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#1 lincolnpepper

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Posted 09 June 2017 - 09:23 PM

at the end of my quest i have 3 keys you collect: a red key, a blue key, and a master key. i need to make different doors that only except these kind of keys. is there a way to do this without scripts? if not i will just use items instead, i am wanting to make a script-free quest. i have the keys increase the script1,script2 and script3 counters when you collect them respectively.


Edited by lincolnpepper, 09 June 2017 - 09:24 PM.


#2 Architect Abdiel

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Posted 09 June 2017 - 09:31 PM

You could make 3 keys and have them equal certain levels.

For instance.

A Level 10 Red Key, Level 11 Blue Key and a Level 12 Master Key.

Have the keys be level specific.
Then those doors need to be on DMaps that have the level specified by the key.
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#3 lincolnpepper

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Posted 09 June 2017 - 09:36 PM

wow, i never thought of that! thank you!



#4 TheRock

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Posted 09 June 2017 - 11:39 PM

It not to hard to do with screen state carry over, then you could have them in your inventory. 

He's the the I have done it in the past: Have a chest that when you open it it takes you to another screen that looks the same. In the new screen have some kind of way of triggering the secrets on the screen. This screen will then have a screen state carry over that will then allow you to open the key block. (this screen will also give the player the item to make them think that the item does something)

The screen that you need the key will work like this: There will be a secret tile that can only be triggered by a screen state carry over from the other screen. If you enter where that secret tile is it will then put in the key and do whatever you wanted to do.

 

This isn't the easiest, so if it doesn't work first try don't be discouraged. When I do this type of thing I don't think I have been able to get it to work the way I wanted it to first try ever.

 

EDIt: You would have to first take you to a screen that checks if you have the key, otherwise you would be able to go to the same cutscene of the key thing over and over again.


Edited by TheRock, 09 June 2017 - 11:44 PM.


#5 Timelord

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Posted 10 June 2017 - 01:38 PM

I have a script in the database: Scripted Lockblocks. If you want to try those, you can create different counter items and use them as keys that are specific to these blocks.

 

I would avoid doing it with DMaps, as the set-up is abominable, and you need to make dead duplicate maps for every area; plus, on those DMaps, the visited rooms on the subscreen minimap will change, as those are a per-DMap instance.

 

You could fix that by script too, but it is cleaner to script the event of a custom lock, than to circumvent the DMap settings and other variables.


Edited by ZoriaRPG, 10 June 2017 - 01:40 PM.


#6 Avaro

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Posted 10 June 2017 - 07:46 PM

If you're gonna use scripts, another good option would be to use my "level key for another level" script. http://www.purezc.ne...=scripts&id=229


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