Despawning NPCs

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Nuisance

Despawning NPCs

Post by Nuisance »

So I want to make a quest NPC spawn upon killing a boss monster which I can do. But I also want to make the NPC despawn upon saying a certain phrase. Is this possible?
Demosthenes

Re: Despawning NPCs

Post by Demosthenes »

the best, and really only, way to do this is to give the quest NPC very few hp, and have the phrase which is meant to kill it cast an area spell which does the appropriate amount of damage to the entire area (spells triggered by an ask phrase are treated as if cast by the player), and then a spell which heals the entire area of the same damage. the NPC will be killed by the first spell, so the second spell won't hit it, but players won't notice any adverse affect. if you do this, you'll get to deal with some very fun textblock/message interaction, but it's the only way to make it work.
Speed
Posts: 3660
Joined: Sun Jan 13, 2002 6:00 am

Re: Despawning NPCs

Post by Speed »

Give it a textblock that teleports the monster to a blank room upon saying the phrase?
Demosthenes

Re: Despawning NPCs

Post by Demosthenes »

i don't think you can teleport monsters, and if you could you'd also run into the issue of having multiple copies of that monster floating around, since the first one would be teleported and you'd thus have to make it an unlimited max to have a second one summoned later.
apathy
Posts: 212
Joined: Thu Aug 29, 2002 5:00 am

Re: Despawning NPCs

Post by apathy »

Well, I think the thing to do would be have the teleport room kill off whatever was in it so you wouldn't run into problems and could use it for multiple things (esp. since you'd run into the 15 max mobs per room issue, too).



At least that way you wouldn't have to deal with area spells + healing + messages and stuff...just *whack*



Shrug, I don't edit, so I should keep my mouth shut :)
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