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Smart Gates
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Ultima One
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Ultima One

Post: #1
Smart Gates
Time to share some scripts we use frequently on TUP. Some may be in need of updating.

This script I am not 100% sure of how to set up, but looks pretty simple. You basically have an Entry gate which goes to X location, then once a player uses an Exit gate, they return to the last Entry gate they used.

Could be used in a Maze style event, we use it by placing an Entry in Buccs (pk town) and Britain, to enter our 'house show room', this means both reds and blues can enter the area, and use the same 1 exit gate to go back to where they entered from - stops red players accidently entering Britain etc..

Code:
////////////////////////////////////THE ORIGINAL SMART GATES///////////////////////////////////////////                                                   //
//Variables:                                                     //
//MORE1-Max Skill Total that people can have and use this gate                               //
//TAG.ExitPoint (On the player) - Tells the exit gate where the player used the entrance gate         //
//LINK - Entrance gates should be linked to the exit gate.  No link on Exit Gate.                   //
//                                                       //
//General Info:                                                   //
//Can have multiple entries with a single exit.  Players will always be sent back to the entrance    //
//that they used. They cannot use the entrance gate unless they are full health and are not criminal.//
//Only Players with a skill total under MORE1 can enter.  This should be entered without a           //
//decimal. i.e. 1000 = 100.0                                         //
///////////////////////////////////////////////////////////////////////////////////////////////////////

[ITEMDEF i_Smart_entrance]
ID=i_moongate_blue
NAME=Smart Entrance Gate

ON=@CREATE
  COLOR=07a0
  MORE1=100000

ON=@STEP
IF <SRC.NPC>
   RETURN 1
ENDIF

IF !(<SRC.FINDID(M_Gate_Timer)>)
   IF !(<SRC.FLAGS> & statf_criminal)
     IF !(<SRC.MEMORYFINDTYPE.memory_fight>)
        IF (<SRC.HITS> >= <SRC.STR>)
           IF !(<LINK>=04fffffff)
              IF <SRC.SKILLTOTAL> <= <MORE1>
                 SRC.TAG.ExitPoint = <SRC.P>
                 SRC.GO <LINK.P>
                 SRC.NEWITEM M_Gate_Timer
                 SRC.EQUIP <SRC.ACT>
              ELSE
                 SRC.SYSMESSAGE You are too skilled to use this gate.
              ENDIF
           ELSE
              SRC.SYSMESSAGE This gate has not been linked yet or is broken please notify staff.
           ENDIF
        ELSE
          SRC.SYSMESSAGE You must have full health before you can use this gate.
        ENDIF
      ELSE
         SRC.SYSMESSAGE You must make peace before entering this gate.
      ENDIF
   ELSE
      SRC.SYSMESSAGE You must wait until you are no longer criminal to use this gate.
   ENDIF
ENDIF
  
CATEGORY=Miscellaneous
SUBSECTION=Gates
DESCRIPTION=Smart Entrance Gate



[ITEMDEF i_Smart_exit]
ID=i_moongate_blue
NAME=Smart Exit Gate

ON=@CREATE
  COLOR=07a1

ON=@STEP

IF !(<SRC.FINDID(M_Gate_Timer)>)
  IF <SRC.TAG.ExitPoint>
    SRC.GO <SRC.TAG.ExitPoint>
    SRC.TAG.ExitPoint =
    SRC.NEWITEM M_Gate_Timer
    SRC.EQUIP <SRC.ACT>
  ELSE
    SRC.SYSMESSAGE You cannot use this gate.
  ENDIF
ENDIF

CATEGORY=Miscellaneous
SUBSECTION=Gates
DESCRIPTION=Smart Exit Gate


[ITEMDEF m_Gate_Timer]
id=i_memory
Name=Gate Timer
type=t_eq_script

ON=@Create
   TIMER=3

ON=@Timer
   Remove
   RETURN 1

ULTIMA ONE
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05-16-2013 01:18 AM
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