Difference between revisions of "RTC/Mechanisms"

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(added simple mechanisms (from 1st two levels DM))
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'''Decorations'''  
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'''Mechanisms'''  
  
These help add atmosphere to the dungeon, such as having items in ''alcoves'' instead of scattered on the dungeon floor; a ''slime'' trail along the floors and wall leading to a possible source; an empty ''cobweb'' suggesting some eight legged fiends could be lurking about, ''pipes'' and ''machinery'' connecting to something even more diabolical.  
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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.  
  
Decorations may be placed almost anywhere in the dungeon and they come in a range of shapes and sizes.  
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Mechanisms may be placed anywhere in the dungeon and they come in a range of abilities.  
  
'''Placing a Decoration'''
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Here are some of the basics:
  
Right click ''Edit'' on the floor or wall tile, ''Add'' new select the floor or wall object you desire.
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'''Toggle''' = trigger the object eg open, then on the next trigger close
  
'''Associated with Triggers'''
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'''Activate/active''' = open pit, closed door, useable teleporters etc
  
All decorations could be a trigger, causing an addition effect somewhere else in the dungeon. See [[RTC\What_are_Triggers_and_Targets|Triggers]] for more information.
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'''Deactivate/inactive''' = closed pit, open door etc
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'''=''' means objects on a new tile
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'''+''' means another object on same tile
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'''Door to open/close on when something comes near'''
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=pressure plate (if visible)+ trigger – operated by party/object/monster/etc – targets the door
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=object (eg door/pit)
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'''Levers/buttons to open/close objects/remove/add moveable walls'''
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=lever/button (Toggle/deactivate) – operated by mouse – targets the object (constant weight option)
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=object (eg door/pit or moveable wall-visible)
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'''Key to open doors'''
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=key hole (toggle) – operated key (type) – Destroy item – disable self – targets door
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=door + doorframe
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'''Invisible object visible'''
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= trigger – activate – object –(constant weight/release options)
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= object (eg writing/pit/alcove)
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'''Monster boundary'''
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= teleporter – active – operated by monster – targeting floor tile before teleporteer
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'''Multiple switches needed to open door'''
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= switch – toggle – targeting counter (x the number of switches needed)
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= counter – deactivate - count set to number of switches – targets door
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= door + doorframe
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'''Object used to open door eg coin for fountain'''
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=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
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= door + doorframe

Revision as of 08:51, 8 June 2009

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.

Here are some of the basics:

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


Door to open/close on when something comes near =pressure plate (if visible)+ 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 – object –(constant weight/release options) = object (eg writing/pit/alcove)

Monster boundary = teleporter – active – operated by monster – targeting floor tile before teleporteer

Multiple switches needed to open door = switch – toggle – targeting counter (x 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 = door + doorframe