Difference between revisions of "RTC/Mechanisms"
(restricting level added) |
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− | === Restricting Character Level === (untested) | + | === Restricting Character Level === |
+ | (untested) | ||
#Create 4 cloned counters, call 1 fighter, ninja, preist, wizard. | #Create 4 cloned counters, call 1 fighter, ninja, preist, wizard. | ||
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'''Possible Problems''' | '''Possible Problems''' | ||
All champions will be effected. The message at the bottom of the screen stating someone has just gained a level and then it getting knocked off. | All champions will be effected. The message at the bottom of the screen stating someone has just gained a level and then it getting knocked off. | ||
+ | |||
+ | |||
+ | === Forcing Champion out of Party === | ||
+ | Idea being, some champions may only join the party for set tasks or periods of time, after which the champion will be removed out of the party. | ||
+ | |||
+ | #Place an action | ||
+ | ##Set this to remove member for party. | ||
+ | #Create a relay | ||
+ | ##Set it to activate | ||
+ | ##Trigging Character is equal to (the character you want to remove) | ||
+ | ##Targeting the action | ||
+ | #Create a trigger, most likely a floor trigger. | ||
+ | ##Set trigger to operate by each party member | ||
+ | ##Active | ||
+ | ##Target the relay | ||
+ | |||
+ | === Rotating a teleporter === | ||
+ | A teleporter that rotates with a switch | ||
+ | Follow link paste and copy text into a blank text file, save and load in RTC editor. | ||
+ | |||
+ | [[RTC/Mechanisms/Rotating a teleporter|Rotating a teleporter]] | ||
+ | |||
+ | === Chasm === | ||
+ | Cross a "chasm" of pits by throwing over a grappling hook. | ||
+ | Follow link paste and copy text into a blank text file, save and load in RTC editor. | ||
+ | |||
+ | [[RTC/Mechanisms/Chasm|Chasm]] | ||
+ | |||
+ | === Door Smash === | ||
+ | Break a given door with a given object | ||
+ | Follow link paste and copy text into a blank text file, save and load in RTC editor. | ||
+ | |||
+ | [[RTC/Mechanisms/Door Smash|Door Smash]] | ||
+ | |||
+ | === Poisoned Fountain === | ||
+ | Poisonous water from fountain | ||
+ | Follow link paste and copy text into a blank text file, save and load in RTC editor. | ||
+ | |||
+ | [[RTC/Mechanisms/Poisoned Fountain|Poisoned Fountain]] | ||
+ | |||
+ | === Multiple Pressure Plates === | ||
+ | Place set number of coins on correct floor-plates to open a door | ||
+ | Follow link paste and copy text into a blank text file, save and load in RTC editor. | ||
+ | |||
+ | [[RTC/Mechanisms/Multiple Pressure Plates|Multiple Pressure Plates]] | ||
+ | |||
+ | === DM2 Weather === | ||
+ | Basic how the DM2 weather system was built | ||
+ | Follow link paste and copy text into a blank text file, save and load in RTC editor. | ||
+ | |||
+ | [[RTC/Mechanisms/DM2 Weather|DM2 Weather]] | ||
+ | |||
+ | === Dungeon Time === | ||
+ | Example of how to make a time mechanic and simple watch | ||
+ | Follow link paste and copy text into a blank text file, save and load in RTC editor. | ||
+ | Basically 2sec real time = 1 min dungeon time. Keeps a track of minutes, hours, days, months (only for months in the year; summer, winter, autumn and spring; years. | ||
+ | |||
+ | [[RTC/Mechanisms/Dungeon Time|Dungeon Time]] | ||
+ | |||
+ | === Boat and Mine Cart === | ||
+ | Example of how to make a boat and mine cart trip. | ||
+ | Follow link paste and copy text into a blank text file, save and load in RTC editor. | ||
+ | You will also need to download all of the images of the boat and mine cart and put these into your main folder containing RTC Editor execute file. Note only simple stone wall used in example. | ||
+ | |||
+ | [[RTC/Mechanisms/Boat and Mine Cart|Boat and Mine Cart]] | ||
[[Category:RTC|Mechanisms]] | [[Category:RTC|Mechanisms]] |
Latest revision as of 00:02, 21 August 2010
Mechanisms
These help add special effect to the dungeon, such as having doors or pits opening and closing by themselves; or even a shop where you can spend your hard earned money; and much much more.
Mechanisms may be placed anywhere in the dungeon and they come in a range of abilities.
Definitions
Toggle = trigger the object eg open, then on the next trigger close
Activate/active = open pit, closed door, useable teleporters etc
Deactivate/inactive = closed pit, open door etc
= means objects on a new tile
+ means another object on same tile
Invisible means not there, not just unseen
Recharge measured in 1/6s of a sec
Example Mechanisms
Door to open/close on when something comes near
= pressure plate + trigger, operated by party/object/monster/etc, targets the door
= object (eg door/pit)
Levers/buttons to open/close objects/remove/add moveable walls
= lever/button, Toggle/deactivate, operated by mouse, targets the object (constant weight option)
= object (eg door/pit or moveable wall-visible)
Key to open doors
= key hole, toggle, operated key (type), destroy item, disable self, targets door
= door + doorframe
Invisible object visible
= trigger, activate, targets object, (constant weight/release options)
= object (eg writing/pit/alcove)
Monster boundary
= teleporter, active, operated by monster, targeting floor tile before teleporter
Multiple switches need to open door
= switch, toggle, targeting counter (times the number of switches needed)
= counter, deactivate, count set to number of switches, targets door
= door + doorframe
===Object used to open door=== eg coin for fountain
= fountain, operated by coin, activate, disable self, delay 1/6, targets relay and action + relay, number 1, operation equal to, deactivate, targets door + Action, swap mouse, object 1 coin
Coin slot activates object
= coin slot, trigger, operated by coin type, toggle, destroy item, targets object For multiple coins needed, use relay similar to ‘multiple switches’.
