Although I appreciate insightful input, I am perfectly capable of treating myself like trash...
The $fippy || $tranixx thing was me trying to explain SQL to class mate while trying to fix perl at the same time. I clearly failed MISERABLY.
I kept getting bizarre errors in server logs. It stemmed from the $victim variable and AddToHateList, so I moved add code with the sole purpose of creating VISIBLE results. It failed, then I went all tunnel vision.
(I went back and cleaned it up. I was so determined to get it to display the $victim variable, I forgot to go back and clean it before posting.)
Code:
$calledIt = 0; ## essentially true or false variable
$markPlayer = 0; ## stores player character id
sub EVENT_SPAWN
{
}
sub EVENT_DEATH
{
quest::signalwith(999147,999148,0); ## send signal of npc being killed to battlemaster to tally points
quest::emote("yelps in pain.");
undef $calledIt;
undef $markPlayer;
}
sub EVENT_ATTACK
{
if($calledIt == 0) ## if this hasn't occured yet, then do it
{
$calledIt = 1;
charge(0, $client);
}
}
sub EVENT_AGGRO
{
if($calledIt == 0) ## if this hasn't occured yet, then do it
{
$calledIt = 1;
charge(0, $client);
}
}
sub EVENT_SIGNAL
{
if($calledIt == 0) ## if this hasn't occured yet, then do it
{
$calledIt = 1;
$markPlayer = $signal; ## setting public variable markPlayer to the passed signal (which is character id)
charge($markPlayer, 0);
}
}
sub EVENT_TIMER
{
if($timer eq "tmHT")
{
castHT();
quest::stoptimer("tmHT"); ## did this because I had issues with timers "adjusting" their length
quest::settimer("tmHT", 15); ## obviously if I want this to continue after stopping, i have to restart
}
}
sub charge
{
my $var1 = $_[0]; ## character id storage
my $var2 = $_[1]; ## client id storage
if($var1 == 0) ## if character id not found, used client id to FIND client id
{
$attacker = $var2->GetName();
$attackerID = $var2->CharacterID();
}
else
{
$var2 = $entity_list->GetClientByCharID($var1);
$attacker = $var2->GetName();
$attackerID = $var1;
}
## warn players
quest::shout("Blackburrrroooooow!");
quest::attack($attacker);
## call up lists of gnolls
my @NPCLIST = $entity_list->GetNPCList(); ## get list of all npcs
my $fippy = 999150; ## set fippy npctypeid
my $tranixx = 999149; ## set traniix npctypeid
my $tempScalar = 0; ## using as a junk variable for get scalar variables and such
## checking each npc in the npclist
foreach $i (@NPCLIST){
## if i's npctypeid is fippy's, then
if($i->GetNPCTypeID() == $fippy) {
## add the 1k threat on fippy against player
$i->AddToHateList($attackerID, 1000); ## Is this entity id?
}
}
## start tmHT
quest::settimer("tmHT", 15);
}
sub castHT
{
my $victim = $mob->GetHateRandom();
quest::say("$victim"); ## announce instead of casting atm
}
Basically:
1) NPC is aggro'ed, signal is hit, or player attacks NPC. Set the calledIt variable to 1 (preventing charge() from being called a second time).
2) If client id is passed, find the character ID. If character ID is passed, run with it.
3) Shout out and rush player.
4) Get list of all NPCs in zone.
5) Check NPCList for an npc matching Fippy's npctypeid. If one is found, set 1k threat on player that triggered the event.
6) Start timer "tmHT" with 15 seconds.
7) On 15 second mark, announce the object of the soon to be 'affection' ($victim).
$victim would NOT work even when I just put in a basic "hail" say event. I am trying to learn some of the commands by digging up the perl_mob.cpp and deciphering exactly what type of data must be passed in/out with each item.
Most of the references are coming from the EQEmu Quest Objects list, but I am still (as mentioned above) trying to find what does and doesn't work.
I have a 1200 line script for the battlemaster that works flawlessly for randomly spawning enemy groups, tallying points for those killed, and allowing a quit/continue option at fight number 5 & 10.
However a simple aggro and call-to-arms script defeats me :-\
-Hate