About: Show the entire map to the PC if they buy a map from a merchant   Sponge Permalink

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

This actually quite simple. First you must make an Item to be used as a Map that the PC can buy / find. Give it a Tag something like "MAP" or "MapToSewers". In fact you can make one for each area if you want. Place this script in the OnEnter of Each area you want the show the PC if they have a map. Change the word MAP to that of the Item TAG of your map for that area. void main() { object oPC = GetEnteringObject(); // First lets make sure a PC entered if(GetIsPC(oPC)) { // Check for the map if(GetIsObjectValid(GetItemPossessedBy(oPC,"MAP"))) { ExploreAreaForPlayer(OBJECT_SELF,oPC); } } }

AttributesValues
rdfs:label
  • Show the entire map to the PC if they buy a map from a merchant
rdfs:comment
  • This actually quite simple. First you must make an Item to be used as a Map that the PC can buy / find. Give it a Tag something like "MAP" or "MapToSewers". In fact you can make one for each area if you want. Place this script in the OnEnter of Each area you want the show the PC if they have a map. Change the word MAP to that of the Item TAG of your map for that area. void main() { object oPC = GetEnteringObject(); // First lets make sure a PC entered if(GetIsPC(oPC)) { // Check for the map if(GetIsObjectValid(GetItemPossessedBy(oPC,"MAP"))) { ExploreAreaForPlayer(OBJECT_SELF,oPC); } } }
dcterms:subject
abstract
  • This actually quite simple. First you must make an Item to be used as a Map that the PC can buy / find. Give it a Tag something like "MAP" or "MapToSewers". In fact you can make one for each area if you want. Place this script in the OnEnter of Each area you want the show the PC if they have a map. Change the word MAP to that of the Item TAG of your map for that area. void main() { object oPC = GetEnteringObject(); // First lets make sure a PC entered if(GetIsPC(oPC)) { // Check for the map if(GetIsObjectValid(GetItemPossessedBy(oPC,"MAP"))) { ExploreAreaForPlayer(OBJECT_SELF,oPC); } } }
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