actualy I was thinking that:
-npc agroes - hp event set to 75
-npc deagroes (all players dead) - combat state is 0 again
-players come back and attack again- combat state becomes 1 again AND it SHOULD triger the
if ($combat_state == 1) {
quest::setnexthpevent(75);
}
again and effectivly reset the encounter chain
now, if npc re-trigers abut have not regenerated I belive it will automaticly spawn all the adds betwin 75% and current health.
Let say npc killed all players when it was at 5%.
Players attack npc again when it got to say 20%
Now since combat state has been retrigered it automaticly should pass checks for 75, 50 and 25 hp events and spawn ALL THE ADDS at once.
Is my logic correct?
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