[DiscordArchive] So I'm working with Bunnies for the first time (exciting) but I seem to be missing something when it
[DiscordArchive] So I'm working with Bunnies for the first time (exciting) but I seem to be missing something when it
![[Image: image.png?ex=690c45cf&is=690af44f&hm=f73...be2cec553&]](https://cdn.discordapp.com/attachments/870722120458600528/1426643783466090516/image.png?ex=690c45cf&is=690af44f&hm=f73bbc689258144060a11d7b6a532ec30988ee39d831b2f63a076c5be2cec553&)
Archived author: Snowcraft • Posted: 2025-10-11T18:53:03.800000+00:00
Original source
So I'm working with Bunnies for the first time (exciting) but I seem to be missing something when it comes to the "Only have them visible in GM mode" thing, as of the three I've got here, one is invisible, and the other two visible, regardless of GM mode is enabled or not. What specifically triggers that visible or not thing?
![[Image: image.png?ex=690c45cf&is=690af44f&hm=f73...be2cec553&]](https://cdn.discordapp.com/attachments/870722120458600528/1426643783466090516/image.png?ex=690c45cf&is=690af44f&hm=f73bbc689258144060a11d7b6a532ec30988ee39d831b2f63a076c5be2cec553&)
Archived author: Snowcraft • Posted: 2025-10-11T18:55:55.612000+00:00
Original source
The three bunnies are being used as spawn points for summoned mobs in a scripted event here.
Archived author: Jerry • Posted: 2025-10-11T18:59:08.551000+00:00
Original source
CREATURE_FLAG_EXTRA_TRIGGER set in creature_template
Archived author: SpikeZ • Posted: 2025-10-11T18:59:42.036000+00:00
Original source
flags_extra = 128
Archived author: Snowcraft • Posted: 2025-10-11T19:00:15.649000+00:00
Original source
Danke.
Archived author: Snowcraft • Posted: 2025-10-11T19:02:39.043000+00:00
Original source
That worked perfectly, thank you.
Archived author: Snowcraft • Posted: 2025-10-11T19:04:25.496000+00:00
Original source
These three bunnies will end up acting as spawn points for three waves of spawns for a scripted sequence. The player must then keep the NPC who offers the quest alive for a set amount of time - killing the assailing mobs isn't neccesary, only staying alive and keeping him alive is. Once the timer runs it's course, he will promptly smash each of the summons alive with a high-damage spell to one-shot them all.
![[Image: image.png?ex=690c4c45&is=690afac5&hm=acd...3d38f10d4&]](https://cdn.discordapp.com/attachments/870722120458600528/1426650719322243215/image.png?ex=690c4c45&is=690afac5&hm=acd0c04a0b51e305d6130e46c2cb48dd372b6a509259e739ca561763d38f10d4&)
Archived author: Snowcraft • Posted: 2025-10-11T19:20:37.485000+00:00
Original source
Mhm... Well it didn't quite work out. But the summon part is mostly working.
![[Image: image.png?ex=690c4c45&is=690afac5&hm=acd...3d38f10d4&]](https://cdn.discordapp.com/attachments/870722120458600528/1426650719322243215/image.png?ex=690c4c45&is=690afac5&hm=acd0c04a0b51e305d6130e46c2cb48dd372b6a509259e739ca561763d38f10d4&)
Archived author: Snowcraft • Posted: 2025-10-11T19:22:40.446000+00:00
Original source
I got three issues I think I need to figure out - making the summons immediately try to attack the Magister, having him actually nuke them all when he finishes the spell, and then have him stop casting when things are over.
Archived author: Snowcraft • Posted: 2025-10-11T19:22:53.484000+00:00
Original source
Hopefully those won't be too hard.