= object (eg door or alcove)
===Hit and run type object=== (move 5 spaces to get through a moveable wall)
= wall switch, operated by mouse, activate, delay 12 (=2sec), targets moveable wall + wall switch, operated by mouse, deactivate, targets moveable wall
= moveable wall, visible
= switch on the other side of wall deactivating it if you intend to go back that way (Delay used for moving one space 6 (1sec))
===Click and throw=== (teleporter 2 paces away)
= wall switch, operated by mouse, deactivate, delay 10, targets teleporter + wall switch, operated by mouse, activate, targets teleporter
= teleporter, inactive, targeting pressure pad
= pressure pad, operated by all, deactivate, targeting pit
= pit, open
Monster generation due to pressure pad
= pressure pad, operated by party, activate, targeting generator
= generator, monster of choice, total 0, health of choice, recharge in 1/6s of a sec eg 180=30sec
Torch sconce
= Torch sconce, operated by mouse, alternate state + weapon_torch item
Torch Creates light
= Torch sconce, operated by hand, toggle, alternate state, targets light
+ weapon_torch
= Light, active, strength 100
Shooter
= holes (of desired choice)
= shooter, strength set to desired level (see Shooters for more information)
===Picking up item triggers an action=== (eg opens door)
= trigger, operated by object (eg misc_gem_green), on, deactivate, targets door + misc_gem_green
= door + doorframe
Zoom
= pressure pad + teleporter, inactive, operated by all, targets next pressure pad + trigger, active, operated by all, on trigger, toggle, delay 2, targets teleporter (on this tile) + trigger, active, operated by all, on trigger, toggle, delay 4, targets teleporter (on this tile)
= repeat until you have the length track you desire
Diamond edge shooter trap
= alcove + sword_diamond
= relay, number 1, equal to, activate, targets shooters (if more than 8 targets, use 2 relays)
= holes + shooter, double, strength 50, charge 0, Recharge 0, shoots spell_
= trigger, active, operated by sword_diamond, on and over, destroy, targets trigger/s + trigger, active, operated by sword_diamond, on and over, activate, targets, relay/s
= for multiple triggers add a paste and copy of above trigger
Switch turns into alcove
= switch (top), operated by mouse, toggle, disable self, targets alcove + Alcove, invisible + items if desired
Or
= keyhole_coin, operated by coin, toggle, disable self, destroy item, targets alcove + Alcove, invisible + items if desired
===Amalgam mechanic=== (fire staff)
= Amalgam, visible, operated by misc_spell_zo_kath_ra, toggle, destroy item, disable self, targets Amalgam and Amalgam_burnt and Amalgam_burnt
+ Amalgam_burnt, invisible, operated by staff_fire, toggle, disable self, delay 1, targets Amalgam_burnt and Amalgam_burnt and Amalgam_empty
+ Amalgam_burnt, invisible, operated by staff_fire, release, destroy item, disable self
+ Amalgam_empty, invisible
+ Staff_fire_plus_gem
Keyhole can be picked by lock picks
= key hole, toggle, operated lock pick, destroy item(or not), disable self, targets door
+ key hole…operated by key
= door + doorframe
Lanterns create light
= Lantern (on wall)
= light, strength 100 (in front of lantern)
Tapestry/picture covers Alcove
= Alcove, invisible, trigger, operated by tapestry/picture, activate, destroy item, delay 1, targets relay
+ picture, visible, trigger, hand empty, activate, targets relay and action
+ any objects in alcove
= relay, equal to, toggle, targets alcove and tapestry/picture
+ action create new in mouse, object tapestry/picture
Fireplace
= fireplace, operated by torch, activate, targets relay1 and relay2
+ fireplace lit, invisible
= relay1, value of item fireplace, toggle, targets fireplace, fireplace lit, light, delay 1000
+ relay2, value of item fireplace, toggle, targets fireplace, fireplace lit, light
= trigger, active, operated by cloud fireball, over trigger only, activate, targets relay1 and relay2
+ light, inactive, 100
===New Alter=== eg DMII
= new altar
+ trigger, active, operated by bones, on trigger only, activate, sound resurrect, targets action (resurrect…) and sound and action (create new…), delay 2
+ sound localised, explode
+ trigger, active, operated by object, over trigger only, activate, targets action (stop flying)
= action, resurrect party, 50
+ action, create on floor, object cloud fireball, 100
+ action, stop flying, 100
Gem seam
= seam gem … empty, invisible
+ seam gem …, visible, operated by hand, toggle, disable self, targets seam gem … empty and seam gem … and action
+ action, create new in mouse, gem
Mana blossom
= blossom stalk, invisible
= blossom, visible, operated by hand empty, activate, targets relay1 and relay2
= relay1, toggle, targets blossom stalk and blossom and action
= relay2, toggle, targets blossom stalk and blossom, delay 5000
= action, create new in mouse, blossom
Specific character floor text
= trigger, operated by EACH_LIVING_PARTY_MEMBER, targeting WALLITEM_RELAY,
= relay, conditions being "Triggering/Character", select your desired character, targeting WALLITEM_SPEECH.
= WALLITEM_SPEECH, …your text…, type "party".
Mana recharge on particular square
= damage tile, negative value (large), mana
DMII shop
= shop
+ shop currency, copper coin, 1
+ shop currency, silver coin, 4
+ shop currency, gold coin, 16
+ shop currency, green gem, 64
+ shop currency, red gem, 256
+ shop currency, blue gem, 1024
+ shop stock, horned helm, buy 28, haggle, 26, sell 24
+ shop stock, mail helmet, buy 36, haggle, 33, sell 30
+ etc
= monster merchant
+ trigger2, operated by monster merchant angry, on trigger, activate, targets trigger1
+ trigger3, operated by monster merchant angry, on trigger, deactivate, targets shop
= trigger1, operated by monster guard, on, activate, damage
+ damage, inactive, 1, health
+ monster guard, 1 health
= shop front
+ shop front window, targets shop
+ shop front next, targets shop
+ shop front previous, targets shop
+ shop front value buy, targets shop
+ shop front value sell, targets shop
+ shop front description, targets shop
+ shop front stock none, targets shop
= relay1, toggle, targets teleporter1 and teleporter1, delay 4
+ relay2, activate, targets shop counter sell, delay 8
+ relay3, toggle, targets teleporter2 and teleporter2, delay 12
= shop counter sell, targets shop
+ trigger1844-3, inactive, operated by object, on, activate, targets relay1 and relay2 and relay3
+ teleporter1, inactive, operated by object, targets this tile
+ teleporter2, inactive, operated by object, targets this tile
+ table thick
= trigger, active, operated by party, activate, targets monster attractor1, constant weight
= trigger, active, operated by party, activate, targets monster attractor2, constant weight
= table thick
+ shop counter buy, targets shop
+ trigger1644-4, inactive, operated by object, on, activate, targets relay4
+ teleporter3, inactive, operated by object, targets this tile
+ teleporter4, inactive, operated by object, targets this tile
= Relay1544-2, Parameter 1 value targets shop counter buy, greater than or equal to, Parameter 2 value targets shop, activate, targets relay1544-3 and relay1544-4 and relay1544-5
+ relay1544-3, toggle, targets teleporter3 and teleporter3, delay 4
+ relay1544-4, activate, targets shop counter buy, delay 8
+ relay1544-5, toggle, toggle, targets teleporter4 and teleporter4, delay 12
Rust remover
Here is the complete list of cloned armour and wepons (apart from rings, arrows, stars, wands) and their rust counter parts.
Just change the graphic from the 'Wallitem looking eye' if this doesn't suit your dungeon.
Minor problem: Removing rust from a charged item will reset its charge unless it has already has reached a no charge state.
Just paste and copy the below into the 'new objects' section of the txt file.
