Difference between revisions of "RTC/Mechanisms"

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(added simple mechanisms (from 1st two levels DM))
(most of DM mechanisms)
Line 19: Line 19:
  
 
'''Door to open/close on when something comes near'''
 
'''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)
+
= ''pressure plate'' + ''trigger'', operated by party/object/monster/etctargets the door
 +
 
 +
= ''object'' (eg door/pit)
  
 
'''Levers/buttons to open/close objects/remove/add moveable walls'''  
 
'''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)
+
= ''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 to open doors'''
=key hole (toggle) – operated key (type) – Destroy item – disable self – targets door
 
=door + doorframe
 
  
 +
= ''key hole'', toggle, operated key (type), destroy item, disable self, targets door
 +
 +
= ''door'' + ''doorframe''
  
 
'''Invisible object visible'''  
 
'''Invisible object visible'''  
= trigger activate object (constant weight/release options)
+
 
= object (eg writing/pit/alcove)
+
= ''trigger'', activate, targets object, (constant weight/release options)
 +
 
 +
= ''object'' (eg writing/pit/alcove)
  
 
'''Monster boundary'''
 
'''Monster boundary'''
= teleporter – active – operated by monster – targeting floor tile before teleporteer
 
  
'''Multiple switches needed to open door'''
+
= ''teleporter'', active, operated by monster, targeting floor tile before teleporter
= switch toggle targeting counter (x the number of switches needed)
+
 
= counter deactivate - count set to number of switches targets door
+
'''Multiple switches need to open door'''
= door + doorframe
+
 
 +
= ''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 ???
 +
 
 +
'''Torch sconce'''
  
'''Object used to open door eg coin for fountain'''
+
= ''Torch sconce'', operated by mouse, alternate state + ''weapon_torch'' item
=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
 

Revision as of 07:39, 9 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 + 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 ???

Torch sconce

= Torch sconce, operated by mouse, alternate state + weapon_torch item