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  #1  
Old 05-02-2017, 06:19 PM
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joligario
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Posts: 1,500
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Put in a 1-3 second delay from spawn to set an appearance.
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  #2  
Old 05-02-2017, 07:01 PM
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Osage
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Posts: 12
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Ok so I applied the changes you suggested joligario and am having the same issue just a little different. Will try and explain a little better this time.



I am attempting to have King Gragnar in The Warrens spawn "a fallen adventurer" to draw power from as he is a Shadowknight. Here is what happens when I engage him:

Mob 1 spawns and is standing

Mob 2 spawns and causes Mob 1 to FD while Mob 2 remains standing

Mob 3 spawns and causes Mob 2 to FD while Mob 3 remains standing

Mob 4 spawns and causes Mob 3 to FD while Mob 4 remains standing

This is where it gets weird

Mob 5 spawns and DOES NOT cause Mob 4 to FD while Mob 5 remains standing.

Subsequent mobs do not cause the previous mob to FD and do not FD themselves.

Here is the code:
Code:
sub EVENT_SPAWN	{ 
	my $random_race = quest::ChooseRandom(1,4,6,7,);
	my $random_texture = quest::ChooseRandom(1,2);
	my $random_weapon = quest::ChooseRandom(1,2,3,7,8,14);
	my $random_gender = int(rand(2));
	
			quest::pause(3);
	        quest::npcgender($random_gender);
	        quest::npcrace($random_race);
            quest::npctexture($random_texture);
            quest::wearchange(7, $random_weapon);
			quest::setanim(101140, 3);
	}
	
sub EVENT_SIGNAL {
  if($signal == 1) { #signal from boss to increase damage if players have not killed corpses
   quest::signalwith(101109,2,int(rand(5)))
   }
}	

sub EVENT_DEATH {
   quest::signalwith(101109,3,int(rand(5))) #were signaling back that this corpse has been killed and it will reduce boss damage
}
I am trying to have them FD upon spawn without the need for another mob to "trigger" them FD'ing. Pretty stumped here :/
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  #3  
Old 05-02-2017, 07:14 PM
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Osage
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Join Date: Jan 2017
Posts: 12
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King Gragnar code:

Code:
sub EVENT_COMBAT {
  if($combat_state == 1) {
  quest::say("You won't be the first to desecrate the halls of my ancestors.");
  quest::settimer("dostuff",int(rand(24)) + 1);
  quest::settimer("spawncorpse",1);
  }
  elsif($combat_state == 0) {
  $npc->SetHP($npc->GetMaxHP());
  quest::depopall(101140);
  quest::stoptimer("dostuff"); 
  quest::stoptimer("spawncorpse"); 
  }  
}

sub EVENT_DEATH {
  quest::stoptimer("dostuff"); 
  quest::stoptimer("spawncorpse"); 
  quest::depopall(101140);
  quest::say("My ancestors will make you pay for this intrusion.");
 }
 
sub EVENT_TIMER {  
  if($timer == "dostuff") { 
   quest::stoptimer("dostuff"); 
   quest::emote("begins to draw power from his deceased victims.");
   quest::signalwith(101140,1,0); #signal 1 to adventurercorpse for damage increase.. if alive they signal back signal 2
   quest::settimer("dostuff",int(rand(24)) + 1);
   }
   if($timer == "spawncorpse") {
   quest::stoptimer("spawncorpse");  
   quest::spawn2(101140,0,0,$x + int(rand(35)),$y + int(rand(35)),$z,0);
   quest::settimer("spawncorpse",int(rand(24)) + 1);
   }   
}

 
sub EVENT_SIGNAL {
  if($signal == 2) { #Players didn't kill corpses.. increase min/max damage by 10/25 respectively
   quest::modifynpcstat("min_hit", $npc->GetMinDMG() + 10);
   quest::modifynpcstat("max_hit", $npc->GetMaxDMG() + 25);
   }
  if($signal == 3) { #Player killed corpse reducing damage
   quest::modifynpcstat("min_hit", $npc->GetMinDMG() - 10);
   quest::modifynpcstat("max_hit", $npc->GetMaxDMG() - 25);
   quest::emote("has lost a portion of his stolen power.");
   }
}
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