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Old 12-01-2008, 04:10 AM
AndMetal
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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I don't think sub EVENT_TIMER exports $client, because it's not triggered by a client, where sub EVENT_AGGRO (from the Tunare script) does (the client that aggroed it).

I think you might be able to define a variable outside of the subs so that all of them have access to it, set it to $client in EVENT_SAY, and then reference it in EVENT_TIMER. However, I'm pretty sure if a 2nd person talks to the NPC, it will overwrite your variable, unless you check to see if it's already being done.

I guess I'm thinking something like this (untested):
Code:
my $client_hating = false;

sub EVENT_SAY
{
	if($text=~/accept/i)
	{
		if (!$client_hating)
		{
			quest::say("Very well, here it is. But have a care, $name, and treat it with caution. It has magical properties that can help or hinder the bearer. Go and practice your new skills.");
			$client_hating = $client;
			quest::settimer("aggro",10);
			quest::summonitem(13732);
			$client->Message(257, "A strange, unsettled feeling falls upon you.");
			$client->Message(257, "You feel . . . heavy.");
		} else {
			quest::say("Wait your turn, jerk!");
		}
	}
}

sub EVENT_TIMER 
{
	quest::emote("sees that his timer is ticking 1");
	if($timer eq "aggro")
	{
		quest::emote("sees that his timer is ticking 2");
		quest::rebind(183,21,36,8);

		my $guard_one = $entity_list->GetMobByNpcTypeID(999287);
		my $guard_two = $entity_list->GetMobByNpcTypeID(999288);
		my $guard_three = $entity_list->GetMobByNpcTypeID(999289);
		my $guard_four = $entity_list->GetMobByNpcTypeID(999290);
		quest::emote("sees that his timer is ticking 3");
					
		if ($guard_one) 
		{
			quest::emote("sees that his timer is ticking 4");
			my $hate_guard_one = $guard_one->CastToNPC();
			quest::emote("sees that his timer is ticking 5");
			$hate_guard_one->AddToHateList($client_hating, 1);
			quest::emote("sees that his timer is ticking 6");
		}
		if ($guard_two) 
		{
			quest::emote("sees that his timer is ticking 7");
			my $hate_guard_two = $guard_two->CastToNPC();
			$hate_guard_two->AddToHateList($client_hating, 1);
		}
		if ($guard_three) 
		{
			quest::emote("sees that his timer is ticking 8");
			my $hate_guard_three = $guard_three->CastToNPC();
			$hate_guard_three->AddToHateList($client_hating, 1);
		}
		if ($guard_four) 
		{
			quest::emote("sees that his timer is ticking 9");
			my $hate_guard_four = $guard_four->CastToNPC();
			$hate_guard_four->AddToHateList($client_hating, 1);
		}
		quest::emote("sees that his timer is ticking 10");
		quest::stoptimer("aggro");
		quest::emote("sees that his timer is ticking 11");
		$client_hating = false;
	}
}
On a side note, can't we simplify this
Code:
			my $hate_guard_one = $guard_one->CastToNPC();
			$hate_guard_one->AddToHateList($client, 1);
to this
Code:
$guard_one->CastToNPC()->AddToHateList($client, 1);
or even better yet, just do everything on 1 line?
Code:
$entity_list->GetMobByNpcTypeID(999287)->CastToNPC()->AddToHateList($client, 1);
Since we're not really evaluating whether or not something's happening, you can just put your checks in-between them:
Code:
sub EVENT_TIMER 
{
	quest::emote("sees that his timer is ticking 1");
	if($timer eq "aggro")
	{
		quest::emote("sees that his timer is ticking 2");
		quest::rebind(183,21,36,8);

		quest::emote("sees that his timer is ticking 3");
		$entity_list->GetMobByNpcTypeID(999287)->CastToNPC()->AddToHateList($client_hating, 1);

		quest::emote("sees that his timer is ticking 4");
		$entity_list->GetMobByNpcTypeID(999288)->CastToNPC()->AddToHateList($client_hating, 1);

		quest::emote("sees that his timer is ticking 5");
		$entity_list->GetMobByNpcTypeID(999289)->CastToNPC()->AddToHateList($client_hating, 1);

		quest::emote("sees that his timer is ticking 6");
		$entity_list->GetMobByNpcTypeID(999290)->CastToNPC()->AddToHateList($client_hating, 1);

		quest::emote("sees that his timer is ticking 10");
		quest::stoptimer("aggro");
	}
}
Hope this helps at least point you in the right direction.
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