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  #16  
Old 05-28-2009, 09:04 AM
nosfentora
Discordant
 
Join Date: Oct 2004
Location: In a house
Posts: 377
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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);
If the room is an open-air room, you could bound the area by 4 invisible npcs, setting their proximities to create a square/rectangle around the room.

What about a hailable npc to get in, flagging the hailer, and using the boundaries set by invisible npcs?
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  #17  
Old 05-28-2009, 12:11 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
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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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