procedure map_enter_p_proc begin
/*
variable Outdoor;
variable Doctor;
variable First_Aid;
variable tail;
variable flower;
variable root;
variable item;
variable count;
variable count1;
variable Junkit;
variable Junkit1;
if (not(is_loading_game)) then begin
if (obj_is_carrying_obj_pid(self_obj,PID_SCORPION_TAIL)) then begin
First_Aid:=has_skill(self_obj,SKILL_FIRST_AID);
Outdoor:=has_skill(self_obj,SKILL_OUTDOORSMAN);
if (((First_Aid + Outdoor) >= 125) and (skill_success(self_obj,SKILL_SCIENCE,0))) then begin
tail:=obj_carrying_pid_obj(self_obj,PID_SCORPION_TAIL);
count:=obj_is_carrying_obj_pid(self_obj,PID_SCORPION_TAIL);
Junkit:=rm_mult_objs_from_inven(self_obj,tail,count);
item:=create_object(PID_ANTIDOTE,0,0);
add_mult_objs_to_inven(self_obj,item,count);
display_msg(g_mstr(1050));
end
end
if ((obj_is_carrying_obj_pid(self_obj,PID_XANDER_ROOT)) and
(obj_is_carrying_obj_pid(self_obj,PID_BROC_FLOWER))) then begin
Doctor:=has_skill(self_obj,SKILL_DOCTOR);
Outdoor:=has_skill(self_obj,SKILL_OUTDOORSMAN);
if (((Doctor + Outdoor) >= 125) and (skill_success(self_obj,SKILL_SCIENCE,0))) then begin
flower:=obj_carrying_pid_obj(self_obj,PID_BROC_FLOWER);
root:=obj_carrying_pid_obj(self_obj,PID_XANDER_ROOT);
count:=obj_is_carrying_obj_pid(self_obj,PID_BROC_FLOWER);
count1:=obj_is_carrying_obj_pid(self_obj,PID_XANDER_ROOT);
if (count > count1) then
count:=count1;
Junkit:=rm_mult_objs_from_inven(self_obj,flower,count);
Junkit1:=rm_mult_objs_from_inven(self_obj,root,count);
item:=create_object(PID_HEALING_POWDER,0,0);
add_mult_objs_to_inven(self_obj,item,count);
display_msg(g_mstr(1051));
end
end
end
*/
end