% and also tried quest::setnexthpevent(1480200) because thats 80% of his max health and neither worked. Heres the .pl file right now.
sub EVENT_DEATH
{
quest::spawn(2700027,0,0,-532.4,-1920.9,15.6);
}
sub EVENT_HP
{
quest::setnexthpevent(1480200){
quest::spawn(2700036,0,0,-532.4,-1920.9,15.6);
quest::spawn(2700036,0,0,-540.8,-1902.8,15.6);
quest::spawn(2700036,0,0,-569.5,-1895.7,15.6);
quest::spawn(2700036,0,0,-582.0,-1913.3,16.5);
}
}
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There are a few examples in the quest q and a section.
Would do this:
Code:
sub EVENT_SPAWN {
quest::setnexthpevent(80);
}
sub EVENT_AGGRO
{
quest::stoptimer(1);
}
sub EVENT_SLAY {
quest::settimer(1,20);
}
sub EVENT_TIMER {
if ($timer == 1) {
quest::stoptimer(1);
quest::signalwith(2700036,1,0000);
}
}
sub EVENT_HP
{
if($hpevent == 80) {
quest::spawn(2700036,0,0,-532.4,-1920.9,15.6);
quest::spawn(2700036,0,0,-540.8,-1902.8,15.6);
quest::spawn(2700036,0,0,-569.5,-1895.7,15.6);
quest::spawn(2700036,0,0,-582.0,-1913.3,16.5);
}
}
sub EVENT_DEATH
{
quest::spawn(2700027,0,0,-532.4,-1920.9,15.6);
}
You can ignore my timer, event aggro and event slay. They're just for controlling add despawn. I'd add this for your adds 2700036.pl:
Code:
sub EVENT_SIGNAL {
if ($signal == 1) {
quest::depop();
}
}
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08-06-2007, 01:38 PM
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Hill Giant
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Join Date: Oct 2006
Posts: 248
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add:
sub EVENT_SPAWN
{
#sets the HP event signal for 80% health
quest::setnexthpevent(80);
}
== sfisque
ps: lol striat posted just before me.
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08-06-2007, 01:50 PM
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Sarnak
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Join Date: Jul 2007
Posts: 79
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Awesome thank you so much for that script, except the despawn doesn't seem to work properly. I'm gonna try writing my own right now and I'll let ya know how it turns out.
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08-06-2007, 02:00 PM
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Sarnak
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Join Date: Jul 2007
Posts: 79
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Ahh I didn't notice the sub EVENT_SIGNAL goes into 2700036.pl I put into 25, one second and I'll try that
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