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Old 03-18-2014, 01:36 PM
Esildor
Hill Giant
 
Join Date: Feb 2010
Posts: 207
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So, I started playing with it while waiting for a reply and this is what I've thrown in so far:

Code:
sub EVENT_SPAWN {
   quest::setnexthpevent(80);
}
sub EVENT_HP {
   if($hpevent == 80) {
     quest::depopall(#);
     quest::spawn2(ID,coordinates);
     }
}
This works pretty easily. Basically just making the 'placeholder' go away, I could use the same npc and add in a:

"quest::modifynpcstat("special_attacks","AAAA" );"

to turn the new npc on aswell. Seems like this is a pretty easy option?

EDIT:

Looking at your example a second time, Dungeon, your second line: "quest::depop();" ... In that specific instance would you have a separate mob created for every "placeholder" position, or just use the same npc and have it statically spawn without being targetable etc etc then use a modifynpcstat to "turn it on" when you respawn it?

Actually .. it just occurred to me that modifynpcstat is going to modify the BOSS'S special attack's, not the add I'm trying to activate. So, would the best way be to have placeholders for each position then spawn another version that actually fights?
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