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  #1  
Old 11-07-2012, 06:17 PM
deaddraqear
Sarnak
 
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Lol, no worries man.. I think my mental state is a little fubared as well - this script should be an easy one but it's kickin my ass =\
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  #2  
Old 11-07-2012, 07:38 PM
Caryatis
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Join Date: May 2009
Location: Milky Way
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Quote:
it won't reset the hp event
Since you set the first HP event when it spawns, it won't reset it. If you instead set the first HP event in the agro(combat state == 1) and then every time it is agro'd, it will re-set the hp event to 95.

Also the final HP event is redundant as it will be caught by the death event.

You should also consider using $npc->GetX(), etc(or $npc->GetX() -5, if you want them to not spawn directly on top on the main mob) for the location of the spawned mobs or leash the main mob or the player can just pull the mob away from that loc and the adds won't agro.
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  #3  
Old 11-07-2012, 09:57 PM
deaddraqear
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Yeah, I wasn't sure about the final hpevent, but read somewhere it was required.. hadn't actually tested it, but I know without the sub EVENT_DEATH part, he wont despawn the adds or do his shout.. I'll throw the final hp event out and see how it goes..

I have the mob perma rooted, and summons.. adds aren't permarooted though..

Since the subject came up, anyone know how you would go about summoning the adds that pop on kills, on the killed player's corpse loc?
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  #4  
Old 11-07-2012, 10:05 PM
Caryatis
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Keep the death event, lose the final hp event.

source:
Code:
parse->EventNPC(EVENT_SLAY, killerMob->CastToNPC(), this, "", 0);
"this" is the client being killed, so you could do like $client->GetX()...etc... to get the coordinates of the killed player.
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  #5  
Old 11-08-2012, 06:54 AM
trevius's Avatar
trevius
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The timer looks fine as far as I can tell from a quick review. Maybe add in a shout before the depopalls for debugging purposes so you can see if the script is making it to that point or not. Adding debugs throughout a script that is giving you trouble is a good way to tell if anything is wrong with it. You can add a shout (or whatever message) before and after any section of the script so you can see exactly what is happening at each step. It is also good to put the variables you are using or expecting into the debug messages so you can make sure they are being set as you expect (such as $timer).
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