Hey folks!
I got this lvldoor problem with id 5103 (cuz its the one im using) gate of expertise.. so when i open the door it works with lvl 500 or above it opens, but when open it wont go back to closed, ive checked door
here is my doors.lua anything in here that causes it? and ive checked so the door id is in events
I got this lvldoor problem with id 5103 (cuz its the one im using) gate of expertise.. so when i open the door it works with lvl 500 or above it opens, but when open it wont go back to closed, ive checked door
here is my doors.lua anything in here that causes it? and ive checked so the door id is in events
Code:
function onUse(player, item, fromPosition, target, toPosition, isHotkey)
local itemId = item:getId()
if table.contains(questDoors, 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(levelDoors, 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
if target.actionid > 0 then
if item.actionid == target.actionid and doors[target.itemid] then
target:transform(doors[target.itemid])
return true
end
player:sendTextMessage(MESSAGE_STATUS_SMALL, "The key does not match.")
return true
end
return false
end
if table.contains(horizontalOpenDoors, itemId) or table.contains(verticalOpenDoors, itemId) then
local doorCreature = Tile(toPosition):getTopCreature()
if doorCreature then
toPosition.x = toPosition.x + 1
local query = Tile(toPosition):queryAdd(doorCreature, bit.bor(FLAG_IGNOREBLOCKCREATURE, FLAG_PATHFINDING))
if query ~= RETURNVALUE_NOERROR then
toPosition.x = toPosition.x - 1
toPosition.y = toPosition.y + 1
query = Tile(toPosition):queryAdd(doorCreature, bit.bor(FLAG_IGNOREBLOCKCREATURE, FLAG_PATHFINDING))
end
if query ~= RETURNVALUE_NOERROR then
player:sendTextMessage(MESSAGE_STATUS_SMALL, Game.getReturnMessage(query))
return true
end
doorCreature:teleportTo(toPosition, true)
end
if not table.contains(openSpecialDoors, itemId) then
item:transform(itemId - 1)
end
return true
end
if doors[itemId] then
if item.actionid == 0 then
item:transform(doors[itemId])
else
player:sendTextMessage(MESSAGE_EVENT_ADVANCE, "It is locked.")
end
return true
end
return false
end