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RevScripts [1.3][OTBR][RME] - DOOR KEY

walltimer

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how to make a key for a door ? like you have to get one from quest/npc to open door, when u open them it disapear
 
Solution
when giving the key to player
Lua:
local key = player:addItem(itemId, 1, true)
key:setActionId(actionId)

you'd have to edit doors.lua to remove the key, when it's used.
So after you transform the door in the key section, add this

Lua:
local removeKeysOnUseList = {45001, 45002} -- key actionIds you want to remove (I'd probably move this table to data/global.lua for easier access)
if table.contains(removeKeysOnUseList, item.actionid) then
    item:remove()
end
when giving the key to player
Lua:
local key = player:addItem(itemId, 1, true)
key:setActionId(actionId)

you'd have to edit doors.lua to remove the key, when it's used.
So after you transform the door in the key section, add this

Lua:
local removeKeysOnUseList = {45001, 45002} -- key actionIds you want to remove (I'd probably move this table to data/global.lua for easier access)
if table.contains(removeKeysOnUseList, item.actionid) then
    item:remove()
end
 
Solution
ah
good to know
thanks
Yeah, it's mostly a fail-safe, to make sure the item doesn't disappear into nothingness, if the player doesn't have cap or inventory room.

If you take the time to check the players cap and inventory space before adding the item to the player, then you can remove the 'true', since you've already confirmed manually that the player can & will receive the item.

But, it takes more work to check all that, so unless someone specifically needs that requirement, I just do it the lazy way. xP
 
question
what is "true" supposed to do?
just for future reference:
C++:
player:addItem(itemId[, count = 1[, canDropOnMap = true[, subType = 1[, slot = CONST_SLOT_WHEREEVER]]]])
player:removeItem(itemId, count[, subType = -1[, ignoreEquipped = false]])
player:addItemEx(item[, canDropOnMap = false[, index = INDEX_WHEREEVER[, flags = 0]]])
player:addItemEx(item[, canDropOnMap = true[, slot = CONST_SLOT_WHEREEVER]])
 
So I managed to get the mob to drop the key I want and I guess I don't understand doors to figure out how to make the key unlock the door. ex my key is AID 5001


this is the .lua I found in my files and don't understand any of it

Lua:
 LUA
local positionOffsets = {
    Position(1, 0, 0), -- east
    Position(0, 1, 0), -- south
    Position(-1, 0, 0), -- west
    Position(0, -1, 0) -- north
}

--[[
When closing a door with a creature in it findPushPosition will find the most appropriate
adjacent position following a prioritization order.
The function returns the position of the first tile that fulfills all the checks in a round.
The function loops trough east -> south -> west -> north on each following line in that order.
In round 1 it checks if there's an unhindered walkable tile without any creature.
In round 2 it checks if there's a tile with a creature.
In round 3 it checks if there's a tile blocked by a movable tile-blocking item.
In round 4 it checks if there's a tile blocked by a magic wall or wild growth.
]]
local function findPushPosition(creature, round)
    local pos = creature:getPosition()
    for _, offset in ipairs(positionOffsets) do
        local offsetPosition = pos + offset
        local tile = Tile(offsetPosition)
        if tile then
            local creatureCount = tile:getCreatureCount()
            if round == 1 then
                if tile:queryAdd(creature) == RETURNVALUE_NOERROR and creatureCount == 0 then
                    if not tile:hasFlag(TILESTATE_PROTECTIONZONE) or (tile:hasFlag(TILESTATE_PROTECTIONZONE) and creature:canAccessPz()) then
                        return offsetPosition
                    end
                end
            elseif round == 2 then
                if creatureCount > 0 then
                    if not tile:hasFlag(TILESTATE_PROTECTIONZONE) or (tile:hasFlag(TILESTATE_PROTECTIONZONE) and creature:canAccessPz()) then
                        return offsetPosition
                    end
                end
            elseif round == 3 then
                local topItem = tile:getTopDownItem()
                if topItem then
                    if topItem:getType():isMovable() then
                        return offsetPosition
                    end
                end
            else
                if tile:getItemById(ITEM_MAGICWALL) or tile:getItemById(ITEM_WILDGROWTH) then
                    return offsetPosition
                end
            end
        end
    end
    if round < 4 then
        return findPushPosition(creature, round + 1)
    end
end

local door = Action()

function door.onUse(player, item, fromPosition, target, toPosition, isHotkey)
    local itemId = item:getId()
    if table.contains(closedQuestDoors, itemId) then
        if player:getStorageValue(item.actionid) ~= -1 then
            item:transform(itemId + 1)
            player:teleportTo(toPosition, true)
        else
            player:sendTextMessage(MESSAGE_EVENT_ADVANCE, "The door seems to be sealed against unwanted intruders.")
        end
        return true
    elseif table.contains(closedLevelDoors, itemId) then
        if item.actionid > 0 and player:getLevel() >= item.actionid - actionIds.levelDoor then
            item:transform(itemId + 1)
            player:teleportTo(toPosition, true)
        else
            player:sendTextMessage(MESSAGE_EVENT_ADVANCE, "Only the worthy may pass.")
        end
        return true
    elseif table.contains(keys, itemId) then
        local tile = Tile(toPosition)
        if not tile then
            return false
        end
        target = tile:getTopVisibleThing()
        if target.actionid == 0 then
            return false
        end
        if table.contains(keys, target.itemid) then
            return false
        end
        if not table.contains(openDoors, target.itemid) and not table.contains(closedDoors, target.itemid) and not table.contains(lockedDoors, target.itemid) then
            return false
        end
        if item.actionid ~= target.actionid then
            player:sendTextMessage(MESSAGE_STATUS_SMALL, "The key does not match.")
            return true
        end
        local transformTo = target.itemid + 2
        if table.contains(openDoors, target.itemid) then
            transformTo = target.itemid - 2
        elseif table.contains(closedDoors, target.itemid) then
            transformTo = target.itemid - 1
        end
        target:transform(transformTo)
        return true
    elseif table.contains(lockedDoors, itemId) then
        player:sendTextMessage(MESSAGE_INFO_DESCR, "It is locked.")
        return true    
    elseif table.contains(openDoors, itemId) or table.contains(openExtraDoors, itemId) or table.contains(openHouseDoors, itemId) then
        local creaturePositionTable = {}
        local doorCreatures = Tile(toPosition):getCreatures()
        if doorCreatures and #doorCreatures > 0 then
            for _, doorCreature in pairs(doorCreatures) do
                local pushPosition = findPushPosition(doorCreature, 1)
                if not pushPosition then
                    player:sendCancelMessage(RETURNVALUE_NOTENOUGHROOM)
                    return true
                end
                table.insert(creaturePositionTable, {creature = doorCreature, position = pushPosition})
            end
            for _, tableCreature in ipairs(creaturePositionTable) do
                tableCreature.creature:teleportTo(tableCreature.position, true)
            end
        end
    
        item:transform(itemId - 1)
        return true    
    elseif table.contains(closedDoors, itemId) or table.contains(closedExtraDoors, itemId) or table.contains(closedHouseDoors, itemId) then
        item:transform(itemId + 1)
        return true
    end
    return false
end

local doorTables = {keys, openDoors, closedDoors, lockedDoors, openExtraDoors, closedExtraDoors, openHouseDoors, closedHouseDoors, closedQuestDoors, closedLevelDoors}
for _, doors in pairs(doorTables) do
    for _, doorId in pairs(doors) do
        door:id(doorId)
    end
end
door:register()
 
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