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Old 09-12-2008, 02:11 PM
Neiv
Hill Giant
 
Join Date: May 2008
Location: Colorado
Posts: 238
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Quote:
Originally Posted by AndMetal View Post
Is your watcher set to have access to qglobals in the npc_types table?
I didn't bother changing that flag since my other global works fine without it. In my kingdom global, the king sets a global for a kingdom buff and that works fine; and another npc deletes that global when the kingdom has been defeated, and that works fine. Are you saying the access needs to be turned on only on an npc that is checking a global? I went ahead and tuned it on for all npcs involved just in case.

In the meantime . . .

I have been playing with the watcher script and changed it from this:
Code:
sub EVENT_WAYPOINT
	{
	quest::shout("start WAY POINT");
	if (defined($qglobals{king}))
		{	
		if ($qglobals{king} == 4) 
			{
			quest::shout("start signal");
			quest::signal(999247);
			quest::shout("signal completed");
			}
		}
	}
. . . to this:

Code:
sub EVENT_WAYPOINT
	{
	quest::shout("start WAY POINT");
	if (defined($qglobals{king} == 4)) 
		{
		quest::shout("start signal");
		quest::signal(999247);
		quest::shout("signal completed");
		}
	}
All the shouts are now displaying as they should, but the spawned king still is not doing what he needs to do. I'm going to start playing with him, but does the revised slayer script look right?
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