Code:
sub EVENT_SPAWN {
quest::shout ("Spawned");
quest::settimer ("spawncounter",2);
}
sub EVENT_TIMER {
use Switch;
switch ($timer) {
case ("spawncounter") {
quest::stoptimer ("spawncounter");
quest::shout ("No FD for you!");
quest::modifynpcstat ("special_attacks","d");
}
}
}
Testing the quest::modifynpcstat on an NPC. Screwiness ensued.
The quest wouldn't initially "take" for whatever reason, tossing #questerrors left and right on the EVENT_TIMER. Changed nothing, convinced it (server) was out of its living mind. So kept #rq and #repop ing, did a #reloadworld for good measure, went back to #rq and #repop and it finally (at I dont know how many times) "took" hold.
Now it results in:
Quote:
Guard Goojaa shouts "Spawned"
Guard Goojaa shouts "No FD for you!"
Guard Goojaa shouts "No FD for you!"
Guard Goojaa shouts "No FD for you!"
Guard Goojaa shouts "No FD for you!"
Guard Goojaa shouts "No FD for you!"
and so on
|
What on earth am I missing here? No #questerrors (now) either.