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Old 07-20-2007, 01:37 PM
Striat
Sarnak
 
Join Date: Aug 2006
Posts: 60
Default

Well, there are several ways to address this. One would be simply to switch the spawn limit to 1 of each of those npc types. That way only one npc would be up at a time. In my opinion, this would not be the most optimal choice, because the event will still go off and the npc will still shout. Just only one npc.

My recommendation for now would be to use == instead of >=. And adding this to the npc:

Code:
sub EVENT_AGGRO {
	quest::stoptimer(1);
	}

sub EVENT_SLAY {
	quest::settimer(1,10);
	}

sub EVENT_TIMER {
	if ($timer == 1) {
	quest::signalwith(317004,1,0000);
             quest::signalwith(317005,1,0000);
             quest::depop();
	quest::stoptimer(1);
	}
}
And this to the npcs he spawns:

Code:
sub EVENT_SIGNAL {
	if ($signal == 1) {
	quest::depop();
	}
}
This would make it so that if he kills a player, he starts a timer. If 10 second passes with no aggro, he sends a signal to the npcs to depop.

I do think I can propose a perhaps better solution, I just am not able to give a test run right this second.
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