[New - Objects] ADD CLOTHES_BODY_RUSTED_BREASTPLATE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(BREASTPLATE) ADD CLOTHES_BODY_BREASTPLATE_RUSTABLE CLONES=(CLOTHES_BODY_BREASTPLATE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_BREASTPLATE) ADD CLOTHES_BODY_RUSTED_BRIGANDINE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(BRIGANDINE) ADD CLOTHES_BODY_BRIGANDINE_RUSTABLE CLONES=(CLOTHES_BODY_BRIGANDINE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_BRIGANDINE) ADD CLOTHES_BODY_RUSTED_DARC CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(PLATE OF DARC) ADD CLOTHES_BODY_DARC_RUSTABLE CLONES=(CLOTHES_BODY_DARC) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_DARC) ADD CLOTHES_BODY_RUSTED_DRAGON CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(DRAGON PLATE) ADD CLOTHES_BODY_DRAGON_RUSTABLE CLONES=(CLOTHES_BODY_DRAGON) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_DRAGON) ADD CLOTHES_BODY_RUSTED_FIRE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(FIRE PLATE) ADD CLOTHES_BODY_FIRE_RUSTABLE CLONES=(CLOTHES_BODY_FIRE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_FIRE) ADD CLOTHES_BODY_RUSTED_FIRE_PLATE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(FIRE PLATE) ADD CLOTHES_BODY_FIRE_PLATE_RUSTABLE CLONES=(CLOTHES_BODY_FIRE_PLATE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_FIRE_PLATE) ADD CLOTHES_BODY_RUSTED_FLAMEBAIN CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(FLAMEBAIN) ADD CLOTHES_BODY_FLAMEBAIN_RUSTABLE CLONES=(CLOTHES_BODY_FLAMEBAIN) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_FLAMEBAIN) ADD CLOTHES_BODY_RUSTED_LYTE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(PLATE OF LYTE) ADD CLOTHES_BODY_LYTE_RUSTABLE CLONES=(CLOTHES_BODY_LYTE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_LYTE) ADD CLOTHES_BODY_RUSTED_MITHRAL_AKETON CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(MITHRAL AKETON) ADD CLOTHES_BODY_MITHRAL_AKETON_RUSTABLE CLONES=(CLOTHES_BODY_MITHRAL_AKETON) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_MITHRAL_AKETON) ADD CLOTHES_BODY_RUSTED_MAIL_AKETON CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(MAIL AKETON) ADD CLOTHES_BODY_MAIL_AKETON_RUSTABLE CLONES=(CLOTHES_BODY_MAIL_AKETON) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_MAIL_AKETON) ADD CLOTHES_BODY_RUSTED_MITHRAL_MAIL CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(MITHRAL MAIL) ADD CLOTHES_BODY_MITHRAL_MAIL_RUSTABLE CLONES=(CLOTHES_BODY_MITHRAL_MAIL) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_MITHRAL_MAIL) ADD CLOTHES_BODY_RUSTED_PLATE CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(TORSO PLATE) ADD CLOTHES_BODY_PLATE_RUSTABLE CLONES=(CLOTHES_BODY_PLATE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_PLATE) ADD CLOTHES_BODY_RUSTED_RA CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(PLATE OF RA) ADD CLOTHES_BODY_RA_RUSTABLE CLONES=(CLOTHES_BODY_RA) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_RA) ADD CLOTHES_BODY_RUSTED_RA_SAR CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(wx PLATE) ADD CLOTHES_BODY_RA_SAR_RUSTABLE CLONES=(CLOTHES_BODY_RA_SAR) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_RA_SAR) ADD CLOTHES_BODY_RUSTED_SCALE_HAUBERK CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(SCALE HAUBERK) ADD CLOTHES_BODY_SCALE_HAUBERK_RUSTABLE CLONES=(CLOTHES_BODY_SCALE_HAUBERK) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_SCALE_HAUBERK) ADD CLOTHES_BODY_RUSTED_TECH CLONES=(CLOTHES_BODY_RUST) TEXT_INFO1=(TECH PLATE) ADD CLOTHES_BODY_TECH_RUSTABLE CLONES=(CLOTHES_BODY_TECH) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_BODY_RUSTED_TECH) ADD CLOTHES_FEET_RUSTED_DARC CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(GREAVE OF DARC) ADD CLOTHES_FEET_DARC_RUSTABLE CLONES=(CLOTHES_FEET_DARC) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_DARC) ADD CLOTHES_FEET_RUSTED_DRAGON CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(DRAGON GREAVE) ADD CLOTHES_FEET_DRAGON_RUSTABLE CLONES=(CLOTHES_FEET_DRAGON) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_DRAGON) ADD CLOTHES_FEET_RUSTED_FIRE CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(FIRE GREAVE) ADD CLOTHES_FEET_FIRE_RUSTABLE CLONES=(CLOTHES_FEET_FIRE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_FIRE) ADD CLOTHES_FEET_RUSTED_LYTE CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(GREAVE OF LYTE) ADD CLOTHES_FEET_LYTE_RUSTABLE CLONES=(CLOTHES_FEET_LYTE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_LYTE) ADD CLOTHES_FEET_RUSTED_GREAVES CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(GREAVES) ADD CLOTHES_FEET_GREAVES_RUSTABLE CLONES=(CLOTHES_FEET_GREAVES) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_GREAVES) ADD CLOTHES_FEET_RUSTED_PLATE CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(FOOT PLATE) ADD CLOTHES_FEET_PLATE_RUSTABLE CLONES=(CLOTHES_FEET_PLATE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_PLATE) ADD CLOTHES_FEET_RUSTED_MAIL_HOSEN CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(HOSEN) ADD CLOTHES_FEET_MAIL_HOSEN_RUSTABLE CLONES=(CLOTHES_FEET_MAIL_HOSEN) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_MAIL_HOSEN) ADD CLOTHES_FEET_RUSTED_MITHRAL_HOSEN CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(MITHRAL HOSEN) ADD CLOTHES_FEET_MITHRAL_HOSEN_RUSTABLE CLONES=(CLOTHES_FEET_MITHRAL_HOSEN) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_MITHRAL_HOSEN) ADD CLOTHES_FEET_RUSTED_RA CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(GREAVE OF RA) ADD CLOTHES_FEET_RA_RUSTABLE CLONES=(CLOTHES_FEET_RA) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_RA) ADD CLOTHES_FEET_RUSTED_RA_SAR CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(wx BOOTS) ADD CLOTHES_FEET_RUSTED_TECH CLONES=(CLOTHES_FEET_RUST) TEXT_INFO1=(TECH BOOTS) ADD CLOTHES_HEAD_RUSTED_ARMET CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(ARMET) ADD CLOTHES_HEAD_RUSTED_BASCINET CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(BASCINET) ADD CLOTHES_HEAD_RUSTED_BASINET CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(BACINET) ADD CLOTHES_HEAD_RUSTED_BERSERKER_HELM CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(BERSERKER HELM) ADD