It appears that level scripting isn't that hard coded!
For Mudokons, the value about voicePitch is rescueID. Not all Muds have it, most will have it as 0. The last value for Portals is a Mudokon rescueID too, and so is the value after background in Path Blockers (Slam Doors).
When a Mudokon with a rescueID is rescued (No matter via which portal), portals sharing this ID will disappear (Will no longer reappear), and slam doors sharing this value will open. This is probably the same with many other objects. I believe levers work similarly. I might figure out teleporters soon.
Edit: Solved levers and teleporters.
Lever
short magic;
short size=2000;
long id=1100 0000
short x;
short y;
short x2=x+24;
short y2=y+24
short type; //Not really sure what it does though
short background;
short unknown;
short soundEffect;
short unknown;
short objectID; //The object it operates
Teleporter
short magic;
short size=2800;
long id=5800 0000
short x;
short y;
short x2=x+24;
short y2=y+24;
short sameScreen; //Unsure
short DestTeleporterID; //Teleporter number in the destination screen. 0 based.
short DestCamID; //Whatever comes after C in the screen name
short unknown; //might cause inivsibility
short unknown;
short objectID; //for levers
short background;
short reloadObjects; //?
Last edited by LIJI; 10-19-2010 at 04:25 AM..
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