Site Tools


tutorial:er-make-falling-guillotine-trap

Add New Falling Guillotine Trap (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 Falling Guillotine Traps

1. Create a new asset using model AEG027_013, and give it a unique EntityID. Place it where you want it to go in the map.

2. Create a new Other, Box region. Make it as large and wide as you want, and place it in the map. It will determine where the player needs to stand to start up the falling blades. Give it a unique EntityID, and the following values:

  • UnkE08: 255
  • MapID: -1
  • UnkS0C: -1

3. Create a new event in the map's EMEVD, to initialize the common event (90005675)

$Event(NewEventID, Default, function() {
	if (EventFlag(57)) {
		InitializeCommonEvent(0, 90005675, targetEventFlagID, eventFlagID, entityID, areaEntityID, 801202070, 1082130432, 0);
	} else if (EventFlag(56)) {
	        InitializeCommonEvent(0, 90005675, targetEventFlagID, eventFlagID, entityID, areaEntityID, 801202060, 1082130432, 0);
	} else if (EventFlag(55)) {
		InitializeCommonEvent(0, 90005675, targetEventFlagID, eventFlagID, entityID, areaEntityID, 801202050, 1082130432, 0);
	} else if (EventFlag(54)) {
		InitializeCommonEvent(0, 90005675, targetEventFlagID, eventFlagID, entityID, areaEntityID, 801202040, 1082130432, 0);
	} else if (EventFlag(53)) {
		InitializeCommonEvent(0, 90005675, targetEventFlagID, eventFlagID, entityID, areaEntityID, 801202030, 1082130432, 0);
	} else if (EventFlag(52)) {
		InitializeCommonEvent(0, 90005675, targetEventFlagID, eventFlagID, entityID, areaEntityID, 801202020, 1082130432, 0);
	} else if (EventFlag(51)) {
		InitializeCommonEvent(0, 90005675, targetEventFlagID, eventFlagID, entityID, areaEntityID, 801202010, 1082130432, 0);
	} else (EventFlag(50)) {
		InitializeCommonEvent(0, 90005675, targetEventFlagID, eventFlagID, entityID, areaEntityID, 801202000, 1082130432, 0);
	}
});

Notes: targetEventFlagID and eventFlagID should be unique, eight-digit values. entityID should be the guillotine's EntityID, areaEntityID should be the box region's EntityID.

Notes on EventFlag(5X): For map hazards like these, it's common for there to be eight different BehaviorIDs so that they can scale for NG+0 - NG+7. This means you'll need eight lines, as shown above, matching the eighth digit of the BehaviorID with the second digit of that line's EventFlag. (eg: Flag(56), 801202060; Flag (55), 801202050.)

4. Initialize the event in Event(0, at the top of the script.

	InitializeEvent(0, NewEventID, 0);

5. Repeat for as many guillotines as you want. Multiple blades can reference the same box region, and the event can initialize multiple blades. Just copy the code from step 3, and change values to reference the new blade entity.

6. Congratulations.

tutorial/er-make-falling-guillotine-trap.txt · Last modified: by admin