CLOTHES_HEAD_RUSTED_BERSERKER_HELM_ALT CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(BERSERKER HELM) ADD CLOTHES_HEAD_RUSTED_CASQUE_N_COIF CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(CASQUE 'N COIF) ADD CLOTHES_HEAD_RUSTED_DARC CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(HELM OF DARC) ADD CLOTHES_HEAD_RUSTED_DEX_HELM CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(DEX HELM) ADD CLOTHES_HEAD_RUSTED_DRAGON CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(DRAGON HELM) ADD CLOTHES_HEAD_RUSTED_FIRE CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(FIRE HELM) ADD CLOTHES_HEAD_RUSTED_GREAT_HELM CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(GREAT HELM) ADD CLOTHES_HEAD_RUSTED_HELMET CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(HELMET) ADD CLOTHES_HEAD_RUSTED_HORNED_HELM CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(HORNED HELM) ADD CLOTHES_HEAD_RUSTED_LYTE CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(HELM OF LYTE) ADD CLOTHES_HEAD_RUSTED_MAIL_HELMET CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(MAIL HELMET) ADD CLOTHES_HEAD_RUSTED_RA CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(HELM OF RA) ADD CLOTHES_HEAD_RUSTED_RA_SAR CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(wx HELM) ADD CLOTHES_HEAD_RUSTED_TECH CLONES=(CLOTHES_HEAD_RUST) TEXT_INFO1=(TECH HELM) ADD CLOTHES_LEGS_RUSTED_DARC CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(POLEYN OF DARC) ADD CLOTHES_LEGS_RUSTED_DRAGON CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(DRAGON POLEYN) ADD CLOTHES_LEGS_RUSTED_FIRE CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(FIRE POLEYN) ADD CLOTHES_LEGS_RUSTED_LYTE CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(POLEYN OF LYTE) ADD CLOTHES_LEGS_RUSTED_MAIL_LEG CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(LEG MAIL) ADD CLOTHES_LEGS_RUSTED_MITHRAL_HUKE CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(MITHRAL HUKE) ADD CLOTHES_LEGS_RUSTED_MITHRAL_MAIL CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(MITHRAL MAIL) ADD CLOTHES_LEGS_RUSTED_PLATE CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(LEG PLATE) ADD CLOTHES_LEGS_RUSTED_POWER_TOWERS CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(POWER TOWERS) ADD CLOTHES_LEGS_RUSTED_RA CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(POLEYN OF RA) ADD CLOTHES_LEGS_RUSTED_RA_SAR CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(wx POLEYN) ADD CLOTHES_LEGS_RUSTED_SCALE_MAIL CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(SCALE MAIL) ADD CLOTHES_LEGS_RUSTED_TECH CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(TECH POLEYN) ADD CLOTHES_LEGS_RUSTED_THIGH_PLATES CLONES=(CLOTHES_LEGS_RUST) TEXT_INFO1=(THIGH PLATES) ADD CLOTHES_SHLD_RUSTED_BUCKLER CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(BUCKLER) ADD CLOTHES_SHLD_RUSTED_DARC CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(SHIELD OF DARC) ADD CLOTHES_SHLD_RUSTED_DRAGON CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(DRAGON SHIELD) ADD CLOTHES_SHLD_RUSTED_FIRE CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(SHIELD OF FIRE) ADD CLOTHES_SHLD_RUSTED_LARGE CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(LARGE SHIELD) ADD CLOTHES_SHLD_RUSTED_LYTE CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(SHIELD OF LYTE) ADD CLOTHES_SHLD_RUSTED_NETA CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(NETA SHIELD) ADD CLOTHES_SHLD_RUSTED_RA CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(SHIELD OF RA) ADD CLOTHES_SHLD_RUSTED_RA_SAR CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(wx SHIELD) ADD CLOTHES_SHLD_RUSTED_SAR CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(X SHIELD) ADD CLOTHES_SHLD_RUSTED_SMALL CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(SMALL SHIELD) ADD CLOTHES_SHLD_RUSTED_TECH CLONES=(CLOTHES_SHLD_RUST) TEXT_INFO1=(TECH SHIELD) ADD SWORD_RUSTED_BITER CLONES=(MISC_RUST) TEXT_INFO1=(BITER) ADD SWORD_RUSTED_BLUE_STEELE CLONES=(MISC_RUST) TEXT_INFO1=(BLUE STEELE) ADD SWORD_RUSTED_BOLT_X CLONES=(MISC_RUST) TEXT_INFO1=(BOLT BLADE) ADD SWORD_RUSTED_BOLT CLONES=(MISC_RUST) TEXT_INFO1=(BOLT BLADE) ADD SWORD_RUSTED_DELTA CLONES=(MISC_RUST) TEXT_INFO1=(DELTA) ADD SWORD_RUSTED_DIAMOND CLONES=(MISC_RUST) TEXT_INFO1=(DIAMOND EDGE) ADD SWORD_RUSTED_DRAGON CLONES=(MISC_RUST) TEXT_INFO1=(DRAGON FANG) ADD SWORD_RUSTED_EXCSYMYR CLONES=(MISC_RUST) TEXT_INFO1=(EXCSYMYR) ADD SWORD_RUSTED_FALCHION CLONES=(MISC_RUST) TEXT_INFO1=(FLCHION) ADD SWORD_RUSTED_FURY_X CLONES=(MISC_RUST) TEXT_INFO1=(FURY) ADD SWORD_RUSTED_FURY CLONES=(MISC_RUST) TEXT_INFO1=(FURY) ADD SWORD_RUSTED_INQUISITOR CLONES=(MISC_RUST) TEXT_INFO1=(THE INQUISITOR) ADD SWORD_RUSTED_KATANA CLONES=(MISC_RUST) TEXT_INFO1=(KATANA) ADD SWORD_RUSTED_MACHETE CLONES=(MISC_RUST) TEXT_INFO1=(MACHETE) ADD SWORD_RUSTED_METEOR_METAL CLONES=(MISC_RUST) TEXT_INFO1=(METEOR METAL) ADD SWORD_RUSTED_RA_X CLONES=(MISC_RUST) TEXT_INFO1=(RA BLADE) ADD SWORD_RUSTED_RA CLONES=(MISC_RUST) TEXT_INFO1=(RA BLADE) ADD SWORD_RUSTED_RAPIER_DM2 CLONES=(MISC_RUST) TEXT_INFO1=(RAPIER) ADD SWORD_RUSTED_SABRE CLONES=(MISC_RUST) TEXT_INFO1=(SABRE) ADD SWORD_RUSTED_SAMURAI CLONES=(MISC_RUST) TEXT_INFO1=(SAMURAI SWORD) ADD SWORD_RUSTED_SPLITTER CLONES=(MISC_RUST) TEXT_INFO1=(SPITTER) ADD SWORD_RUSTED_STORM CLONES=(MISC_RUST) TEXT_INFO1=(STORM) ADD SWORD_RUSTED_SWORD CLONES=(MISC_RUST) TEXT_INFO1=(SWORD) ADD SWORD_RUSTED_TEMPEST_X CLONES=(MISC_RUST) TEXT_INFO1=(TEMPEST) ADD SWORD_RUSTED_TEMPEST CLONES=(MISC_RUST) TEXT_INFO1=(TEMPEST) ADD SWORD_RUSTED_VORPAL CLONES=(MISC_RUST) TEXT_INFO1=(VORPAL BLADE) ADD SWORD_RUSTED_ZO_X CLONES=(MISC_RUST) TEXT_INFO1=(I BLADE) ADD SWORD_RUSTED_ZO CLONES=(MISC_RUST) TEXT_INFO1=(I BLADE) ADD WEAPON_RUSTED_AXE CLONES=(MISC_RUST) TEXT_INFO1=(AXE) ADD WEAPON_RUSTED_AXE_EXECUTIONER CLONES=(MISC_RUST) TEXT_INFO1=(EXECUTIONER) ADD WEAPON_RUSTED_AXE_HARDCLEAVE CLONES=(MISC_RUST) TEXT_INFO1=(HARDCLEAVE) ADD WEAPON_RUSTED_AXE_VORAX CLONES=(MISC_RUST) TEXT_INFO1=(VORAX) ADD WEAPON_RUSTED_GAUNTLET_KALAN CLONES=(MISC_RUST) TEXT_INFO1=(KALAN GAUNTLET) ADD WEAPON_RUSTED_GAUNTLET_KALAN_X CLONES=(MISC_RUST) TEXT_INFO1=(KALAN GAUNTLET) ADD WEAPON_RUSTED_MACE CLONES=(MISC_RUST) TEXT_INFO1=(MACE) ADD WEAPON_RUSTED_MACE_ORDER