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Old 02-06-2009, 02:32 AM
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cavedude
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The only thing I am unsure of is it may not retroactively go back and spawn everything in the previous events. Think about it, if they come back at 20%, then they wouldn't trigger any more adds, because the script has already gone past all the quest::setnexthpevent. Now, if they came back at 50%, then the 25% spawn should fire off, because the script has to run through that. See what I mean? The script actually has to get to those functions in order to trigger the events, if the NPC is at a HP level lower than the last function, nothing should get triggered. I think the part that is confusing is previously I said it would "skip" properly. That was incorrect in a way. Nothing gets skipped, if the NPC goes from 51% to 49% in one shot, the server will countdown everything inbetween, so 50% will return true. If the NPC STARTS at 50%, then Perl *should* skip down to the 50% event, and not run anything before that, because only 50% has returned true, not 75%.

Of course, this is only my theory. Give it a try, you could be right, I could be right, or we both could be wrong.
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Old 05-22-2009, 06:44 PM
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I have finaly just tested this- and I was right =)

using the exact code above, if NPC was beaten to say 10% and then disengaged (all opponets killed)

as soon as npc is attacked again (still at 10% hp) he will run ALL the script events which happened at 75, 50 and 25% event all way down

in game this resulted in a whole crap of adds spawned instantly

so once Combat State=1 triger fires- the script effectivly resets and rolls through all events up to current hps
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