Is the room completely open or is there a 'doorway' that they need to pass through?
You could put an invisible npc @ the doorway and set it's proximity to be a line / ellipse rather than a circle. Code:
quest::set_proximity($x, $x, $y - 100, $y + 100); What about a hailable npc to get in, flagging the hailer, and using the boundaries set by invisible npcs? |
If there is a doorway you could also use a player.pl with the sub EVENT_CLICKDOOR.
Just have it increment a counter ++1 for each click with a quest::movepc and if counter > 6 it gives them a message saying the encounter is full? I haven't dove into global variables but you could have the counter tied to one of them and then use a sub EVENT_SLAY on the npc in the room to decrement the counter if he murders someone. If no door I'd use the proximities & 2 different inaccessible areas of a zone....add a crate to a hall or something to block it off. |
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