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Problem with level doors / quest doors. Kinda a request..

Skylinx

Game Programmer
Joined
Nov 26, 2008
Messages
399
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Location
TORONTO, CANADA
Hey , everytime someone trys to use a level door, the message pops up saying, Sorry, not possible.
When clearly, it's for a level lower then them.
Every single door, from every single type of wall does this, at ANY level it's set to.

Does anyone know how I can fix this? OR.
Can you fix up / give me a new script?

This is the only thing I could find in other/doors.lua
Code:
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
 
Hey , everytime someone trys to use a level door, the message pops up saying, Sorry, not possible.
When clearly, it's for a level lower then them.
Every single door, from every single type of wall does this, at ANY level it's set to.

Does anyone know how I can fix this? OR.
Can you fix up / give me a new script?

This is the only thing I could find in other/doors.lua
Code:
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


Have u tried at the map editor go action id = 1001 ;) will work me promise. (on the level door ofc) ;)
 
This should work:
Code:
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])
					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
 
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