This script doesn't spawn an npc. Spawning is mentioned above though. And do remember you need to take into account players hailing quest npc when the npc is moving back and forth, so adding a $busy variable or something could be helpful too. Here is a basic script with a captain and a guard. Player hails captain and asks for help back to the camp. Captain calls guard. Guard walks into room and then takes player back.
Captain.pl
Code:
my $npcvariable = 0;
sub EVENT_SAY {
if ($text=~/hail/i) {
quest::say("Hello, $name. Do I need to call a guard to help you?");
}
elsif ($text=~/yes/i) {
#signals guard
quest::say("Very well. Guard!!!");
quest::signal(1001);
}
}
sub EVENT_SIGNAL {
#Captain signals guard to move up
if($npcvariable < 1) {
quest::say("Please show our new recruit to the main post.");
quest::signal(1001);
$npcvariable = 0;
}
}
Guard.pl
Code:
my $npcwaypoint = 0;
sub EVENT_SIGNAL {
if($npcwaypoint < 1) { #Captain signals guard to move up
quest::moveto(600, 200, 12);
$npcwaypoint = 1;
}
elsif($npcwaypoint == 3) { #Guard is told to take player back. See timer
quest::say("Yes, sir, right away!");
quest::settimer("movement",3);
}
}
sub EVENT_WAYPOINT {
$npc->SaveGuardSpot(0); #this is so npcs don't not walk to waypoint and return immediately
if($npcwaypoint == 1) { #npc turns corner
$npcwaypoint = 2;
quest::moveto(600, 100, 12);
}
elsif($npcwaypoint == 2) { #npc turns corner
quest::moveto(340, 100, 12);
$npcwaypoint = 3;
}
#npc arrives at captain
elsif($npcwaypoint == 3) {
quest::say("Yes, sir?!");
quest::signal(1000);
}
elsif($npcwaypoint == 4) { #npc turns corner
quest::moveto(340, 100, 12);
$npcwaypoint = 5;
}
#guard has taken player back with him. Resets script for next user
elsif($npcwaypoint == 5) { #npc turns corner
$npcwaypoint = 6;
quest::moveto(600, 100, 12);
$npcwaypoint = 0;
}
}
sub EVENT_TIMER {
quest::stoptimer("$timer");
if($npcwaypoint == 3) { #just used a timer here since players may need some time to react.
quest::moveto(340, 100, 12);
$npcwaypoint = 4;
}
}