CLONES=(MISC_RUST) TEXT_INFO1=(MACE OF ORDER) ADD WEAPON_RUSTED_MACE_TECH CLONES=(MISC_RUST) TEXT_INFO1=(TECHMACE) ADD WEAPON_RUSTED_MORNINGSTAR CLONES=(MISC_RUST) TEXT_INFO1=(MORNINGSTAR) ADD WEAPON_RUSTED_SCYTHE CLONES=(MISC_RUST) TEXT_INFO1=(SCYTHE) ADD CLOTHES_FEET_RA_SAR_RUSTABLE CLONES=(CLOTHES_FEET_RA_SAR) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_RA_SAR) ADD CLOTHES_FEET_TECH_RUSTABLE CLONES=(CLOTHES_FEET_TECH) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_FEET_RUSTED_TECH) ADD CLOTHES_HEAD_ARMET_RUSTABLE CLONES=(CLOTHES_HEAD_ARMET) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_ARMET) ADD CLOTHES_HEAD_BASCINET_RUSTABLE CLONES=(CLOTHES_HEAD_BASCINET) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_BASCINET) ADD CLOTHES_HEAD_BASINET_RUSTABLE CLONES=(CLOTHES_HEAD_BASINET) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_BASINET) ADD CLOTHES_HEAD_BERSERKER_HELM_RUSTABLE CLONES=(CLOTHES_HEAD_BERSERKER_HELM) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_BERSERKER_HELM) ADD CLOTHES_HEAD_BERSERKER_HELM_ALT_RUSTABLE CLONES=(CLOTHES_HEAD_BERSERKER_HELM_ALT) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_BERSERKER_HELM_ALT) ADD CLOTHES_HEAD_CASQUE_N_COIF_RUSTABLE CLONES=(CLOTHES_HEAD_CASQUE_N_COIF) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_CASQUE_N_COIF) ADD CLOTHES_HEAD_DARC_RUSTABLE CLONES=(CLOTHES_HEAD_DARC) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_DARC) ADD CLOTHES_HEAD_DEX_HELM_RUSTABLE CLONES=(CLOTHES_HEAD_DEX_HELM) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_DEX_HELM) ADD CLOTHES_HEAD_DRAGON_RUSTABLE CLONES=(CLOTHES_HEAD_DRAGON) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_DRAGON) ADD CLOTHES_HEAD_FIRE_RUSTABLE CLONES=(CLOTHES_HEAD_FIRE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_FIRE) ADD CLOTHES_HEAD_GREAT_HELM_RUSTABLE CLONES=(CLOTHES_HEAD_GREAT_HELM) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_GREAT_HELM) ADD CLOTHES_HEAD_HELMET_RUSTABLE CLONES=(CLOTHES_HEAD_HELMET) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_HELMET) ADD CLOTHES_HEAD_HORNED_HELM_RUSTABLE CLONES=(CLOTHES_HEAD_HORNED_HELM) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_HORNED_HELM) ADD CLOTHES_HEAD_LYTE_RUSTABLE CLONES=(CLOTHES_HEAD_LYTE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_LYTE) ADD CLOTHES_HEAD_MAIL_HELMET_RUSTABLE CLONES=(CLOTHES_HEAD_MAIL_HELMET) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_MAIL_HELMET) ADD CLOTHES_HEAD_RA_RUSTABLE CLONES=(CLOTHES_HEAD_RA) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_RA) ADD CLOTHES_HEAD_RA_SAR_RUSTABLE CLONES=(CLOTHES_HEAD_RA_SAR) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_RA_SAR) ADD CLOTHES_HEAD_TECH_RUSTABLE CLONES=(CLOTHES_HEAD_TECH) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_HEAD_RUSTED_TECH) ADD CLOTHES_LEGS_DARC_RUSTABLE CLONES=(CLOTHES_LEGS_DARC) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_DARC) ADD CLOTHES_LEGS_DRAGON_RUSTABLE CLONES=(CLOTHES_LEGS_DRAGON) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_DRAGON) ADD CLOTHES_LEGS_FIRE_RUSTABLE CLONES=(CLOTHES_LEGS_FIRE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_FIRE) ADD CLOTHES_LEGS_LYTE_RUSTABLE CLONES=(CLOTHES_LEGS_LYTE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_LYTE) ADD CLOTHES_LEGS_MAIL_LEG_RUSTABLE CLONES=(CLOTHES_LEGS_MAIL_LEG) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_MAIL_LEG) ADD CLOTHES_LEGS_MITHRAL_HUKE_RUSTABLE CLONES=(CLOTHES_LEGS_MITHRAL_HUKE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_MITHRAL_HUKE) ADD CLOTHES_LEGS_MITHRAL_MAIL_RUSTABLE CLONES=(CLOTHES_LEGS_MITHRAL_MAIL) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_MITHRAL_MAIL) ADD CLOTHES_LEGS_PLATE_RUSTABLE CLONES=(CLOTHES_LEGS_PLATE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_PLATE) ADD CLOTHES_LEGS_POWER_TOWERS_RUSTABLE CLONES=(CLOTHES_LEGS_POWER_TOWERS) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_POWER_TOWERS) ADD CLOTHES_LEGS_RA_RUSTABLE CLONES=(CLOTHES_LEGS_RA) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_RA) ADD CLOTHES_LEGS_RA_SAR_RUSTABLE CLONES=(CLOTHES_LEGS_RA_SAR) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_RA_SAR) ADD CLOTHES_LEGS_SCALE_MAIL_RUSTABLE CLONES=(CLOTHES_LEGS_SCALE_MAIL) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_SCALE_MAIL) ADD CLOTHES_LEGS_TECH_RUSTABLE CLONES=(CLOTHES_LEGS_TECH) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_TECH) ADD CLOTHES_LEGS_THIGH_PLATES_RUSTABLE CLONES=(CLOTHES_LEGS_THIGH_PLATES) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_LEGS_RUSTED_THIGH_PLATES) ADD CLOTHES_SHLD_BUCKLER_RUSTABLE CLONES=(CLOTHES_SHLD_BUCKLER) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_BUCKLER) ADD CLOTHES_SHLD_DARC_RUSTABLE CLONES=(CLOTHES_SHLD_DARC) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_DARC) ADD CLOTHES_SHLD_DRAGON_RUSTABLE CLONES=(CLOTHES_SHLD_DRAGON) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_DRAGON) ADD CLOTHES_SHLD_FIRE_RUSTABLE CLONES=(CLOTHES_SHLD_FIRE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_FIRE) ADD CLOTHES_SHLD_LARGE_RUSTABLE CLONES=(CLOTHES_SHLD_LARGE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_LARGE) ADD CLOTHES_SHLD_LYTE_RUSTABLE CLONES=(CLOTHES_SHLD_LYTE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_LYTE) ADD CLOTHES_SHLD_NETA_RUSTABLE CLONES=(CLOTHES_SHLD_NETA) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_NETA) ADD CLOTHES_SHLD_RA_RUSTABLE CLONES=(CLOTHES_SHLD_RA) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_RA) ADD CLOTHES_SHLD_RA_SAR_RUSTABLE CLONES=(CLOTHES_SHLD_RA_SAR) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_RA_SAR) ADD CLOTHES_SHLD_SAR_RUSTABLE CLONES=(CLOTHES_SHLD_SAR) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_SAR) ADD CLOTHES_SHLD_SMALL_RUSTABLE CLONES=(CLOTHES_SHLD_SMALL) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_SMALL) ADD CLOTHES_SHLD_TECH_RUSTABLE CLONES=(CLOTHES_SHLD_TECH) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:CLOTHES_SHLD_RUSTED_TECH) ADD SWORD_BITER_RUSTABLE CLONES=(SWORD_BITER) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_BITER) ADD SWORD_BLUE_STEELE_RUSTABLE CLONES=(SWORD_BLUE_STEELE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_BLUE_STEELE) ADD