Thyr 0 Posted June 22, 2017 Hello, I got a problem that my Punching Bug monster respawn even tho current Dummy is not yet dead or at 0% HP (Isn't it configured to respawn if the other punching bag died), Now It spawns another punching bag so it will stack . Here's the script I am using. - script Punching Bag FAKE_NPC,{ OnInit: setmapflag( "rebel_mt",mf_monster_noteleport ); OnDummyKill: monster "rebel_mt",203,160,"Punching Bag",1905,1,"Punching Bag::OnDummyKill"; monster "rebel_mt",209,160,"Punching Bag",1905,1,"Punching Bag::OnDummyKill"; end; OnPCAttackEvent: if ( !@test_punch ) end; @dps_damage += @damage; end; } Quote Share this post Link to post Share on other sites
0 meko 170 Posted June 22, 2017 If you want both punching bags to respawn when one of them is killed, you would add this in OnDummyKill right before you use monster() killmonster("rebel_mt", "Punching Bag::OnDummyKill"); If you want only one to respawn you will have to split OnDummyKill into two separate events Quote Share this post Link to post Share on other sites
0 Thyr 0 Posted June 22, 2017 16 hours ago, meko said: If you want both punching bags to respawn when one of them is killed, you would add this in OnDummyKill right before you use monster() killmonster("rebel_mt", "Punching Bag::OnDummyKill"); If you want only one to respawn you will have to split OnDummyKill into two separate events Did it like this, is it correct? - script Punching Bag FAKE_NPC,{ OnInit: setmapflag( "rebel_mt",mf_monster_noteleport ); OnDummyKill: killmonster("rebel_mt", "Punching Bag::OnDummyKill"); monster "rebel_mt",203,160,"Punching Bag",1905,1,"Punching Bag::OnDummyKill"; monster "rebel_mt",209,160,"Punching Bag",1905,1,"Punching Bag::OnDummyKill"; end; OnPCAttackEvent: if ( !@test_punch ) end; @dps_damage += @damage; end; } Quote Share this post Link to post Share on other sites
Hello, I got a problem that my Punching Bug monster respawn even tho current Dummy is not yet dead or at 0% HP (Isn't it configured to respawn if the other punching bag died), Now It spawns another punching bag so it will stack .
Here's the script I am using.
- script Punching Bag FAKE_NPC,{ OnInit: setmapflag( "rebel_mt",mf_monster_noteleport ); OnDummyKill: monster "rebel_mt",203,160,"Punching Bag",1905,1,"Punching Bag::OnDummyKill"; monster "rebel_mt",209,160,"Punching Bag",1905,1,"Punching Bag::OnDummyKill"; end; OnPCAttackEvent: if ( !@test_punch ) end; @dps_damage += @damage; end; }
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