Locked doors requiring keys Locked doors requiring a SDF to be set Author: Skyle - clarkj@oit.edu Used in: Various Updated: 25 October 1998, version 1.01 Locked doors requiring keys Use: Party needs a key (Special Item) to enter a room. Setup: Special on a Standard (S) door, SDF A:B and Special Item S Sequence: 1 Stuff Done Equal? - A:B, = 1A= 10 goto -1, else jump to 2 2 Have Special Item? - 1A= S key goto 1B= 4, else jump to 3 3 Can't Enter - 'can't enter text', 1A= 1 can't enter, -1 4 Set Flag - A:B, 'able to enter', set flag to 1A= 10, -1 What it does: If the party has the key (S), a flag is set, they see the enter message and enter the room (after that, no messages appear, the door works normally). If the party doesn't have the key (S), they see the can't enter message and can't enter the room. Note: You can re-assign the 3 Impassible Door terrains for other terrain types. Locked doors requiring a SDF to be set Use: A door won't unlock unless a monster is killed or permission is asked. Setup: Special on a Standard (S) door, SDF A:B, monster is associated with SDF A:B (= 0 if alive,= 1 if dead), dialogue sets SDF A:B to 1, or any special setting SDF A:B to 1. Sequence: 1 Stuff Done Flag? - A:B, >= 1A= 9 goto -1, < 2A= 1 goto 2, else jump to 3 2 Can't Enter -, 'can't enter text', 1A= 1 can't enter, -1 3 Set Flag - A:B, 'able to enter text', 1A= 10, -1 What it does: If the party has killed the monster (thus gets its key), or done anything to set SDF A:B to 1, they see the enter message and enter the room (after that, no messages appear, the door works normally). Else, the party sees the can't enter message and can't enter the room. Note: You can re-assign the 3 Impassible Door terrains for other terrain types. v 1.01 Changed formatting to more closely correspond to Roger Moore's ScenDump program