SWORD_BOLT_X_RUSTABLE CLONES=(SWORD_BOLT_X) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_BOLT_X) ADD SWORD_BOLT_RUSTABLE CLONES=(SWORD_BOLT) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_BOLT) ADD SWORD_DELTA_RUSTABLE CLONES=(SWORD_DELTA) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_DELTA) ADD SWORD_DIAMOND_RUSTABLE CLONES=(SWORD_DIAMOND) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_DIAMOND) ADD SWORD_DRAGON_RUSTABLE CLONES=(SWORD_DRAGON) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_DRAGON) ADD SWORD_EXCSYMYR_RUSTABLE CLONES=(SWORD_EXCSYMYR) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_EXCSYMYR) ADD SWORD_FALCHION_RUSTABLE CLONES=(SWORD_FALCHION) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_FALCHION) ADD SWORD_FURY_RUSTABLE CLONES=(SWORD_FURY) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_FURY) ADD SWORD_FURY_X_RUSTABLE CLONES=(SWORD_FURY_X) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_FURY_X) ADD SWORD_INQUISITOR_RUSTABLE CLONES=(SWORD_INQUISITOR) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_INQUISITOR) ADD SWORD_KATANA_RUSTABLE CLONES=(SWORD_KATANA) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_KATANA) ADD SWORD_MACHETE_RUSTABLE CLONES=(SWORD_MACHETE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_MACHETE) ADD SWORD_METEOR_METAL_RUSTABLE CLONES=(SWORD_METEOR_METAL) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_METEOR_METAL) ADD SWORD_RA_RUSTABLE CLONES=(SWORD_RA) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_RA) ADD SWORD_RA_X_RUSTABLE CLONES=(SWORD_RA_X) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_RA_X) ADD SWORD_RAPIER_DM2_RUSTABLE CLONES=(SWORD_RAPIER_DM2) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_RAPIER_DM2) ADD SWORD_SABRE_RUSTABLE CLONES=(SWORD_SABRE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_SABRE) ADD SWORD_SAMURAI_RUSTABLE CLONES=(SWORD_SAMURAI) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_SAMURAI) ADD SWORD_SPLITTER_RUSTABLE CLONES=(SWORD_SPLITTER) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_SPLITTER) ADD SWORD_STORM_RUSTABLE CLONES=(SWORD_STORM) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_STORM) ADD SWORD_SWORD_RUSTABLE CLONES=(SWORD_SWORD) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_SWORD) ADD SWORD_TEMPEST_RUSTABLE CLONES=(SWORD_TEMPEST) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_TEMPEST) ADD SWORD_TEMPEST_X_RUSTABLE CLONES=(SWORD_TEMPEST_X) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_TEMPEST_X) ADD SWORD_VORPAL_RUSTABLE CLONES=(SWORD_VORPAL) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_VORPAL) ADD SWORD_ZO_X_RUSTABLE CLONES=(SWORD_ZO_X) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_ZO_X) ADD SWORD_ZO_RUSTABLE CLONES=(SWORD_ZO) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:SWORD_RUSTED_ZO) ADD WEAPON_AXE_RUSTABLE CLONES=(WEAPON_AXE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_AXE) ADD WEAPON_AXE_EXECUTIONER_RUSTABLE CLONES=(WEAPON_AXE_EXECUTIONER) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_AXE_EXECUTIONER) ADD WEAPON_AXE_HARDCLEAVE_RUSTABLE CLONES=(WEAPON_AXE_HARDCLEAVE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_AXE_HARDCLEAVE) ADD WEAPON_AXE_VORAX_RUSTABLE CLONES=(WEAPON_AXE_VORAX) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_AXE_VORAX) ADD WEAPON_GAUNTLET_KALAN_X_RUSTABLE CLONES=(WEAPON_GAUNTLET_KALAN_X) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_GAUNTLET_KALAN_X) ADD WEAPON_GAUNTLET_KALAN_RUSTABLE CLONES=(WEAPON_GAUNTLET_KALAN) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_GAUNTLET_KALAN) ADD WEAPON_MACE_RUSTABLE CLONES=(WEAPON_MACE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_MACE) ADD WEAPON_MACE_ORDER_RUSTABLE CLONES=(WEAPON_MACE_ORDER) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_MACE_ORDER) ADD WEAPON_MACE_TECH_RUSTABLE CLONES=(WEAPON_MACE_TECH) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_MACE_TECH) ADD WEAPON_MORNINGSTAR_RUSTABLE CLONES=(WEAPON_MORNINGSTAR) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_MORNINGSTAR) ADD WEAPON_SCYTHE_RUSTABLE CLONES=(WEAPON_SCYTHE) TEXT_INFO1=(RUSTABLE) CONVERT_RUST=(NEW_OBJECT:WEAPON_RUSTED_SCYTHE) ADD WALLITEM_RUST_REMOVER_BODY1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_BREASTPLATE,ACTION_OBJECT2:CLOTHES_BODY_BREASTPLATE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_BRIGANDINE,ACTION_OBJECT2:CLOTHES_BODY_BRIGANDINE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_BODY_DARC_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_BODY_DRAGON_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_BODY_FIRE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_FIRE_PLATE,ACTION_OBJECT2:CLOTHES_BODY_FIRE_PLATE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_FLAMEBAIN,ACTION_OBJECT2:CLOTHES_BODY_FLAMEBAIN_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_BODY_LYTE_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_BODY2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_MITHRAL_AKETON,ACTION_OBJECT2:CLOTHES_BODY_MITHRAL_AKETON_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_MAIL_AKETON,ACTION_OBJECT2:CLOTHES_BODY_MAIL_AKETON_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_MITHRAL_MAIL,ACTION_OBJECT2:CLOTHES_BODY_MITHRAL_MAIL_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_PLATE,ACTION_OBJECT2:CLOTHES_BODY_PLATE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RA,ACTION_OBJECT2:CLOTHES_BODY_RA_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_BODY_RA_SAR_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_SCALE_HAUBERK,ACTION_OBJECT2:CLOTHES_BODY_SCALE_HAUBERK_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_BODY_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_BODY_TECH_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_FEET1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_FEET_DARC_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_FEET_DRAGON_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_FEET_FIRE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_FEET_LYTE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_GREAVES,ACTION_OBJECT2:CLOTHES_FEET_GREAVES_