[COLOR="#008000"]local AUTO_CLOSE_DOOR_ACTION_IDS = {6000, 6001} -- add the actionID of the key/door that you would like to apply the auto close feature to
local CLOSE_DELAY = 2 * 1000 -- the auto close delay 2 * 1000 = 2 sec
local function closeDoor(doorPos, toItemid)
local door = getTileItemByType(doorPos, ITEM_TYPE_DOOR)
if door ~= nil then
if isInArray(verticalOpenDoors, toItemid) then
doRelocate(doorPos, {x=doorPos.x, y=doorPos.y+1, z=doorPos.z})
else
doRelocate(doorPos, {x=doorPos.x+1, y=doorPos.y, z=doorPos.z})
end
doTransformItem(door.uid, toItemid)
end
end[/COLOR]
function onUse(cid, item, fromPosition, itemEx, toPosition)
if isInArray(questDoors, item.itemid) == TRUE then
if getPlayerStorageValue(cid, item.actionid) ~= -1 then
doTransformItem(item.uid, item.itemid + 1)
doTeleportThing(cid, toPosition, TRUE)
else
doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "The door seems to be sealed against unwanted intruders.")
end
return TRUE
elseif isInArray(levelDoors, item.itemid) == TRUE then
if item.actionid > 0 and getPlayerLevel(cid) >= item.actionid - 1000 then
doTransformItem(item.uid, item.itemid + 1)
doTeleportThing(cid, toPosition, TRUE)
else
doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Only the worthy may pass.")
end
return TRUE
elseif isInArray(keys, item.itemid) == TRUE then
if itemEx.actionid > 0 then
if item.actionid == itemEx.actionid then
if doors[itemEx.itemid] ~= nil then
doTransformItem(itemEx.uid, doors[itemEx.itemid])
[COLOR="#008000"]if isInArray(AUTO_CLOSE_DOOR_ACTION_IDS, itemEx.actionid) then
addEvent(closeDoor, CLOSE_DELAY, toPosition, itemEx.itemid)
doRemoveItem(item.uid, 1)
doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "The key broke.")
end[/COLOR]
return TRUE
end
end
doPlayerSendCancel(cid, "The key does not match.")
return TRUE
end
return FALSE
elseif isInArray(horizontalOpenDoors, item.itemid) == TRUE then
local newPosition = toPosition
newPosition.y = newPosition.y + 1
local doorPosition = fromPosition
doorPosition.stackpos = STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE
local doorCreature = getThingfromPos(doorPosition)
if doorCreature.itemid ~= 0 then
if getTilePzInfo(doorPosition) == TRUE and getTilePzInfo(newPosition) == FALSE and doorCreature.uid ~= cid then
doPlayerSendCancel(cid, "Sorry, not possible.")
else
doTeleportThing(doorCreature.uid, newPosition, TRUE)
if isInArray(openSpecialDoors, item.itemid) ~= TRUE then
doTransformItem(item.uid, item.itemid - 1)
end
end
return TRUE
end
doTransformItem(item.uid, item.itemid - 1)
return TRUE
elseif isInArray(verticalOpenDoors, item.itemid) == TRUE then
local newPosition = toPosition
newPosition.x = newPosition.x + 1
local doorPosition = fromPosition
doorPosition.stackpos = STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE
local doorCreature = getThingfromPos(doorPosition)
if doorCreature.itemid ~= 0 then
if getTilePzInfo(doorPosition) == TRUE and getTilePzInfo(newPosition) == FALSE and doorCreature.uid ~= cid then
doPlayerSendCancel(cid, "Sorry, not possible.")
else
doTeleportThing(doorCreature.uid, newPosition, TRUE)
if isInArray(openSpecialDoors, item.itemid) ~= TRUE then
doTransformItem(item.uid, item.itemid - 1)
end
end
return TRUE
end
doTransformItem(item.uid, item.itemid - 1)
return TRUE
elseif doors[item.itemid] ~= nil then
if item.actionid == 0 then
doTransformItem(item.uid, doors[item.itemid])
else
doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "It is locked.")
end
return TRUE
end
return FALSE
end