On Tue, 17 Sep 2002 21:15:40 -0700, Mark Wedel wrote: > Various thoughts I have: > 1) Put the proper path for the exits in the parent map - just these maps don't > exist until the deed is bought. When the deed is bought, the script copies for > the maps to the appropriate place that the exit points - in this way, don't need > to do anything about updating the parent map. > > 2) Not sure how doable this is, but use the scripts in the exit objects/lots. > When the object is applied, the script runs, checks its database of information > and updates the exit, as needed, as well as call the appropriate function to > move the player to the new map. On a slightly related note, this idea cropped up in conversation. It's not my idea, but here it is anyway. A unique keyed exit. Similar to the per-player unique maps, but instead, per keyed object unique maps. In practice, this would work by: If the player has no key, the go to the "guild store" map. In the guild store map, they buy a key. Then they leave the guild store, and re-enter the same exit. This takes them to their new guild. In the guild, they can buy extra keys to this map, and if they give one of these keys to someone else, they can enter the same map. It may be too complex. But it would resolve the running out of real-estate issue which currently afflicts the guilds, and which would affect any other player castle idea. -Philip