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Scenario Design

Setting Up Toll for Teleporters and "Purchasing Items".

Send in by: Aquamote (09-09-2002) via e-mail.

I found that you can set events to act as if you were buying an item, or paying for a 'pass' to a new area.

Say you wanted to teleport to a certain area, but with a condition that the players pay for using the teleport.

  • Make a building/unit and set a message to appear when you enter that area.
  • Set a message event to read something like: "I will power up that teleporter....for a price."
  • Then create a teleporter close to the building/unit and set the script to 'Always',
  • set the XYL coordinates,
  • set "trigger" to enter the area of the building/unit that you have just entered
  • then create a condition of "Gold Min=" to what you want to pay, say 100.
  • set "Gold max=" to some large amount that you could never reach in the game i.e. 9999999.
  • set the condition to "AND GOLD".

Now, that would mean that you have to enter the building first and read the message, then the teleport will only work if you have 100 gold.

  • Next, script a 'Gold Reward' and set coordinates to the destination where you will be
  • teleported to.
  • Set the Gold reward to "-100".

This will mean that once you have teleported to the destination, 100 gold will be taken off off you.

This special teleport should be set to 'always' but the gold reward setting should have only been set to "once". So you only have to pay once, yet you can use it repeatedly indefinetly.

If you want to do this for an item, repeat but don't set any gold reward for reaching your destination. Instead, set it to the instance when you "pick up" the item, then script a Teleport with a condition of Item Owned (the item you want to get for the money). This will instanenously teleport you out of the cavern.


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