I can't say for definite this will fix it, but you've used replace_terrain to turn a dungeon_door terrain into a dungeon_threshold. But you've got dungeon as a structure that you defeat.
Both alone are valid ways of doing a door, but it looks like you've combined the two.
If you merely have dungeon_door as impassable terrain, don't worry about the dungeon_lock point and have the key usable on empty tiles, that could work. But it will mean people can use that skill (well, item really) on tiles that aren't dungeon doors. That idea you had about a limit on terain a something can be used on might resolve that.
Alternatively, keep the point, but make sure that the dungeon_door is on passable terrain. Then when you take out the door, the way should be clear.
Does this help? Cheers, Craig On 25/11/2014 23:44, Monkey wrote:
Kay, so I'm having another issue. Go figure, haha. So I've started trying to figure out items, finally. I'm trying to use this on a dungeon door. Item 10 // parser version |flags description This key will open any dungeon doors you may come across. useable_forever enemy range=1 dungeon_lock_inflict=1 sound=turnkey only_useable_on=dungeon_door replace_terrain=dungeon_door|dungeon_threshold |script_flags The door looks like this. structure 10 |flags description This door is locked. It takes a special key to open it. impassable dungeon_lock_max=1 sound=dungeon_door blocks_sight team=3 terrain_limit=dungeon_threshold And the point looks like this. point 10 Locked. at_zero=death ordinal=5 hidden The item will bring the dungeon_lock point down to zero, but the door won't open. It works when I use my open door skill on a different type of door, and the code is pretty much the same, just different names for the points and whatever. Any idea on what the problem is? Or is this a bug?