Felipe93
Ghost Member
Hi
I'm using tfs 1.5 all doors works good but level doors are not getting closed also ain't getting errors in console
this is the door script
this is global.lua
I'm using tfs 1.5 all doors works good but level doors are not getting closed also ain't getting errors in console
this is the door script
Lua:
local openOddDoors = {
[12695] = { locked = 13237, closed = 12692 },
[12703] = { locked = 13236, closed = 12701 },
[14635] = { locked = 14634, closed = 14633 },
[17435] = { locked = 14641, closed = 14640 },
[26533] = { locked = 26530, closed = 26529 },
[26534] = { locked = 26532, closed = 26531 },
[31176] = { locked = 31175, closed = 27559 },
[31024] = { locked = 31021, closed = 31020 },
[31025] = { locked = 31023, closed = 31022 },
[31541] = { locked = 31314, closed = 31314 },
[31542] = { locked = 31315, closed = 31315 },
[32691] = { locked = 32705, closed = 32689 },
[32692] = { locked = 32706, closed = 32690 },
[32695] = { locked = 32707, closed = 32693 },
[32696] = { locked = 32708, closed = 32694 },
[33432] = { locked = 33429, closed = 33428 },
[33433] = { locked = 33431, closed = 33430 },
[33493] = { locked = 33490, closed = 33489 },
[33494] = { locked = 33492, closed = 33491 },
[34152] = { locked = 34150, closed = 34150 },
[34153] = { locked = 34151, closed = 34151 },
[36292] = { locked = 36289, closed = 36288 },
[36293] = { locked = 36291, closed = 36290 },
[37596] = { locked = 37593, closed = 37592 },
[37597] = { locked = 37595, closed = 37594 },
[39119] = { locked = 39116, closed = 39115 },
[39120] = { locked = 39118, closed = 39117 }
}
local closedOddDoors = {
[12692] = { locked = 13237, open = 12695 },
[12701] = { locked = 13236, open = 12703 },
[14633] = { locked = 14634, open = 14635 },
[14640] = { locked = 14641, open = 17435 },
[26529] = { locked = 26530, open = 26533 },
[26531] = { locked = 26532, open = 26534 },
[27559] = { locked = 31175, open = 31176 },
[31020] = { locked = 31021, open = 31024 },
[31022] = { locked = 31023, open = 31025 },
[31314] = { locked = 31314, open = 31541 },
[31315] = { locked = 31315, open = 31542 },
[32689] = { locked = 32705, open = 32691 },
[32690] = { locked = 32706, open = 32692 },
[32693] = { locked = 32707, open = 32695 },
[32694] = { locked = 32708, open = 32696 },
[33428] = { locked = 33429, open = 33432 },
[33430] = { locked = 33431, open = 33433 },
[33489] = { locked = 33490, open = 33493 },
[33491] = { locked = 33492, open = 33494 },
[34150] = { locked = 34150, open = 34152 },
[34151] = { locked = 34151, open = 34153 },
[36288] = { locked = 36289, open = 36292 },
[36290] = { locked = 36291, open = 36293 },
[37592] = { locked = 37593, open = 37596 },
[37594] = { locked = 37595, open = 37597 },
[39115] = { locked = 39116, open = 39119 },
[39117] = { locked = 39118, open = 39120 }
}
local lockedOddDoors = {
[13237] = { closed = 12692, open = 12695 },
[13236] = { closed = 12701, open = 12703 },
[14634] = { closed = 14633, open = 14635 },
[14641] = { closed = 14640, open = 17435 },
[26530] = { closed = 26529, open = 26533 },
[26532] = { closed = 26531, open = 26534 },
[31175] = { closed = 27559, open = 31176 },
[31021] = { closed = 31020, open = 31024 },
[31023] = { closed = 31022, open = 31025 },
[32705] = { closed = 32689, open = 32691 },
[32706] = { closed = 32690, open = 32692 },
[32707] = { closed = 32693, open = 32695 },
[32708] = { closed = 32694, open = 32696 },
[33429] = { closed = 33428, open = 33432 },
[33431] = { closed = 33430, open = 33433 },
[33490] = { closed = 33489, open = 33493 },
[33492] = { closed = 33491, open = 33494 },
[36289] = { closed = 36288, open = 36292 },
[36291] = { closed = 36290, open = 36293 },
[37593] = { closed = 37592, open = 37596 },
[37595] = { closed = 37594, open = 37597 },
[39116] = { closed = 39115, open = 39119 },
[39118] = { closed = 39117, open = 39120 }
}
local positionOffsets = {
{x = 1, y = 0}, -- east
{x = 0, y = 1}, -- south
{x = -1, y = 0}, -- west
{x = 0, y = -1}, -- 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 = Position(pos.x + offset.x, pos.y + offset.y, pos.z)
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()
local transformTo = 0
if table.contains(closedQuestDoors, itemId) then
if player:getStorageValue(item.actionid) ~= -1 or player:getGroup():getAccess() 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 or player:getGroup():getAccess() 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
if lockedOddDoors[target.itemid] then
transformTo = lockedOddDoors[target.itemid].open
