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  #1  
Old 03-18-2014, 01:43 PM
demonstar55
Demi-God
 
Join Date: Apr 2008
Location: MA
Posts: 1,164
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That, or have the boss signal the mob to do stuff (as in modify the special attacks)
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  #2  
Old 03-18-2014, 01:48 PM
Esildor
Hill Giant
 
Join Date: Feb 2010
Posts: 207
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Quote:
Originally Posted by demonstar55 View Post
That, or have the boss signal the mob to do stuff (as in modify the special attacks)

How exactly do the signals work? Do you know of any good walk-through for them? I haven't used any signals yet.

Would I set the signal in the bosses .pl file and then create another .pl folder for the individual mob and that signal calls on the other file?
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  #3  
Old 03-18-2014, 02:40 PM
Esildor
Hill Giant
 
Join Date: Feb 2010
Posts: 207
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Okay, got it down to a very simple script. I have inactive versions of my mobs that are placeholders, and then I created the mobs that will spawn during the event. Simple quest that depops the placeholder and spawns the active version.

Code:
sub EVENT_SPAWN {
  quest::setnexthpevent(80);
}
sub EVENT_HP {    
  if($hpevent == 80) { 
     quest::depopall(9980009);
     quest::spawn2(9980017,0,0,55.9,-18,5.5,204.4);
     quest::setnexthpevent(60);
    }
  if($hpevent == 60) { 
     quest::depopall(9980010);
     quest::spawn2(9980018,0,0,34.9,47.5,5.5,152.6);
     quest::setnexthpevent(40);
    }
  if($hpevent == 40) { 
     quest::depopall(9980011);
     quest::spawn2(9980019,0,0,-34.6,47.5,5.5,102);
     quest::setnexthpevent(20);
    }
  if($hpevent == 20) { 
     quest::depopall(9980012);
     quest::spawn2(9980020,0,0,-56.5,-18,5.5,51.4);   
    }  
}
I also want this boss to become "active" by handing him 4 items; anyone have a good example of that part of a quest?

Thanks for the help!
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