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Lua Experience door problem

grzyb

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Joined
Dec 25, 2008
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Hello

I have a problem with my experience gates, they work good but when 2 player click on an experience door in the same time, the door disapear Oo

Here is the .lua of doors

Code:
local function checkStackpos(item, position)
	position.stackpos = STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE
	local thing = getThingfromPos(position)
	position.stackpos = STACKPOS_TOP_FIELD
	local field = getThingfromPos(position)
	if(item.uid ~= thing.uid and thing.itemid >= 100 or field.itemid ~= 0) then
		return FALSE
	end

	return TRUE
end

function onUse(cid, item, fromPosition, itemEx, toPosition)
	if(getItemLevelDoor(item.itemid) > 0) then
		if(item.actionid > 0 and getPlayerLevel(cid) >= (item.actionid - getItemLevelDoor(item.itemid))) 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
	end

	if(isInArray(specialDoors, item.itemid) == TRUE) then
		if(item.actionid ~= 0 and 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
	end

	if(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])
					return TRUE
				end
			end

			doPlayerSendCancel(cid, "The key does not match.")
			return TRUE
		end

		return FALSE
	end

	if(isInArray(horizontalOpenDoors, item.itemid) == TRUE and checkStackpos(item, fromPosition) == 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
				doPlayerSendDefaultCancel(cid, RETURNVALUE_NOTPOSSIBLE)
			else
				doTeleportThing(doorCreature.uid, newPosition, TRUE)
				if(isInArray(closingDoors, item.itemid) ~= TRUE) then
					doTransformItem(item.uid, item.itemid - 1)
				end
			end

			return TRUE
		end

		doTransformItem(item.uid, item.itemid - 1)
		return TRUE
	end

	if(isInArray(verticalOpenDoors, item.itemid) == TRUE and checkStackpos(item, fromPosition) == 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
				doPlayerSendDefaultCancel(cid, RETURNVALUE_NOTPOSSIBLE)
			else
				doTeleportThing(doorCreature.uid, newPosition, TRUE)
				if(isInArray(closingDoors, item.itemid) ~= TRUE) then
					doTransformItem(item.uid, item.itemid - 1)
				end
			end

			return TRUE
		end

		doTransformItem(item.uid, item.itemid - 1)
		return TRUE
	end

	if(doors[item.itemid] ~= nil and checkStackpos(item, fromPosition) == TRUE) 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

And here is the door in the items.xml

Code:
	<item id="1228" article="a" name="gate of expertise">
		<attribute key="type" value="door"/>
		<attribute key="levelDoor" value="1000"/>
		<attribute key="blockprojectile" value="1"/>
	</item>
	<item id="1229" article="a" name="gate of expertise">
		<attribute key="type" value="door"/>
		<attribute key="levelDoor" value="1000"/>
		<attribute key="blockprojectile" value="1"/>
 
Last edited:

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