else
transformTo = target.itemid + 2
end
if table.contains(openDoors, target.itemid) then
if openOddDoors[target.itemid] then
transformTo = openOddDoors[target.itemid].locked
else
transformTo = target.itemid - 2
end
elseif table.contains(closedDoors, target.itemid) then
if closedOddDoors[target.itemid] then
transformTo = closedOddDoors[target.itemid].locked
else
transformTo = target.itemid - 1
end
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
if openOddDoors[itemId] then
transformTo = openOddDoors[itemId].closed
else
transformTo = itemId - 1
end
item:transform(transformTo)
return true
elseif table.contains(closedDoors, itemId) or table.contains(closedExtraDoors, itemId) or table.contains(closedHouseDoors, itemId) then
if closedOddDoors[itemId] then
transformTo = closedOddDoors[itemId].open
else
transformTo = itemId + 1
end
item:transform(transformTo)
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()
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 or player:getGroup():getAccess() 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 or player:getGroup():getAccess() 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()
this is global.lua
Code:
ropeSpots = {
384, 418, 8278, 8592, 13189, 14435, 14436, 14857, 15635, 19518, 24621, 24622, 24623, 24624, 26019
}
keys = {
2086, 2087, 2088, 2089, 2090, 2091, 2092, 10032
}
openDoors = {
1211, 1214, 1233, 1236, 1251, 1254, 3546, 3537, 4915, 4918, 5100, 5109, 5118, 5127, 5136, 5139, 5142,
5145, 5280, 5283, 5734, 5737, 6194, 6197, 6251, 6254, 6893, 6902, 7035, 7044, 8543, 8546, 9167, 9170,
9269, 9272, 10270, 10273, 10470, 10479, 10777, 10786, 12094, 12101, 12190, 12199, 19842, 19851, 19982,
19991, 20275, 20284
}
closedDoors = {
1210, 1213, 1232, 1235, 1250, 1253, 3536, 3545, 4914, 4917, 5099, 5108, 5117, 5126, 5135, 5138, 5141,
5144, 5279, 5282, 5733, 5736, 6193, 6196, 6250, 6253, 6892, 6901, 7034, 7043, 8542, 8545, 9166, 9169,
9268, 9271, 10269, 10272, 10766, 10785, 10469, 10478, 12093, 12100, 12189, 12198, 19841, 19850, 19981,
19990, 20274, 20283
}
lockedDoors = {
1209, 1212, 1231, 1234, 1249, 1252, 3535, 3544, 4913, 4916, 5098, 5107, 5116, 5125, 5134, 5137, 5140,
5143, 5278, 5281, 5732, 5735, 6192, 6195, 6249, 6252, 6891, 6900, 7033, 7042, 8541, 8544, 9165, 9168,
9267, 9270, 10268, 10271, 10468, 10477, 10775, 10784, 12092, 12099, 12188, 12197, 19840, 19849, 19980,
19989, 20273, 20282
}
openExtraDoors = {
1540, 1542, 6796, 6798, 6800, 6802, 7055, 7057, 13021, 13023, 17236, 17238, 25159, 25161
}
closedExtraDoors = {
1539, 1541, 6795, 6797, 6799, 6801, 7054, 7056, 13020, 13022, 17235, 17237, 25158, 25160
}
openHouseDoors = {
1220, 1222, 1238, 1240, 3539, 3548, 5083, 5085, 5102, 5111, 5120, 5129, 5285, 5287, 5516, 5518, 6199,
6201, 6256, 6258, 6895, 6904, 7037, 7046, 8548, 8550, 9172, 9174, 9274, 9276, 10275, 10277, 10472, 10481,
18209, 19844, 19853, 19984, 19993, 20277, 20286
}
closedHouseDoors = {
1219, 1221, 1237, 1239, 3538, 3547, 5082, 5084, 5101, 5110, 5119, 5128, 5284, 5286, 5515, 5517, 6198,
6200, 6255, 6257, 6894, 6903, 7036, 7045, 8547, 8549, 9171, 9173, 9273, 9275, 10274, 10276, 10471, 10480,
18208, 19843, 19852, 19983, 19992, 20276, 20285
}
openQuestDoors = {
1224, 1226, 1242, 1244, 1256, 1258, 3543, 3552, 5106, 5115, 5124, 5133, 5289, 5291, 5746, 5749, 6203,
6205, 6260, 6262, 6899, 6908, 7041, 7050, 8552, 8554, 9176, 9178, 9278, 9280, 10279, 10281, 10476, 10485,
10783, 10792, 12098, 12105, 12194, 12203, 19848, 19857, 19988, 19997, 20281, 20290, 25163, 25165
}
closedQuestDoors = {
1223, 1225, 1241, 1243, 1255, 1257, 3542, 3551, 5105, 5114, 5123, 5132, 5288, 5290, 5745, 5748, 6202,
6204, 6259, 6261, 6898, 6907, 7040, 7049, 8551, 8553, 9175, 9177, 9277, 9279, 10278, 10280, 10475, 10484,
10782, 10791, 12097, 12104, 12193, 12202, 19847, 19856, 19987, 19996, 20280, 20289, 25162, 25164
}
openLevelDoors = {
1228, 1230, 1246, 1248, 1260, 1262, 3541, 3550, 5104, 5113, 5122, 5131, 5293, 5295, 6207, 6209, 6264,
6266, 6897, 6906, 7039, 7048, 8556, 8558, 9180, 9182, 9282, 9284, 10283, 10285, 10474, 10483, 10781,
10790, 12096, 12103, 12196, 12205, 19846, 19855, 19986, 19995, 20279, 20288
}
closedLevelDoors = {
1227, 1229, 1245, 1247, 1259, 1261, 3540, 3549, 5103, 5112, 5121, 5130, 5292, 5294, 6206, 6208, 6263,
6265, 6896, 6905, 7038, 7047, 8555, 8557, 9179, 9181, 9281, 9283, 10282, 10284, 10473, 10482, 10780,
10789, 12095, 12102, 12195, 12204, 19845, 19854, 19985, 19994, 20278--, --20287
}
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Last edited: