Kish Posted June 10, 2014 Share Posted June 10, 2014 There's no way to make one door take more than one key, is there? That is, open if the party has misc4s.itm or if the party has misc5s.itm? Is there a way by script to change which key a door will take (that is, make it take Key 1 until something happens, and then ignore Key 1 and instead take Key 2)? Link to comment
jastey Posted June 11, 2014 Share Posted June 11, 2014 One solution could be to script the opening and closing of the door via the appropriate area script, depending on which key the party has. I don't have code ready, unfortunately. Link to comment
Miloch Posted June 30, 2014 Share Posted June 30, 2014 Instead of assigning a key to the door in the .are file, assign a trap script instead and handle the key behavior via that. Link to comment
Kish Posted June 30, 2014 Author Share Posted June 30, 2014 It's an existing door, not a new area I'm creating. Link to comment
Kaeloree Posted July 1, 2014 Share Posted July 1, 2014 In that case, no - a door can only take one key. You can patch the area to change the key, but it can still only take one, unfortunately. Link to comment
Miloch Posted July 1, 2014 Share Posted July 1, 2014 You can script a door, or a trigger region, regardless of whether it's in an existing or new area. If it's an existing area, you would use WeiDU code to patch your script onto that door (and remove the key reference if there is one). For the script, there are several examples of variable key behavior in the vanilla game, e.g. itfpeda.bcs, panel411.bcs etc. Link to comment
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