en:modulebuilding:doors
Differences
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| en:modulebuilding:doors [2025/11/13 19:04] – [Other Scripts for Doors] shadooow | en:modulebuilding:doors [2025/11/13 19:45] (current) – shadooow | ||
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| Note that adding a pre-placed object into palette will automatically change its resref to the new resref you choose in the properties window, however any other changes you made during this process will not be copied to the pre-placed object in area. Therefore I recommend to delete the pre-placed object and place it again from palette. | Note that adding a pre-placed object into palette will automatically change its resref to the new resref you choose in the properties window, however any other changes you made during this process will not be copied to the pre-placed object in area. Therefore I recommend to delete the pre-placed object and place it again from palette. | ||
| - | ===== Other Scripts for Doors ===== | + | |
| + | ===== Other Scripts | ||
| Script **// | Script **// | ||
| + | |||
| + | Doors with area transition can have additional variables: | ||
| + | |||
| + | * PROGRESS_MINIMUM integer X - minimal percent of spawns cleared to go through, related to [[en: | ||
| + | * DISABLE_TRANSITION_IN_COMBAT integer 1 - prevents passing through until the player is in combat and until there are hostile creatures in area alive | ||
| + | * MIN_LVL integer X - prevents passing through without specified minimal level (afaik no doors uses this on Arkhalia, but the option exists) | ||
| + | * DVERE string door_tag - tag or doors that must be unlocked or destroyed to pass through (door running through exploit solution) | ||
en/modulebuilding/doors.1763060642.txt.gz · Last modified: 2025/11/13 19:04 by shadooow
