Okay, here we go...
You have two rooms, room A and room B. Room A has Mobile A, which is the one that is in the room the PC walks into.
On Mobile A, you will need a greet_prog (or could be a rand_prog with a fair percentage, if you want a slight delay for the echo and the magic). This greet_prog should contain the echo you want upon PC entry. In addition, it will need to have a mpmload command for Mobile B to load in Room B. The magic to make this mobile load in another room, is the mpat command. This command instructs Mobile A to go to Room B, and pop back to Room A without you even seeing it.
Quick example:
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>greet_prog 100~
mpecho {80}A large rumble sounds in the room to the west!
mpat <vnum of Room B> mpmload <vnum of Mobile B>
~
Now, that's the simple form, however, it doesn't take into account that someone might have already summoned Mobile B and he's already waiting there. So to this prog you also need to add a check to make sure there isn't already a mobile there, so our edited prog looks more like this:
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>greet_prog 100~
mpecho {80}A large rumble sounds in the room to the west!
if mobinroom(<vnum of room B>) == 0
mpat <vnum of Room B> mpmload <vnum of Mobile B>
endif
~
So, that way, if the mobile is already there, the second part of the prog within the if check will not trigger.
The second part of the equation, because I know this will be the next step in your parade. if you don't want Mobile B hanging around in Room B all wounded or affected or qbit set or what have you, you need to put some sort of rand_prog on Mobile B that will purge him after a period of time.
BUT, you don't want Mobile B to purge itself likely while a PC is in the room, so, you would want a check for PCs in the room on that rand_prog. Quick example for Mobile B's purge prog:
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>rand_prog 1~
if pcinroom($i) == 0
mpgoto 3
endif
~
That should get you started. It will ultimately get more complex once I know the exact purpose and premise behind the mobile in the next room, but there's the basics.

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