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Near the end of TFS 1.3 the way doors function in TFS was changed.
Previously, the doors in TFS were setup in pairs. Closed and Open.
Keys were also setup to open doors. (and if the door was closed, it would 'auto lock')
However, this was inaccurate to how doors work in real Tibia.
In order to update TFS to work like real Tibia, the doors needed to be changed.
So in this thread I'll explain how all the doors work.
Regular Doors
Locked
-> If no ActionId is present on the door, the door remains in the locked state.
-> If an ActionId is present, the door can be unlocked with a key that has the same ActionId as the door.
-> When looking in the map editor, 1st one found is locked. 2nd one found is closed.
Closed
-> If no ActionId is present on the door, the door can be used, and it will transform into it's open counterpart.
-> If an ActionId is present, the door can be used like normal, however a key that has the same ActionId as the door can be used to transform it back into it's locked counterpart.
Open
-> If no ActionId is present on the door, the door can be used, and it will transform into it's closed counterpart.
-> If an ActionId is present, the door can be used like normal, however a key that has the same ActionId as the door can be used to transform it back into it's locked counterpart.
Note; There are 15-20 doors that do not have a Locked version, as no sprite exists.
In these cases, they all act as a regular door (can be open and closed), and have no other special action.
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House Doors (Doors with the padlock)
-> Acts like a regular door (can be open and closed)
If placed inside a house
-> Only the owner and people on the guest list with door privileges can use the door.
-> When the door is looked at, will display house information. (House Name / Owner / Price (if unowned))
Note; Currently any closed/open door can be used as a house door, however this may change in a future update to match real Tibia house doors.
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Quest Doors (Doors with blinking knob)
Closed
-> If no ActionId is present the door cannot be used.
-> If an ActionId is present the door can be used by players that have been given a matching storage of any value that is not -1.
-> -> When the door is successfully used, the player is moved inside of the doorway.
Open
-> Should never be placed on the map.
-> When a player walks out of the doorway, this door will transform into it's closed counterpart.
------------------
Level Doors (Doors that are brown, with yellow stripes)
Closed
-> If no ActionId is present the door cannot be used.
-> If an ActionId is present the door can be used by players with a level that are greater or equal to the ActionId of the door.
-> -> When the door is successfully used, the player is moved inside of the doorway.
-> -> The ActionId must be greater then 1000. (ActionId 1001 would require level 1 to access. ActionId 1234 would require level 234 to access.)
Open
-> Should never be placed on the map.
-> When a player walks out of the doorway, this door will transform into it's closed counterpart.
----------
And here is a overview of how doors currently function as a quick reference guide.
------------------
Cheers!
Previously, the doors in TFS were setup in pairs. Closed and Open.
Keys were also setup to open doors. (and if the door was closed, it would 'auto lock')
However, this was inaccurate to how doors work in real Tibia.
In order to update TFS to work like real Tibia, the doors needed to be changed.
So in this thread I'll explain how all the doors work.
Regular Doors
Locked
-> If no ActionId is present on the door, the door remains in the locked state.
-> If an ActionId is present, the door can be unlocked with a key that has the same ActionId as the door.
-> When looking in the map editor, 1st one found is locked. 2nd one found is closed.
Closed
-> If no ActionId is present on the door, the door can be used, and it will transform into it's open counterpart.
-> If an ActionId is present, the door can be used like normal, however a key that has the same ActionId as the door can be used to transform it back into it's locked counterpart.
Open
-> If no ActionId is present on the door, the door can be used, and it will transform into it's closed counterpart.
-> If an ActionId is present, the door can be used like normal, however a key that has the same ActionId as the door can be used to transform it back into it's locked counterpart.
Note; There are 15-20 doors that do not have a Locked version, as no sprite exists.
In these cases, they all act as a regular door (can be open and closed), and have no other special action.
------------------
House Doors (Doors with the padlock)
-> Acts like a regular door (can be open and closed)
If placed inside a house
-> Only the owner and people on the guest list with door privileges can use the door.
-> When the door is looked at, will display house information. (House Name / Owner / Price (if unowned))
Note; Currently any closed/open door can be used as a house door, however this may change in a future update to match real Tibia house doors.
------------------
Quest Doors (Doors with blinking knob)
Closed
-> If no ActionId is present the door cannot be used.
-> If an ActionId is present the door can be used by players that have been given a matching storage of any value that is not -1.
-> -> When the door is successfully used, the player is moved inside of the doorway.
Open
-> Should never be placed on the map.
-> When a player walks out of the doorway, this door will transform into it's closed counterpart.
------------------
Level Doors (Doors that are brown, with yellow stripes)
Closed
-> If no ActionId is present the door cannot be used.
-> If an ActionId is present the door can be used by players with a level that are greater or equal to the ActionId of the door.
-> -> When the door is successfully used, the player is moved inside of the doorway.
-> -> The ActionId must be greater then 1000. (ActionId 1001 would require level 1 to access. ActionId 1234 would require level 234 to access.)
Open
-> Should never be placed on the map.
-> When a player walks out of the doorway, this door will transform into it's closed counterpart.
----------
And here is a overview of how doors currently function as a quick reference guide.
------------------
Cheers!