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  #1  
Old 01-05-2023, 10:14 AM
henrybecker361
Fire Beetle
 
Join Date: Jan 2023
Posts: 1
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It sounds like you are trying to set up a unique game mechanic that involves spawning a boss character after a certain number of spiders are killed. One way you could accomplish this is by using a quest script to check the value of the qglobal that counts the number of spiders killed, and then using quest::spawn2 to enable the disabled entry in the spawn2 table when the threshold is reached. You could then use a similar script to disable the entry again after the boss is killed.

As for the spawn conditions table, you might be able to find more information about it by searching online or asking other developers or players who have experience with the game. It could also be helpful to review the documentation or resources provided by the game's creators, if they have made any available. Good luck with your project!
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Old 01-05-2023, 03:48 PM
nilbog
Hill Giant
 
Join Date: Nov 2007
Posts: 198
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Oops, looks like I never replied back to this.

My proposed solution would be in perl.

Summary:
Invisible man controller spawns with 0 spider tokens.
Each time a spider is killed, it signals the controller. Controller increments spider token counter.
Once the controller has 20 spider tokens, spawn2 or unique_spawn whatever your boss npc id is and resets spider tokens to 0.

Code:
#invisible man controller

my $spidertoken = 0;

sub EVENT_SPAWN 
{
	$spidertoken = 0;
}

sub EVENT_SIGNAL 
{
	if ($spidertoken < 20)
	{
		$spidertoken++;
	}
	else
	{
		spawn2 whatever
		$spidertoken = 0;
	}
}
Code:
#spiders

sub EVENT_DEATH 
{
	quest::signalwith(controllernpcid,1,1);
}
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