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_PLATE,ACTION_OBJECT2:CLOTHES_FEET_PLATE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_MAIL_HOSEN,ACTION_OBJECT2:CLOTHES_FEET_MAIL_HOSEN_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_MITHRAL_HOSEN,ACTION_OBJECT2:CLOTHES_FEET_MITHRAL_HOSEN_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_FEET2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_RA,ACTION_OBJECT2:CLOTHES_FEET_RA_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_FEET_RA_SAR_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_FEET_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_FEET_TECH_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_HEAD1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_ARMET,ACTION_OBJECT2:CLOTHES_HEAD_ARMET_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BASCINET,ACTION_OBJECT2:CLOTHES_HEAD_BASCINET_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BASINET,ACTION_OBJECT2:CLOTHES_HEAD_RUSTED_BASINET,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BERSERKER_HELM,ACTION_OBJECT2:CLOTHES_HEAD_BERSERKER_HELM_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_BERSERKER_HELM_ALT,ACTION_OBJECT2:CLOTHES_HEAD_BERSERKER_HELM_ALT_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_CASQUE_N_COIF,ACTION_OBJECT2:CLOTHES_HEAD_CASQUE_N_COIF_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_DEX_HELM,ACTION_OBJECT2:CLOTHES_HEAD_DEX_HELM_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_GREAT_HELM,ACTION_OBJECT2:CLOTHES_HEAD_GREAT_HELM_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_HEAD2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_HEAD_DARC_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_HEAD_DRAGON_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_FIRE,ACTION_OBJECT2:CLOTHES_HEAD_FIRE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_HEAD_LYTE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_HELMET,ACTION_OBJECT2:CLOTHES_HEAD_HELMET_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_HORNED_HELM,ACTION_OBJECT2:CLOTHES_HEAD_HORNED_HELM_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_MAIL_HELMET,ACTION_OBJECT2:CLOTHES_HEAD_MAIL_HELMET_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_RA,ACTION_OBJECT2:CLOTHES_HEAD_RA_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_HEAD3 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_HEAD_RA_SAR_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_HEAD_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_HEAD_TECH_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_LEGS1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_LEGS_DARC_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_LEGS_DRAGON_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_LEGS_FIRE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_LEGS_LYTE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_MAIL_LEG,ACTION_OBJECT2:CLOTHES_LEGS_MAIL_LEG_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_MITHRAL_HUKE,ACTION_OBJECT2:CLOTHES_LEGS_MITHRAL_HUKE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_MITHRAL_MAIL,ACTION_OBJECT2:CLOTHES_LEGS_MITHRAL_MAIL_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_PLATE,ACTION_OBJECT2:CLOTHES_LEGS_PLATE_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_LEGS2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_RA,ACTION_OBJECT2:CLOTHES_LEGS_RA_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_LEGS_RA_SAR_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_LEGS_TECH_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_POWER_TOWERS,ACTION_OBJECT2:CLOTHES_LEGS_POWER_TOWERS_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_SCALE_MAIL,ACTION_OBJECT2:CLOTHES_LEGS_SCALE_MAIL_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_LEGS_RUSTED_THIGH_PLATES,ACTION_OBJECT2:CLOTHES_LEGS_THIGH_PLATES_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_SHLD1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_DARC,ACTION_OBJECT2:CLOTHES_SHLD_DARC_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_DRAGON,ACTION_OBJECT2:CLOTHES_SHLD_DRAGON_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_FIRE,ACTION_OBJECT2:CLOTHES_SHLD_FIRE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_LYTE,ACTION_OBJECT2:CLOTHES_SHLD_LYTE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_BUCKLER,ACTION_OBJECT2:CLOTHES_SHLD_BUCKLER_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_LARGE,ACTION_OBJECT2:CLOTHES_SHLD_LARGE_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_SHLD2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_RA,ACTION_OBJECT2:CLOTHES_SHLD_RA_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_RA_SAR,ACTION_OBJECT2:CLOTHES_SHLD_RA_SAR_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_TECH,ACTION_OBJECT2:CLOTHES_SHLD_TECH_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_NETA,ACTION_OBJECT2:CLOTHES_SHLD_NETA_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:CLOTHES_SHLD_RUSTED_SMALL,ACTION_OBJECT2:CLOTHES_SHLD_RUSTED_SMALL,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_SWORD1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_BITER,ACTION_OBJECT2:SWORD_BITER_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_BLUE_STEELE,ACTION_OBJECT2:SWORD_BLUE_STEELE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_BOLT_X,ACTION_OBJECT2:SWORD_BOLT_X_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_DELTA,ACTION_OBJECT2:SWORD_DELTA_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_DIAMOND,ACTION_OBJECT2:SWORD_DIAMOND_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_DRAGON,ACTION_OBJECT2:SWORD_DRAGON_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_EXCSYMYR,ACTION_OBJECT2:SWORD_EXCSYMYR_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_FALCHION,ACTION_OBJECT2:SWORD_FALCHION_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_SWORD2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_FURY_X,ACTION_OBJECT2:SWORD_FURY_X_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_INQUISITOR,ACTION_OBJECT2:SWORD_INQUISITOR_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_KATANA,ACTION_OBJECT2:SWORD_KATANA_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_MACHETE,ACTION_OBJECT2:SWORD_MACHETE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_METEOR_METAL,ACTION_OBJECT2:SWORD_METEOR_METAL_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_RA_X,ACTION_OBJECT2:SWORD_RA_X_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_RAPIER_DM2,ACTION_OBJECT2:SWORD_RAPIER_DM2_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SABRE,ACTION_OBJECT2:SWORD_SABRE_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_SWORD3 