ChaveS
Journeyman
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Joined: Oct 2012
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RE: Walls on Dungeon Entrances.
Put a item which removes the wall when you cast above it(disable wall of dungeon tiles)
Code:
[ITEMDEF i_remove_field]
ID=0495
name=No Fields
on=@create
attr=090
ON=@SPELLEFFECT
IF (<ARGN>==24) || (<ARGN>==47) || (<ARGN>==50) || (<ARGN>==28)
SERV.NEWITEM i_removefield
NEW.P <p>
NEW.TAG.WALL <UID>
NEW.TIMER 0
RETURN 1
endif
[ITEMDEF i_removefield]
ID=i_gold
NAME=Tira field
LAYER=layer_special
WEIGHT=00
ON=@CREATE
ATTR=attr_newbie|attr_invis
ON=@TIMER
TIMER=1
TRY UID.<TAG.WALL>.REMOVEFIELD
REMOVE
RETURN 1
[FUNCTION REMOVEFIELD]
FORITEMS 4
IF (<TYPE> == T_SPELL )
REMOVE
ENDIF
ENDFOR
or you can test it:
Code:
[typedef t_dungeon_tile]
on=@step
if <destine_blocktest>
src.sysmessage @,,1 The other side is blocked
return 1
endif
[function destine_blocktest] //to test where it is
if !<args>
serv.newitem i_gold
new.attr 090
new.p <morep>
new.destine_blocktest 1
else
timerf,0 remove
FORITEMS 0
IF (<baseid> == i_wall_of_stone_8 )
return 1
ENDIF
ENDFOR
endif
then
.add i_floor_marble
.xattr 090 (make it invis)
.xmorep xxxx,yyyy,z (the exactly place the dungeon tile send you)
.xtype t_dungeon_tile
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12-04-2012 03:13 AM |
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