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Bug Tracker Migration

June 3rd
Good news everyone! The staff has decided that it is time to slowly kill off this Bug Tracker. We will begin the process of slowly migrating from this Bug Tracker over to our Github Issues which can be found here: https://github.com/HerculesWS/Hercules/issues

Over the next couple of days, I will be closing off any opportunity to create new reports. However, I still will keep the opportunity to reply to existing Bug Reports. Doing this will allow us to slowly fix any bug reports we have listed here so that we can easily migrate over to our Issue Tracker.

Update - June 7th 2015: Creating new bug posts has been disabled. Please use our https://github.com/HerculesWS/Hercules/issues tracker to post bugs. Users are still able to reply to existing bug posts.

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Issue Information

  • #006611

  • 0 - None Assigned

  • Invalid

Issue Confirmations

  • Yes (0)No (1)
Photo

Knight Quest

Posted by Hercules Bot on 03 September 2012 - 04:00 AM

Originally posted by peopleperson49
The knight quest mob count is off for non-RE. It says MyMobs,12; and there are only 4 mobs there with nowhere to spawn more. So when you kill those 4 mobs it does not carry out the OnMyMobDead part that checks MyMobs<1. Its pretty much the same with all three sets of monsters.

OnEnable:
enablenpc "Knight1";
if (!checkre(0)) {
  set .MyMobs,12;
  monster "job_knt",39,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
  monster "job_knt",47,150,"Dustiness",1114,1,"Knight1::OnMyMobDead";
  monster "job_knt",39,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
  monster "job_knt",47,142,"Dustiness",1114,1,"Knight1::OnMyMobDead";
}
else
  set .MyMobs,8;
monster "job_knt",43,137,"Piere",1160,1,"Knight1::OnMyMobDead";
monster "job_knt",43,137,"Andre",1095,1,"Knight1::OnMyMobDead";
monster "job_knt",43,137,"Deniro",1105,1,"Knight1::OnMyMobDead";
monster "job_knt",43,155,"Piere",1160,1,"Knight1::OnMyMobDead";
monster "job_knt",43,155,"Andre",1095,1,"Knight1::OnMyMobDead";
monster "job_knt",43,155,"Deniro",1105,1,"Knight1::OnMyMobDead";
monster "job_knt",35,146,"Argos",1100,1,"Knight1::OnMyMobDead";
monster "job_knt",52,146,"Argos",1100,1,"Knight1::OnMyMobDead";
initnpctimer;
end;
OnDisable:
killmonster "job_knt", "Knight1::OnMyMobDead";
disablenpc "Knight1";
end;
OnMyMobDead:
set .MyMobs,.MyMobs-1;
if (.MyMobs < 1) {
  mes "[Sir Windsor]";
  mes "...";
  next;
  mes "[Sir Windsor]";
  mes "...On to";
  mes "the next level.";
  close2;
  warp "job_knt",43,52;
  donpcevent "Knight1::OnDisable";
  donpcevent "Knight2::OnEnable";
  stopnpctimer;
}
end;

Originally posted by Joseph
Look carefully, the 4 Dustiness was removed in renewal mode. Hence, you'll get the 12 when you add the following 8 mobs.

Changing status to invalid.