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SAMURAI,ACTION_OBJECT2:SWORD_SAMURAI_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SPLITTER,ACTION_OBJECT2:SWORD_SPLITTER_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_STORM,ACTION_OBJECT2:SWORD_STORM_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_SWORD,ACTION_OBJECT2:SWORD_SWORD_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_TEMPEST_X,ACTION_OBJECT2:SWORD_TEMPEST_X_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_VORPAL,ACTION_OBJECT2:SWORD_VORPAL_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:SWORD_RUSTED_ZO_X,ACTION_OBJECT2:SWORD_ZO_X_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_WEAPON1 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE,ACTION_OBJECT2:WEAPON_AXE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE_EXECUTIONER,ACTION_OBJECT2:WEAPON_AXE_EXECUTIONER_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK3=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE_HARDCLEAVE,ACTION_OBJECT2:WEAPON_AXE_HARDCLEAVE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK4=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_AXE_VORAX,ACTION_OBJECT2:WEAPON_AXE_VORAX_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK5=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_GAUNTLET_KALAN_X,ACTION_OBJECT2:WEAPON_GAUNTLET_KALAN_X_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK6=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MACE,ACTION_OBJECT2:WEAPON_MACE_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK7=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MACE_ORDER,ACTION_OBJECT2:WEAPON_MACE_ORDER_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK8=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MACE_TECH,ACTION_OBJECT2:WEAPON_MACE_TECH_RUSTABLE,ACTION_STRENGTH:0) ADD WALLITEM_RUST_REMOVER_WEAPON2 CLONES=(WALLITEM_EYE_LOOKING) NAME=(RUST REMOVER) CONVERT_CLICK1=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_MORNINGSTAR,ACTION_OBJECT2:WEAPON_MORNINGSTAR_RUSTABLE,ACTION_STRENGTH:0) CONVERT_CLICK2=(NEW_OBJECT:WALLITEM_EYE_LOOKING,ACTION:ACTION_SWAP_MOUSE,ACTION_OBJECT1:WEAPON_RUSTED_SCYTHE,ACTION_OBJECT2:WEAPON_SCYTHE_RUSTABLE,ACTION_STRENGTH:0)
Restricting Character Level
(untested)
- Create 4 cloned counters, call 1 fighter, ninja, preist, wizard.
- Set the counters at the level you don't want the champions to go over, eg 1 = Neophyte, 2 = Novice, 3 = Apprentice etc.
- Create 4 relays.
- Set the 1st to TRIGGERING/MEMBER_FIGHTER, greater than, VALUE of ITEM/your cloned fighter counter
- Set the 2nd to TRIGGERING/MEMBER_NINJA, greater than, VALUE of ITEM/your cloned ninja counter
- Set the 3rd to TRIGGERING/MEMBER_PRIEST, greater than, VALUE of ITEM/your cloned priest counter
- Set the 4th to TRIGGERING/MEMBER_WIZARD, greater than, VALUE of ITEM/your cloned wizard counter
- Create 4 WALLITEM_ACTIONs
- Set the actions property to ACTION_LOSE_EXPERIENCE_FIGHTER/NINJA/PRIEST/WIZARD (whichever one the relay is checking),
- Set the strength to 100 (this will insure losing 100% of 1 level.
- Set the first target of the relay (the top one) to the newly created WALLITEM_ACTION,
- Set the 2nd target to the relay (create a loop).
When you trigger the relay, it will loop through until its conditions AREN'T met. So setting the wizard counter to 10 then if "TRIGGERING/MEMBER_WIZARD" GREATER THAN 10 THEN.... Would mean that the character would be limited to level 10 wizardry, the second that this relay triggers AFTER they are level 11 or more, it bumps it back down.
The counters can then be increase during game play when taskes are completed by just activating them by any trigger.
Possible Problems All champions will be effected. The message at the bottom of the screen stating someone has just gained a level and then it getting knocked off.
Forcing Champion out of Party
Idea being, some champions may only join the party for set tasks or periods of time, after which the champion will be removed out of the party.
- Place an action
- Set this to remove member for party.
- Create a relay
- Set it to activate
- Trigging Character is equal to (the character you want to remove)
- Targeting the action
- Create a trigger, most likely a floor trigger.
- Set trigger to operate by each party member
- Active
- Target the relay
Rotating a teleporter
A teleporter that rotates with a switch Follow link paste and copy text into a blank text file, save and load in RTC editor.
Chasm
Cross a "chasm" of pits by throwing over a grappling hook. Follow link paste and copy text into a blank text file, save and load in RTC editor.
Door Smash
Break a given door with a given object Follow link paste and copy text into a blank text file, save and load in RTC editor.
Poisoned Fountain
Poisonous water from fountain Follow link paste and copy text into a blank text file, save and load in RTC editor.
Multiple Pressure Plates
Place set number of coins on correct floor-plates to open a door Follow link paste and copy text into a blank text file, save and load in RTC editor.
DM2 Weather
Basic how the DM2 weather system was built Follow link paste and copy text into a blank text file, save and load in RTC editor.
Dungeon Time
Example of how to make a time mechanic and simple watch Follow link paste and copy text into a blank text file, save and load in RTC editor. Basically 2sec real time = 1 min dungeon time. Keeps a track of minutes, hours, days, months (only for months in the year; summer, winter, autumn and spring; years.
Boat and Mine Cart
Example of how to make a boat and mine cart trip. Follow link paste and copy text into a blank text file, save and load in RTC editor. You will also need to download all of the images of the boat and mine cart and put these into your main folder containing RTC Editor execute file. Note only simple stone wall used in example.