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> Creating secret containers, And how to reveal them
egm
post Feb 3 2006, 10:14 AM
Post #1


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From: Monthléry




This tutorial is meant to create secret container, detectable like traps, with the Search skill of the thief. Special thanks to Vlàsak for the tips wink.gif
In BGII, you just press the TAB key and all containers magically highlight, allowing you to loot every piece you want. If you want to make things harder, then this tuto is for ya!

You need some files in order to make your first try.

- An .ARE file, named ARTEST.ARE;
- a .bcs file, named ARTEST.BCS, as it's the area's script;
- another .bcs file, named TRSE01.BCS, where TRSE01 is a trap;

The ARE file==========
You need first to add a container to your map. Set any x/y value for the box dimension or position; name it CTSE01.
Then create a new region (with the type TRAP), with the same dimension and location. Call it TRSE01.
Add a new variable to your area, let's say "CTSE01", with a base value of 0.

The Area script=======
It must contain the following block:

QUOTE
IF
Global("ContainerStuff","ARTEST",0)
THEN
RESPONSE #100
ContainerEnable("CTSE01",0)
SetGlobal("CTSE01","ARTEST",1)
END


This block ensure that the container is unavailable the first time you enter the area.
In game, it's juste invisible, non-selectable.

The Trap script=======
It must contain the following block:

QUOTE
IF
Detected([ANYONE])
Global("CTSE01","ARTEST",1) //ensure that party got the XP only once and all the stuff is proceeded just once
THEN
RESPONSE #100
  RemoveTraps("TRSE01")
  ContainerEnable("CTSE01",1)
  DisplayStringHead("LastTrigger",XXXXX)//You have detected a secret container!
  AddexperienceParty(YYY)//where yyy is the amount of XP gained
  SetGlobal("CTSE01","ARTEST",2)
END


If you detect the trap, it's instantly removed, and the hidden container is just available.
The party gets some XP in the example. If you don't want that, just remove the AddexperienceParty(YYY)

You can set how difficult it is to detect the secret container by modifying the trap right in the ARE file.

You can repeat this operation for any container you want to make secret and harder to find (with name like CTSE02, 03 and so on).

Note==========
Detected() is just not triggered by using the spell Detect traps. I'm working to know how bypass that (perhaps with the SpellCast and Range triggers - I'm not quite sure if the Range trigger is available for Traps).
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Posts in this topic
egm   Creating secret containers   Feb 3 2006, 10:14 AM
pro5   This block ensure that the container is unavailabl...   Feb 22 2007, 04:01 AM
Galactygon   Fortunately, light map colours affect container hi...   Feb 25 2007, 03:53 AM
pro5   I've painted container location with black in ...   Feb 25 2007, 08:29 AM
Galactygon   So then lightmapping only works with dropped items...   Feb 25 2007, 06:22 PM
devSin   Are you talking about the LUM map or the search ma...   Feb 25 2007, 07:14 PM
Galactygon   It is lightmapping, my mistake. I am used to makin...   Feb 25 2007, 09:17 PM
devSin   I guess I'm not really surprised that ground i...   Feb 25 2007, 11:08 PM
Sir-Kill   Damn had hope but no   Feb 25 2007, 11:41 PM
Galactygon   It's a shame, really; I was hoping it would ...   Feb 25 2007, 11:44 PM
Cuv   I know it has been a while since this post was ans...   Jun 4 2007, 08:29 PM
devSin   I'd be worried about the game purging the pile...   Jun 4 2007, 08:40 PM
igi   I remember reading that you can simply delete the ...   Jun 5 2007, 07:01 PM
devSin   But then you have to update the vertex index of ev...   Jun 5 2007, 08:20 PM
Cuv   From where exactly are those container types refer...   Jun 6 2007, 05:34 PM
devSin   Container types are hardcoded; there's not muc...   Jun 6 2007, 05:50 PM
Cuv   Ah, I was afraid of that. Thanks for the info Dev...   Jun 7 2007, 03:55 AM
Cuv   Another question for the programming type people (...   Jun 9 2007, 02:25 PM
devSin   It's part of the actual program code; the sour...   Jun 9 2007, 04:45 PM
Cuv   Thanks again DevSin :) I may poke around a bit mo...   Jun 9 2007, 07:42 PM


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