Ayup all, thought I would post this here instead of in the reply to the problem post.
To create a key based KR system or entry system, you are only required to create 2 files and edit a 3rd file. Real Easy
Create 2 file's (Mine were create in the "QuestDiary\EventSystem" Folder but you can put them anywhere inside the QuestDiary folder, just change the path in the following files) called..
KeyMakerCall.txt and KeyMaker.txt
The KeyMaker.txt is an empty file and will be used to store how many of each type of key everyone has.
The KeyMakerCall.txt file should contain the following script.
As you can see, it's very easy to add another mob and map to this script, just add another section under "Set KR for Check Key" and another section under "Set KR for Add Key"
Finally edit the mapquest with whatever you have set above (mine is only done using my test rooms and some farm animals, but change it to what you want. You are always calling the same script, just a different part in it.
Hope this helps... Any Questions?
Screenshots below
Kill the Mob
Enter the KR
To create a key based KR system or entry system, you are only required to create 2 files and edit a 3rd file. Real Easy
Create 2 file's (Mine were create in the "QuestDiary\EventSystem" Folder but you can put them anywhere inside the QuestDiary folder, just change the path in the following files) called..
KeyMakerCall.txt and KeyMaker.txt
The KeyMaker.txt is an empty file and will be used to store how many of each type of key everyone has.
The KeyMakerCall.txt file should contain the following script.
Code:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;; Set KR for Check Key ;;;;;;;;;;;;;;;;;
[@CheckKeyDCKR]
#ACT
Mov A1 "DCKR"
Goto @CheckKey
[@CheckKeyWTKR]
#ACT
Mov A1 "WTKR"
Goto @CheckKey
;;;;;;;;;;;;;;;; Check Key ;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[@CheckKey]
#ACT
Mov A0 %USERNAME
LoadValue D1 "QuestDiary\EventSystem\KeyMaker.txt" [%A0] %A1
#IF
ELarge D1 1
#ACT
Dec D1 1
SaveValue "QuestDiary\EventSystem\KeyMaker.txt" [%A0] %A1 %D1
SysMsg "Your In! You now have <$OUTPUT(D1)> <$OUTPUT(A1)> Keys Left"
Enter_Ok
#ELSEACT
SysMsg "You do not have a key to this room!"
;;;;;;;;;;;;;;;; Set KR for Add Key ;;;;;;;;;;;;;;;;;;;
[@AddKeyDCKR]
#ACT
Mov A1 "DCKR"
Goto @AddKey
[@AddKeyWTKR]
#ACT
Mov A1 "WTKR"
Goto @AddKey
;;;;;;;;;;;;;;;; Add Key ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[@AddKey]
#ACT
Mov A0 %USERNAME
LoadValue D1 "QuestDiary\EventSystem\KeyMaker.txt" [%A0] %A1
Inc D1 1
SaveValue "QuestDiary\EventSystem\KeyMaker.txt" [%A0] %A1 %D1
SysMsg "<$OUTPUT(A1)> Key Added, you now have <$OUTPUT(D1)> <$OUTPUT(A1)> Keys"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
As you can see, it's very easy to add another mob and map to this script, just add another section under "Set KR for Check Key" and another section under "Set KR for Add Key"
Finally edit the mapquest with whatever you have set above (mine is only done using my test rooms and some farm animals, but change it to what you want. You are always calling the same script, just a different part in it.
Code:
Z011 [0] 0 [Enter] * * [EventSystem\KeyMakerCall] [@CheckKeyDCKR]
Z012 [0] 0 [Enter] * * [EventSystem\KeyMakerCall] [@CheckKeyWTKR]
Z010 [0] 0 [MonDie] Bull * [EventSystem\KeyMakerCall] [@AddKeyDCKR]
Z010 [0] 0 [MonDie] Chicken * [EventSystem\KeyMakerCall] [@AddKeyWTKR]
Hope this helps... Any Questions?
Screenshots below
Kill the Mob
Enter the KR
Last edited: