About: Various pc starting positions   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Place your script in the Starting areas OnEnter node. You will need to decide how you want to filter the PCs: by race, level, alignment, class, random, or any cobination thereof. Place a Waypoint where you want the Filtered PCs to go to, and yes, these can be in different areas. For example, to have all evil PCs to start in "Hades" and all Good PCs to start in "Heven," place a Waypoint in Hades and tag it something like "HADE_START", and place a Waypoint in Heven and tag it "HEVEN_START". I would place the following script in the OnEnter of the start area.

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  • Various pc starting positions
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  • Place your script in the Starting areas OnEnter node. You will need to decide how you want to filter the PCs: by race, level, alignment, class, random, or any cobination thereof. Place a Waypoint where you want the Filtered PCs to go to, and yes, these can be in different areas. For example, to have all evil PCs to start in "Hades" and all Good PCs to start in "Heven," place a Waypoint in Hades and tag it something like "HADE_START", and place a Waypoint in Heven and tag it "HEVEN_START". I would place the following script in the OnEnter of the start area.
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  • Place your script in the Starting areas OnEnter node. You will need to decide how you want to filter the PCs: by race, level, alignment, class, random, or any cobination thereof. Place a Waypoint where you want the Filtered PCs to go to, and yes, these can be in different areas. For example, to have all evil PCs to start in "Hades" and all Good PCs to start in "Heven," place a Waypoint in Hades and tag it something like "HADE_START", and place a Waypoint in Heven and tag it "HEVEN_START". I would place the following script in the OnEnter of the start area. void main() { object oPC = GetEnteringObject(); object oHades = GetObjectByTag("HADE_START"); object oHeven = GetObjectByTag("HEVEN_START"); if(!GetIsPC(oPC))return; if(GetAlignmentGoodEvil(oPC) == ALIGNMENT_EVIL) { DelayCommand(1.0,AssignCommand(oPC,JumpToObject(oHades))); return; } else if(GetAlignmentGoodEvil(oPC) == ALIGNMENT_GOOD) { DelayCommand(1.0,AssignCommand(oPC,JumpToObject(oHeven))); return; } //Neutral, stay here. } The 1 sec delay is to ensure the PC is fully loaded in before it jumps them. This helps stop "hick-ups"
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