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Spawn activated when a player approach or say xxx
Author Message
Skul
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Posts: 413
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Joined: Jun 2012
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Post: #2
RE: Spawn activated when a player approach or say xxx
1. Use a [speech xx] block on players, here's an example:
Code:
[speech spk_activate]
on=*
if (strmatch(*i'll kick your ass*,<args>))
  if (<isneartype t_ankh>)
    //add newnpc
  endif
endif
Add the speech block to a player with dspeech +spk_activate

2. Yes, you can use @step in a [regiontype xx] event. Here's an example:
Code:
[regiontype r_dungeon_activate]
on=@step
foritems 8
  if (<type>==t_spawn_char)
    if !(<more2>) //is deactivated?
      more2=1
      timer=0 //activate
    endif
  endif
endfor

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Marchadium :: http://www.marchadium.ca/ :: Join us!
11-25-2012 07:53 AM
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RE: Spawn activated when a player approach or say xxx - Skul - 11-25-2012 07:53 AM

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