johnsamir
Advanced OT User
Hello
have edited my datapack added things and changed other, noticed that have an error with doors, for example there are doors, the closed doors that should keep as that closed are displaying message locked. The doors are not locked anyway they are just displaying this error, and there is a bug sometimes that makes fall player to ground -1 only with doors 1211 closing at this happens in some places, i thing that whre is an available spot to fall into
the strange part is that the doors that displays the locked message are not in the locked table in global.lua
i have not edited folder lib in any way.
have edited doors so player can close doors if there is an item in front of this door and in this case player are being pushed onto the item.
this might be causing the bug
data/scripts/actions/other/.door.lua
this is global.lua table
have edited my datapack added things and changed other, noticed that have an error with doors, for example there are doors, the closed doors that should keep as that closed are displaying message locked. The doors are not locked anyway they are just displaying this error, and there is a bug sometimes that makes fall player to ground -1 only with doors 1211 closing at this happens in some places, i thing that whre is an available spot to fall into
the strange part is that the doors that displays the locked message are not in the locked table in global.lua
i have not edited folder lib in any way.
Code:
01:04 You see a closed door.
It is locked.
Item ID: 1210
Position: 32365, 32208, 7
Lua:
01:02 You see an open door.
Item ID: 1211
Position: 32360, 32206, 6
have edited doors so player can close doors if there is an item in front of this door and in this case player are being pushed onto the item.
this might be causing the bug
data/scripts/actions/other/.door.lua
Code:
local positionOffsets = { --/AGREGADO DOOR PRO TFS1.X
Position(1, 0, 1), -- 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 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 table
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
}