Can a script create an object with an id that can be called by other scripts? For example, should the following room work? <room width="11" height="13" name="Repeating Control Point"> <row text=" ##D## "/> <row text="####...####"/> <row text="####...#P##"/> <row text="#..#......#"/> <row text="#2........d"/> <row text="#GG.....GG#"/> <row text="#GGG#.#GGG#"/> <row text="#GGG#1#GGG#"/> <row text="#GG.....GG#"/> <row text="d........3#"/> <row text="#.........#"/> <row text="####...####"/> <row text="#####D#####"/> <flags minLevel="0" maxLevel="3" special="1"/> <customblocker id="grate" name="Iron Grate" at="1" png="dungeon/bars_iron_ew.png" can_push="0" description="The iron bars of the grate refuse to let you pass."/> <element at="2" type="lever" id="lever0"/> <element at="3" type="lever" id="lever1"/> <script repeat="-1"> <condition condition_type="activated_changed" id="lever0"/> <condition condition_type="at" id="grate" at="1" /> <action on="success" action_type="remove" id="grate"/> </script> <script repeat="-1"> <condition condition_type="activated_changed" id="lever1"/> <condition condition_type="at" id="grate" at="1" /> <action on="success" action_type="remove" id="grate"/> </script> <script repeat="-1"> <condition condition_type="activated_changed" id="lever0"/> <condition condition_type="at" id="grate" at="1" not="1"/> <action on="success" action_type="create" create_type="customblocker" id="grate" name="Iron Grate" at="1" png="dungeon/bars_iron_ew.png" can_push="0" description="The iron bars of the grate refuse to let you pass." /> </script> <script repeat="-1"> <condition condition_type="activated_changed" id="lever1"/> <condition condition_type="at" id="grate" at="1" not="1"/> <action on="success" action_type="create" create_type="customblocker" id="grate" name="Iron Grate" at="1" png="dungeon/bars_iron_ew.png" can_push="0" description="The iron bars of the grate refuse to let you pass." /> </script> </room>
If you're trying to create prison doors--doors that open and close off of a switch--I have working code for that here: Code: <room width="12" height="12" name="Shallow Dungeon Torture Chamber" > <row text="######D#####" /> <row text="#####...####" /> <row text="#..#.......#" /> <row text="#..#....X2X#" /> <row text="#..........#" /> <row text="d....X3X...#" /> <row text="#..........#" /> <row text="#..45....XX#" /> <row text="d.......X1.#" /> <row text="#..........#" /> <row text="##...#######" /> <row text="###D########" /> <flags minLevel="0" maxLevel="0" /> <customblocker name="Prison Bars" x="1" y="3" png="sprites/bars_w_end_0.png" description="Rusty and dented, these prison bars appear at least moderately effective." can_push="0" /> <customblocker name="Prison Bars" x="2" y="3" png="sprites/bars_e_end_0.png" description="Rusty and dented, these prison bars appear at least moderately effective." id="cell1door" can_push="0" /> <customblocker name="Iron Maiden" at="2" png="sprites/iron_maiden.png" description="Decidedly less awesome than the band of the same name." can_push="0" /> <customblocker name="The Rack" at="1" png="sprites/rack.png" description="I don't know about you, but I prefer my racks on lamb and women." can_push="0" /> <customblocker name="Toolbench" at="3" png="sprites/toolbench_0.png" description="There are some chilling implications here, but you'd probably best not investigate them for fear of hyperboric feedback." can_push="0" /> <element type="evilchest" at="4" /> <element type="bbq" at="5" /> <monster x="2" y="2" /> <element x="3" y="4" type="lever" id="cell1lever" can_push="0" /> <script repeat="-1"> <condition condition_type="activated" activated="1" id="cell1lever"/> <action on="success" action_type="move" id="cell1door" x="1" y="3" /> </script> <script repeat="-1"> <condition condition_type="activated" activated="0" id="cell1lever"/> <action on="success" action_type="move" id="cell1door" x="2" y="3" /> </script> </room>