There's a few options you are to be sure about:
1) The Lever in EI can be opened in three different ways:
a) With no condition
b) With a key
c) With a sufficient hand-skill (don't know how it is named in your localized version)
This condition is set in the first field of LeverStats in MRT. The second field of LeverStats is then a value for a condition. For 1b it is a key ID and for 1c it is a skill value.
2) If the first option is satisfied then the lever will switch its' state while player is performing an action on it. If the lever is Cycled (another param of Lever object in the MRT), then this lever will switch its' state in cycle (0-1-0-1-0-1-...) beginning with the CurrentState param in the (so popular nowadays) MRT ^_^.
Nevertheless, I just can't imagine why do you invoke all the scripts at a time in the WorldScript? What i saw is that you've tried to run them in the specified by some conditions order (#0#1 - #0#2 - #0#4). Then why do you call them unconditionally in the WorldScript? And i should pay your attention to the unnecessarity of the VCheck#0#1. The chest as a lever object must be in a zero-state by default, meaning it should be defined so in your mob-editor (MRT).
1) The Lever in EI can be opened in three different ways:
a) With no condition
b) With a key
c) With a sufficient hand-skill (don't know how it is named in your localized version)
This condition is set in the first field of LeverStats in MRT. The second field of LeverStats is then a value for a condition. For 1b it is a key ID and for 1c it is a skill value.
2) If the first option is satisfied then the lever will switch its' state while player is performing an action on it. If the lever is Cycled (another param of Lever object in the MRT), then this lever will switch its' state in cycle (0-1-0-1-0-1-...) beginning with the CurrentState param in the (so popular nowadays) MRT ^_^.
Nevertheless, I just can't imagine why do you invoke all the scripts at a time in the WorldScript? What i saw is that you've tried to run them in the specified by some conditions order (#0#1 - #0#2 - #0#4). Then why do you call them unconditionally in the WorldScript? And i should pay your attention to the unnecessarity of the VCheck#0#1. The chest as a lever object must be in a zero-state by default, meaning it should be defined so in your mob-editor (MRT).
Duty is everything, the greatest of joys, the deepest of sorrows.