====== Add New Lever-Operated Door (ER) ====== Authors: Evanlyn ===== Prerequisites ===== * DS Map Studio, and basic usage knowledge * DarkScript 3, and basic usage knowledge * Yabber (w/ unpacked Elden Ring folder) * Patience. ===== Notes ===== Be sure to take notes of all the relevant names and IDs as you go. Make lots of backups. Be careful not to use any duplicate flags or Entity IDs; regions with duplicate EntityIDs in particular have a chance to //permanently corrupt loaded mapbnds//, so exercise caution. Be careful when making Flag IDs; if the fifth digit is 1-9, it will cause the flag to reset on grace/area reload (Eg: XXXX0XXX). Refer to other Entity or Flag IDs to see how FromSoft formatted them; sometimes it might matter, or not. If you're curious about most entities having MapID: -1, UnkE0C: 255, and UnkS0C: -1, don't ask me. I have no idea, but changing it can break things. So just keep them that way. ===== How To Make Lever-Operated Doors ===== **Note:** This specifically covers the Catacombs boss doors. The process may or may not differ for other door/lever models. **1.** Create a new door asset (Ex: AEG027_041) and a new lever asset (Ex: AEG027_115). Give them each unique EntityIDs. **1b.** For this model of lever, you can change the AssetSfxParamRelativeID to add a candlelight effect to the attached statue's lantern. **2.** Create a new ObjAct, and set the following values: * ObjActEntityID: Unique Value * ObjActPartName: Name Of Lever Asset * ObjActID: 27115 * EventFlagID: 0 * EventID: 0 * MapID: -1 * UnkE0C: 255 * UnkS0C: -1 **3.** Add the following lines to Event(0 to initialize the necessary common events (90005650, 90005651) InitializeCommonEvent(0, 90005650, EventFlagID, DoorEntityID, LeverEntityID, ObjActEntityID, ObjActID); InitializeCommonEvent(0, 90005651, EventFlagID, DoorEntityID); **Notes:** EventFlagID should be a unique value, fifth digit cannot be 1. **4.** Well done.