Now, I know what you’re thinking. Can I still rely on my hardcoded items that open doors and chests and all that nonsense? Sure, sure. Or… you could use… Modular Door and Chest Openers! Huh? Huh? Didn’t see that coming, did you?
Okay maybe not that exciting, but it’s about time for something that unhardcodes door keys, chest keys, and lockpicks.
Modular Door and Chest Openers
Let’s say you wanted to make a 5-use door key without affecting the 1-use door key in vanilla. Here’s how you could do it.
You know the drill... vanilla implementation is hardcoded nonsense... I'm here to unhardcode it with a nice EA installer.
Download the files from my download link in the OP and include DoorsAndChests.event
.
You’ll see a new list, gTerrainUses
, which links terrain IDs, an item to “open” that terrain ID, and a usability routine (like for thieves and lockpicks). By default, it mimics vanilla behavior, and an example implementation of a 5-use door key is included.
Note that this will affect opening a door or chest from the unit menu only. For creating behavior of opening a door or chest from the item use menu, be sure to update your item usability and item effect tables accordingly. (For the 5-use door key example, copying those pointers from the 1-use door key was sufficient.)
For a bit more in depth on how this function works, it would seem that the unit menu door and chest routines both share a function (0x08018A9C, what this hack hooks into) to get an item ID from the unit’s inventory that can open that terrain. If you wanted, you could make custom terrain-opening actions that use this hack and its modularity.
Also thanks to @anon686116 for reporting this one, but in my stairs hack, if a unit died on some stairs, it would disallow using the other end of that staircase to get there. That should be fixed in my independent installer, and I’ll have a PR to the Skill System version soon.
As always, lemme know if anything borks, and stay safe!