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It turns out that most warps are just a yes/no, and can be handled by one single script. I scripted the lift attendants from Bulwark Hall <-> Airship Landing <-> Drowning Wench this way.
16 lines
373 B
Lua
16 lines
373 B
Lua
function onTalk(target, player)
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-- has inn access
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player:play_scene(target, EVENT_ID, 00001, 8192, 0)
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-- doesn't have inn access
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--player:play_scene(actorId, EVENT_ID, 00002, 8192, 0)
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end
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function onReturn(scene, results, player)
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player:finish_event(EVENT_ID)
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if results[1] == 1 then
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-- get warp
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player:warp(EVENT_ID)
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end
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end
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