Bassed on mir3 but I think it’s the same as mir 2
have to work your way through it- like change ..\Mud3\.. to mud2 and work with different example is needs be
1) find folder ‘…\Mud3\mir300\Envir’ and then file ‘MapQuest.txt’
2) Open ‘MapQuest.txt’ and you should see something like this –
D022 [414] 1 woomasoldier * thrusting
01_002 [437] 1 Woomaguardian2 * halfmoon
4 [450] 1 Specter * SDash
12 [401] 1 RootSpider * Q1401
D10031 [403] 1 BigApe * Q1403
D10032 [403] 1 BigApe * Q1403
I will take the first entery as an example
D022 [414] 1 woomasoldier * thrusting’
a) First you have then map name 'D022' , this is where the effect can take place
b) next you have the flag '[414]'. This is the same as a flag in npc script
c) Then you have the flag value ‘1’.. This checks to see if the flag is active (0) or inactive (1)
d) Now you have the mob , ‘woomasoldier’ you must kill to activate code/effect (or on code/effect later). Remember that the mob name is case sensitive – if you spawn a mob called Woomasoldier on map D022 and kill it, then if will not activate code.
e) not to sure about the ‘*’ as I haven’t checked it but I think that it can be an item that is required to activate code (best to leave that for now)
f) Lastly, the code/effent to be activated ‘thrusting’. This refers to a file, so lets find it..
1) find folder \Mud3\mir300\Envir\MapQuest_def\ (this is where all mapquest code will go)
2) open thrusting.txt
file----->
[@main]
#IF
Check [414] 1
#SAY
You take the wooma solder's horn\
#ACT
Give woomasoldierhorn 1
Set [414] 0
set [415] 1
break
<-------end of file
see how flag [414] is set to 0. This would stop the mapquest used in this example from beeing preformed again