Figured out a work around... not sure how efficient this is yet. But it works!
Checks for an Item on the player ... So if they are holding X item the swarm pet will buff itself with a nice buff!
So I guess you could make multiple different ranks of an item that make swarm pets more and more powerful.. heh
Code:
sub EVENT_SPAWN {
quest::settimer("Buffs", 1);
}
sub EVENT_TIMER {
my $petitem = 1733;
my $petbuff = 27424;
#Hostile Target of the Swarm PET!
$KillTarg = $npc->GetTarget();
if($KillTarg <= 0)
{
#Return if we have no target
return;
}
#Grabbing all clients
my @clientlist = $entity_list->GetClientList();
foreach $ent (@clientlist)
{
my $ClientName = $ent->GetName();
my $PlayerENT = $ent;
my @hatelist = $KillTarg->GetHateList(); #Compare clients to those on the Hatelist of the Target
foreach $ent (@hatelist)
{
my $h_ent = $ent->GetEnt();
my $h_ent_name = $h_ent->GetName();
if ($ClientName eq $h_ent_name)
{
if(plugin::check_hasitem($PlayerENT, $petitem)) #Check the clients on the hatelist for Worn Pet Buff item
{
my $myid = $npc->GetID();
$npc->CastSpell($petbuff, $myid);
quest::stoptimer("Buffs");
return; #Turn this on if you want it to stop after it finds ONE client with the item
}
}
}
}
}