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Add a second key to a door


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I just found this script in Nehrim Expanded and realized why the patch key didn't work. As I forgot to add this to the door. ^^

This allows a second key to be added to the door of which this script is applied to, so maybe that might be interesting for someone?

scn UnfNQ05KellerTuerScript

string_var strUnfOpenedWithKey
int iUnfDoorUnlocked

Begin OnActivate Player
    if GetLocked
        if Player.GetItemCount UnfNQ05KeyKellertunnel
            Let strUnfOpenedWithKey := GetName UnfNQ05KeyKellertunnel
            Let strUnfOpenedWithKey := (GetStringGameSetting "sOpenWithKey") + $strUnfOpenedWithKey + "."
            MessageboxEx $strUnfOpenedWithKey
            Unlock
            sv_Destruct strUnfOpenedWithKey
            Let iUnfDoorUnlocked := 1
        else
            Activate Player  ;=> Key required message triggered, or the key which is really assigned to the door will be used
        endif
    else
        Activate Player  ;=> Just opens the door / cell transition.
    endif
End

Begin GameMode
    if iUnfDoorUnlocked
        Let iUnfDoorUnlocked := 0
        Activate Player ;=> After unlocking, we open the door or transit between cells like if the regular key was used.
    endif
End

I've just added an auto-translation function to it.

The message box generates itself out of the game setting string and the key name.

At least for the english and german version it worked. :smile:

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